Stellaris armour hardening. Shields are very difficult to bring down when you don't have a steady amount of damage done to them. Stellaris armour hardening

 
 Shields are very difficult to bring down when you don't have a steady amount of damage done to themStellaris armour hardening  Regeneration is useless since the starbase already provides repair services to the defense platforms out of combat and the in-combat healing rate is very

PvE I really don't think you need to protect your artillery ships, point defenses on massed Battleships will take care of the few missiles that get through, and with shield hardening mods and massive amounts of shield research nothing will really be able to touch you anyway. Replaced Bulwark defence platform cost and upkeep reductions with inherent shield and armor hardening as they level up. ; About Stellaris Wiki; Mobile viewArmor hardening though seems. The other version is "%chance to reduce any damage from penetrating at all". Total HP = 2853 with 5. So raw HP gives you better or same than the others, and always works. Go to Stellaris r/Stellaris. Disruptors do 4. Stellaris has always had an interest dynamic between the Tall vs Wide approach. 1M I wanted to know if strike craft/swarm craft(not sure witch is best of the two) where the best at dealing with AI fleets so I gave it. g, 100% penetration vs 75% hardening means 25% of the damage goes through. Stellaris ship design is a slightly more complicated version of Galactic Civilization ship design in the end it's still more or less rock-paper-scissors. It will literally make it so your Neutron launchers are INCAPABLE of missing a target. Below is an example of what I found out while testing ship combat. Hardening, instead of subtracting from penetration, can scale it down; a ship with 20% shield hardening reduces 100% penetration to 80%, and 10% penetration to 8%. It is developed by Paradox Development Studio and published by Paradox. Added new aux components that use Exotic Gases, Rare. A weapons intrinsic hull/armor/shield damage/bypass applies to the base damage first, before any other modifiers. From wiki. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. The other version is "%chance to reduce any damage from penetrating at all" but I. Out of combat, hull and armor regen is multiplied by 5, just like shield regen. . Between armor hardening (which only helps vs Disruptor) or Shield Hardeners, shield hardener is obviously. It's good against the prethoryn, who wreck your shields and have partial penetration against armor. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. ago by Leprechaunlock View community ranking In the Top 1% of largest communities on Reddit Anyone know if shield/armor hardening components stack? So. Way more! And if you get some unique components, you can get armor regen up to 10%! Shields will always have regen around 0. except corvettes since they only have 3 slots, they use 2 armor 1 shield. The new shields and weapons etc in the coming DLC are really cool, but hinge completely on the AI actually being able to use them. But that is only even taking into account the enemy damage types. My enemy has mountains of torpedoes (no neutron launchers). 3. With proper combination archeotech weapons and modules in ship are really good, especially pulse Armor and giga canon version of archeotech. r/Stellaris • 6 mo. 8 FogeltheVogel • 7 mo. Stellaris does neither of these which results in the. 6 “Orion” update includes many changes to combat. Below is an example of what I found out while testing ship combat. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. g, 100% penetration vs 75%. 6 update. 0 (Actual), Amazing Space Battles, UI Overhaul Dynamic, UI Overhaul Dynamic + Tiny Outliner V2, Tiny Outliner V2 (note need last two for Tiny Outliner to function). 100% is ideal value - as it would protect you from penalties from hull damage. Torpedos now deal more damage the bigger the target. 5 days. Weapon will bypass shields entirely and damage the hull directly (mitigation from armor will still apply). The. while the Living Reactive Armor provides ships with a 25% armor hardening bonus, countering weapons that bypass specific defenses. Admiral: +10% Damage, +10% Armor Hardening; General: +5% Army damage, +10% Army collateral damage;. Here's my copy-paste on the current ship balance and the most dominant designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. Some weapons do bonus damage against shields. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. 1. If I have a shield nullification (pulsar system or zroni caster) I make full armour laser artillery with armour hardening. Negated and weakened outright by Pulsars and basically every enemy system with a starbase as AI loves to build the anti shield module. This mod is a global compatibility patch for Stellaris 3. Cheaper Alloys cost than armor. Thanks!Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. It's logical given how common armor penetration is toady, and that armor must absorb the energy rather than deflect it as shields do, while armor absorbs the energy some will inevitably pass through. 100% agree with the OP! Supremacy should be a choice, like the other Tradition trees, not a main pick for everyone. --Strikecraft are not too far off from their base version, mainly gaining speed, regen, firing rate, and range. Stellaris. Shields are already treated worse than armor, why this hardening could not just work a little better? Like shiled points equal to % of hardening will be not nullified because of weather. Perhaps if Stellaris introduced manpower, it could make things work better. reactive armor: armor hardening +15%, reduce all weapon damage bonuses to armor by 10% (plasma's +100% damage to armor becomes +90%; laser's +50% damage to armor becomes +45%). But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than. is it worth it do you think?In endgame between your other bonuses, gateways, and tech, they become less and less useful and +10% shields (especially if you have the psionic shields tech and are facing an Overwhelming Unbidden invasion) or hull/armor regen (useful against the Scourge or for protracted campaigns in massive enemy territories, don't invade Russia in. Stellaris/commonfederation_perks. Architect of War −10% Military Ships Build Cost +30% Military Ships Build Speed +25% Voidcraft Research SpeedIt looks like tier 5 armour is better than crystal, maybe even tier 4. 1 comment. Battle ships are your heavy carriers and artillery weapons. Living Metal and Zro are kinda weird resources because they have very few uses. Autocannons now have a faster fire rate (and thus are very high damage for their weapon size, but have very short range). 1. I’ve only fought against normal empires so far in 3. Shield hardeners are a new defensive technology in the upcoming 3. It looks like tier 5 armour is better than crystal, maybe even tier 4. +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. And if they have, armor is better than hull against kinetic batteries. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Hardening, instead of subtracting from penetration, can scale it down; a ship with 20% shield hardening reduces 100% penetration to 80%, and 10% penetration to 8%. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Archeotech Makes Juggernauts Waaaaaaay More Tanky. PvP is where the fleet composition you use matters a lot more I think. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. You can also use it against enemies who use only disruptors: one reactive armor and one shield hardening should divide their damage effectively against multiple sources. Generally this is what you need to do to get 100%, Four would get you 80% + 25% from living Reactive armor (15% for the Reactive armor) netting you the. Although, in 1. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. But if some torpedoes do get by, I wonder what is the best defense on my large ships? The. For those unaware, Shield Hardening is a new ship stat that is given by a new module, Shield Hardener, which give a percentage for shields to apply to weapons that would. But it also penetrates armor by 50%. If you think you can destroy an smaller fleet that got split from the main doomstack with your cloaked ships do it and then retreat for 120 days until you can cloak again. It looks like tier 5 armour is better than crystal, maybe even tier 4. 5. +10% Armor Hardening from Ancient Rampart starbase modules +33% Effects from Starbase buildings unlocked by Archaeostudies Archaeostudies technology 4. Losing 100 Ar or 125 Sh to get 65 Hull. Here are the complete notes for Stellaris 3. Artillery/Carrier remains a powerful fleet design in 3. Yes it's worth it. that means, if the shield hardening stacks, you need 7 of those for 100% shield hardening. Idiot's Guide to 3. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. Invest in tracking bonuses on top of that and you could have the closest thing that should exist to an Artillery-range anti-Destroyer weapon as well as a gun that doesn't really get penalized by Armor's raw potency and is rather countered by hull regen and/or armor hardening, two stats that compete with afterburners for aux slots. Wooden-Many-8509 • 22 min. Reactive Armor: 10 1: 15 +15% Armor Hardening: Incorporating a crystal lattice in our ship's defenses provides some resistance to weapons that normally cut through armor. gautam_jat • 6 mo. I really don’t remember. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. You can get some hardening on day 1 from Admiral traits. 8 Fleets. You can indeed achieve 100% hardening, but all that does is stop shield penetration. Though these ship parts are too expensive to equip your entire navy with. 7 Jobs List (WIP) Original code by bipedalshark Parser code : Github Website code :. And it will be 250 out of combat regardless of the number of repeatables, since it is always 5 times the fixed values listed on the components, just like the armour/hull regen is always 1/20th of the percentage value listed on those components. Also you can use them to just nuke the grey tempest main base as grey tempest doenst have cloak detection (yet). 6 “Orion” update includes many changes to combat. Can I just get a basic, idiot's guide (with the current meta) of good fleets to build (tech, ratio of ship types, etc. For Synthetic, your admirals would gain the Synth trait instead. This means it now has 90/2=45 % reduction as the penetration ignores armor value only looking at percentage. Go to Stellaris r/Stellaris. You need DLC to use this item. Legacy Wikis. . The Stellaris 3. Community Hub. during the late game, the ai spam hyper relays so its literally less than 80 days to fully recover a fleet, while it takes 100+ days to recover half of a fleet's armor and 1/4 hull. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. Armor hardening is utterly useless if you don't even try to bypass them, and there are plenty of weapons with excellent bonuses to melting armor. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. Equip an ancient suspension field 2. NagolRiverstar • 1 mo. 4 or 3. Depends on who you're fighting. Also, Fortify The Border edict should be greatly buffed (with military. It makes no immersive sense. Is crystal armour no longer good? Is it just an advantage for early game?It looks like tier 5 armour is better than crystal, maybe even tier 4. is it worth it do you think?and a huge stack of armour. 6 “Orion” update includes many changes to combat. Small. • 5 mo. And reactors are giving extra boost on dmg, speed and evasion, plus it's cheaper too. Nanomissiles ignore shields and armor, fire rate is 0. Q1. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. csv Looks like they have potentially powerful shots but no. Guaranteed Ascension Tech 3. For both builds, have a balance of shields and armor, and 2 hardeners (for cruisers and battleships) + AB (for all ships) in the utilities. to enjoy the quite sizable amount of written content in Stellaris. I personally play cooperative multiplayer and that’s the most of it. Side bonus of 80% shield hardening and 400 extra armor and shields. If you become the crisis swarming becomes possible. It felt really bad that it was almost always better to pick armour late game because only scourge strikecraft have 66% armour bypass. Hardening doesn't add a negative but it removes the entire reason to use penetrating weapons. *. We’ll go over a few basic strategies to help you figure out what works for you. Content is available under Attribution-ShareAlike 3. So if my ship has 100 shields and 15% shield hardening, then, entering into neutron star system, they will still have 15 sields (hardened shield so still. Is this a good strategy for winning battles right now?Stellaris Wiki Active Wikis. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Now technically the Archaeo strike craft would work great against the Scourge (suck against shields, but do massive armor damage), but 20 MAs/carrier is a lot. Pair it with Kinetic Artillery to punch through shields, or utilize something like the Zroni Storm Called to negate shields. Stellaris is a sci-fi grand strategy game set 200 years into the future. Psychics and Synthetics have 10% shield/armor hardening respectively. I'm not a fan of this new type of ship parameter. 25 and armor takes. 3 can be fit at maximum onto each Carrier Battleship, along with. 1M I wanted to know if strike craft/swarm craft(not sure witch is best of the two) where the best at dealing with AI fleets so I gave it a try. 25 days. Is crystal armour no longer good? Is it just an advantage for early game?Vote. TLDR; Armor is better than shields the vast majority of the time. Stellaris has now only Armor and Missiles. Guaranteed Ascension Tech 3. Geniuses out there: do shield or armor hardeners do anything vs torpedoes? More exactly: I have available an "Advanced Shield Hardener" and "Living Reactive Armor" (and, BTW, Crystal-Forged Plating). r/Stellaris. Q2. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. Living metal can be used in a ship component that provides a lot of armor hardening, or in a certain powerful edict, Nanites can be changed into rare resources with a building or used for a research buff, think there was also a ship component but I never used that one. *Archeoengineering should allow the acquisition of null-void beams. majdavlk • 2 min. Refitting used to do weird things to this, too, letting you take ships from other places and refit them at a neutron forge station to get those. I prefer armor Regen and have a slight armor favoritism. 6. 0. Armor hardening is utterly useless if you don't even try to bypass them, and there are plenty of weapons with excellent bonuses to melting armor. Its DPS is 4. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. The +10 adaptive trait is better if you combine with happiness to get 90 on your same biomes as homeworld. Living Metal and Zro are kinda weird resources because they have very few uses. Stellaris Real-time strategy Strategy video game Gaming. Lets use small weapons as an example. #15. E. Is crystal armour no longer good? Is it just an advantage for early game? เข้าสู่ระบบ ร้านค้า. Ironically, there is an advanced armor option known as Dragonscale Armor. (Cruisers and above) that have shield/armor hardening Weaknesses: Hard loses to everything Techs needed: Autocannons, Plasma Cannons (optional: better Thrusters, Afterburner) Required Components: best Thruster,. Been kinda curious but theres nothing that actually shows the effect when equipped in ship designer and the wiki isnt any help on this either - increase resistance could be anything. The downside if that they use power and missiles/torpedo bypass them entirely. Is this a good strategy for winning battles right now?It looks like tier 5 armour is better than crystal, maybe even tier 4. Losing 100 Ar or 125 Sh to get 65 Hull. Sprinkle in 10 or so swarmer dds if possible to help overwhelm PD and pick off smaller ships. Some weapons do bonus damage against armor and have armor penatration. 50, vs Gamma lasers at 6. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Armor does not reduce damage to shields. Larger ships have more. 10. Try it out, it'll bypass shields. Early game of course I do the classic hangar DP, since they easily counter small ships. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. If i recall And armour rating of 150 or 160 is the amount one would stop at due to that being the "limit" in which armour will be at its max. Yes they stack. I feel like ship designs are more important in the very early game, when your fleets are more or less evenly matched. The engagement range of the entire fleet is based on the longest range weapon in that fleet, as you say. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Pretty much everything new in the beta is missing it's icon, the only things I've seen that actually have artwork is the backgrounds of the new traditions that. Side bonus of 80% shield hardening and 400 extra armor and shields. +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. Legacy Wikis. Assuming same tech and bonuses, these builds will come up on top against every mono-hull fleet. ) The Protodermis Theory: Living Metal is some kind of bizarre miracle material that can adopt the physical and chemical properties of dozens of other chemicals under certain conditions. Do generally aim for a 50/50 blend of Shield and Armour slots * On your Corvettes, try Flack + Lasers => Flack + Auto-cannon (once you have the tech) + Laser, with Afterburners and Swarm. We’ll just have to seen Thursday An interesting note is that armor values and damage reduction are 1:1 at 38, 39,and 40 armor. ago. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. and a fair amount of sheild and armour hardening. An edict to specialize in a branch of research sounds fantastic. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. 01 base, 12. And shields are better since you don't have to go back after every fight. does it work & what does it do? (have 4 25% armor hardeners on) does it prevent any damage to hull before the armor breaks?and a huge stack of armour. Maybe there is a slight advantage for disruptors because they have an easier pre-req route, but it's not a big window. Stellaris. 60 armor will reduce hull damage by 50% against 0% armor penetration, or 25% against 50% armor penetration. 2. Unorthodox manufacturing techniques allow us to closely emulate these self-repairing structures. But if some torpedoes do get by, I. For those unaware, Shield Hardening is a new ship stat that is given by a new module, Shield Hardener, which give a percentage for shields to apply to weapons that would otherwise bypass shields, like Missiles and Torpedoes. . Extra tips: + bigger gun -> bigger dmg. About this site. TTundri. Guns are still damaging to armor, just weak against it. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. Sohei May 14, 2016 @ 7:44pm. Then I'm still waiting for mine lol. Affect enemy chance to hit by formula: Enemy chance to hit = enemy Accuracy - MAX ( (your Evasion - enemy Tracking), 0) That mean - Tracking only negate enemy Evasion and will never increase chance to hit on it's own. About this site. Discussion So which one is best based on your experience with the game so far. Does this mean I don't need any armor at all?Shields won't regenerate at all unless a charger is present (in vanilla game that is). . 2% armour/day, or 122-123 out of 6444, and 1% without Titan. Observe the full damage going through shield. 9 that merges the various incompatible game rules and scripted triggers added by mods. 100% armor and shield hardening is already awesome, but +500 armor and shields on top is pretty crazy. Tactics Forever, before the dev put it on Steam and then gave up on it. WolfsunEvasion: chance to negate any damage in combat. E. Stellaris has a rather cheap upgrade system, where its easy to switch designs. ##### ##### VERSION 3. Armor also is notably more expensive than shields, and being able to equip a cheaper reactor doesn't come close to making up for the increased costs. Are extremely powerful vs AI. 0 unless otherwise noted. Armor hardening is mostly a waste, it's only use is against disruptors but the AI doesn't spam those. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. 0. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. Owning the dragon's hoard and having a mining station over it, gives dragon scale armour (only source of tier 6 armour) and a dragon egg. 32 to armor, 9. . This would make it very useful on fleets and starbases based in Pulsar systems as well. ago. This means strike craft are hardcountered by attacking with 2 fleets from different angles as they will just fly back and forth in the space in between instead. Meaning you can get 100% hardening on a large ship, pretty easily. Also adds passive repairs and minor amounts of armour hardening. Darvin3. As such, the #1 strategy is to spy on enemies until you can see their fleet designs, and then build (and/or upgrade your ships) into an effective counter. 6;Mix Frigates in, that have a bit different behavioral profile. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. Add a Comment. i. Both are late game anyway so doesn't matter. This is separate from your Naval Capacity (shown at the top of the screen). Also, shield/armor hardening could make a disruptor-based. Unorthodox manufacturing techniques allow us to closely emulate these self-repairing structures. #1 corisai Jun 16 @ 4:54am Originally posted by Bumc: Often having a bit less than 100% is actually better, because it doesn't change effective HP and repairs. View this video if you want to see. I'll do that then ~ and thanks; the. It worked much better as a LAN game, because the games were shown on a projector and everyone could see what was happening; you'd get all sorts of trash-talking and cheering as people would head back to their computers to tweak their ship design and its basic AI instructions. A disruptor fleet can absolutely wreck an artillery/torpedo fleet 4x its fleet power, but defense platforms can wreck a disruptor fleet 2x its fleet. Armor Hardening Adaptive Armor Hardening; weight_modifier and ai_weight check if the physics research leader has Expertise: Materials, instead of the engineering research leader. Armor is definitely the way to go. Do not forget about armor hardening! Warscore: Lot of things work against Hive Minds. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". When going psionic, do you have more shield components than armor or roughly the same? I’ve been experimenting with it and it seems worth it, but what if an empire has anti-shield weapons? Is it still viable since psi shields are so much better? Vote. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. +30% Armor hardening +30% Shield hardening +150% Army morale +75% Army health −85% Army collateral damage +2 Planetary combat width +25 Years leader lifespan +40 Monthly research +25% Sublight speed; −50% Time spent missing in action +75% Archaeology excavation speed +25 Years leader lifespan +50 Monthly society. • 3 mo. There's not really that much you need in terms of utility components. It doesn't increase the firepower of the starbase itself at all, but it increases the defenses more than other combat modules (and, with the AP, provides the only way to reliably protect starbases from armor. 2x regenerative hull tissue. 0, they are abjectly worse than armor, however because of how slow everything is, being able to avoid going back to base is quite the boon. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. The amout of armour one can put on a ship is determined by the armour rating and the percentage. If your post has been moved here from another thread, please re-read the thread rules and feel. 01 to shields Armor/shield hardening is a counter for weapons that bypass that defense. Reactive Armor: 10 1: 15 +15% Armor Hardening: Incorporating a crystal lattice in our ship's defenses provides some resistance to weapons that normally cut through armor. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Is this a good strategy for winning battles right now?The main idea is to try to break up the Unbidden fleets and take on each stack one at a time. Man creates worst battleship in stellaris. View this video if you w. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. Over time they became the only remaining force that mattered with well over 100K fleet power. . Field Manipulation - Tier 5. It is now possible to get 100% of both shield and armor hardening using councillors only. Content is available under Attribution-ShareAlike 3. At which point it still doesnt offer enough to be valueable. When needing to mass produce fleets to fight enemies with and quickly replenish, it's best to rely on something solid like Alloys or even some of the rarer resources since those are relatively inexpensive (the highest you'll see in a big fleet size is roughly ~200 per one resource). But in reality it's very expensive to get 100% value (using all slots for hardening is not efficient when playing against AI), so if you're. The ship components look nice and ll but in the end you have weaker ships. Shields are generally better for long campaigns while armor is better for that big battle. Inversely scale hardening module impact against hull size. Ignored by far more weapon types. . 34. Reply reply RisingShieldEro • I'll have run pure fighter starbases tho naked ones, they drop fasr. Logical-Table-3530 • 2 mo. Do not leave feedback in this thread. 6 has a component that requires Living Metal: advanced armour hardening (reduces the efficiency of weapons that otherwise ignore armour. So if my ship has 100 shields and 15% shield hardening, then, entering into neutron star system, they will still have 15 sields (hardened shield so still. A lot of good weapons bypass shields where as only a few bypass armour. Of course you have to actually build the platforms for that to matter. Also, hardening techs and disruptors are both tier 2 techs, so you can get both around the same time. Now say, 30% shield hardening cuts Disruptor damage by a third. I'm putting them together with PD destroyers, pure missile cruisers and some battleship-hull carriers. 0 - Orion #####. gautam_jat • 6 mo. Later on the AI has a fascination with Autocannons, so Armor is undoubtedly the way to. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. #1. +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. Do not forget about armor hardening! Warscore: Lot of things work against Hive Minds. Disruptor weaponry will bypass *both* shields and armor, even though it's highly variable, and lower raw damage overall. ago. I really hope they change hull regen to be daily in 1. If you're using disruptors they also bypass armor (basically direct hull damage). • 3 mo. . Stellaris: Suggestions. Interact with diverse alien races, discover strange. They can kill most enemies if they uncloak right on top of the enemy. #15. You basically end up trading off shields and armor for hardening, that is IF you can meet the power requirements. 6 "Orion" open beta. I do not see a single reason why. TTundri. -Hives now have 20k hull and armor, full armor hardening, and very small hull and armor regen. Attacking Armor a in the presence of armor penetration p reduces hull damage by a percentage {a}/{a + 60} * ( 100% - p% ) I. 0 unless otherwise noted. " Stellaris Mods Used: Extra Ship Components 3. I play with 60+ mods, and I've spent a few hours disabling groups of those, then restarting to see if Armor got fixed and no luck. Armor penetration isnt available early on, and once it is the AI is still not going to use it untill X slots. And by year 40-50, because higher level leaders cost more unity, flat resource generation traits are actively costing you resources. 8 FogeltheVogel • 7 mo.