Armor/shield hardening is a counter for weapons that bypass that defense. Shields gives you 100%-150% bonus hp, but also needs power and many thing ignore it. It also means you will only need 50% shield hardening to fully harden against these threats. Hull vs armor vs shield: Most of the weapons has extra dmg against the shields and the armor mostly. But the opposite will be better in all other situations, and there are more of those than pulsars. It's good against the prethoryn, who wreck your shields and have partial penetration against armor. The current "meta" is hardening and penetrating weapons, often hardened armor. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Cons: Hard-capped quantity based on Naval Capacity. Side bonus of 80% shield hardening and 400 extra armor and shields. I get the sense the tech is a bit less finicky in Stellaris. Last edited by Rift; Dec 31, 2022 @ 9:27pm #2. Q1. Stellaris. Living Metal and Zro are kinda weird resources because they have very few uses. A celestial body is a star, planet, moon or asteroid present in a star system. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). You have a Ramparts module (more armor, armor hardening and hull for the starbase, +2 defensive platforms cap) and the shield overcharger building (+50% starbase shield and shield hardening, +25% defense platform shield and shield hardening). Deploy archaeo strike craft in a pulsar or storm generator chokepoint starbase to completely shut down a path into your empire. g, 100% penetration vs 75% hardening means 25% of the damage goes through. As probably most of you know. shields shields shields man. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". is it worth it do you think?You can't just run pure Armor with hardening, as there are very strong anti-armor weapons out there. 25x council scientist has Expertise: Field Manipulation trait;You should ALWAYS max out shields on every ship (without reactor boosters). Increased the range of Energy Siphons. Smaller ships only have one aux slot. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. and directly work on armor/hull. I've had trouble figuring this out exactly, but this is what it looks like. That evasion disparity is worth ~20% incoming DPS, more than made up by the ~10% hull points and almost ~50% more shields and armor than four frigates. 3. M. Except that they use 25 / 50 / 100 power each. Armor is generally the better of the two, but it can depend on the AI's ship designs. Added new aux components that use Exotic Gases, Rare. In summary, use the weapons that are effective against what your enemy has most of. 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%. Paradox recently added Armor Hardening and Shield Hardening components that utilize them, but it's still pretty common you won't have much to use these on. However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. New comments cannot be posted and votes cannot be cast. Depends on who you're fighting. Arch weapons are garbage even with the perk I was still losing fights with people 15k below me. Gigacannon needs to do 12600 to. 6 beta for Extra Ship Components:. This mod is a global compatibility patch for Stellaris 3. Is this a good strategy for winning battles right now?This is a type of Colossus, a weapon with which you can surround the planet with a force field, after which nothing can enter or get out of it. Discussion. 18. That’s 17. Nov 16, 2023PitiRR. Cloaking shields, for when you don't want your fleet to be detected. Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits. Most of the fun in Stellaris lies not in figuring out the most efficient way to play possible, but in figuring out how to take the dumbest way to play possible and make it work anyway. It's a bit slower than shield reg, but your fleet starts each battle at full health. So in average the same amount of shield or armor will least half as much time as the hull. As few weapons as possible. Is this a good strategy for winning battles right now?and a huge stack of armour. Shields can be stacked higher than armour with shield capacitors and have the benefit that always regen after a battle. ago. Stellaris Wiki Active Wikis. 6 shield regen, 15% shield hardening. Which means you would now hit 0 XP at ~27-30 leaders, if my math checks out. Steps to reproduce the issue. Wooden-Many-8509 • 22 min. I tried doing something similar with armor and hull regen but the effect is much weaker and 1vs1 the double. Shield Hardener: 10 1: 15 +15% Shield Hardening: With these modifications, the fields generated by our shield emitters will partially deflect attacks that would otherwise bypass the shields. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. Sep 13, 2020 766 932. If you mean by penetration resistance, then yes. That’s 17. Small ships can't do it no matter how much you try. Best. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. and a huge stack of armour. They are very good. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. This is before introducing Shield repeatable. Then you can dump however many millions of fleet power you have directly into whatever system the AI targets. 34. 0 “Orion”. ago Maybe. With a mid-game fleet of 110, needing to upgrade my ships with just Ancient Pulse Armor costs well over 1. Baby's First Stellaris Ships (3. Alloys are cheaper than fleet supply cap, so expensive armor plated ships are great. Often having a bit less than 100% is actually better, because it doesn't change effective HP and repairs take less time. 8 (aka "Gemini") was released on 2023-05-09 alongside the Galactic Paragons expansion. Armor is generally better than shields, as it offers stronger defense and there are fewer weapons advantaged against armor. Archaeoshields should now properly provide their shield hardening bonus. Threads of living metal react to incoming fire, rearranging itself to better resist penetrating weapons fire. But only occurs during combat if you have shield capacitors installed. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. A Tier 3 Railgun does 13-44 damage (+33% v shields but lets even ignore that). The amount of hull it. #23,663. 5 Q3. Against Lasers, Armor is better than Crystal-Forged on ships with 1,350HP or more (Battleships). 7 (Ancient Suspension Field) and now especially with 3. I'm trying to make a Hivemind kind of empire and set my starting system to be a shattered ring. Cool. Just don't expect much from Corvette shields. Stellaris > Workshop > Laquly 零者's Workshop. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). Put 2 archaeo shields on your battleships to get 30% shield hardening without expending auxilary slots. With a shield capacitor, that's +50% regen. Deploy archaeo strike craft in a pulsar or storm generator chokepoint starbase to completely shut down a path into your empire. is it worth it do you think?Hello! I used to be pretty hardcore into this game. They cannot be built in orbit of a celestial body that has an. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Their battle ships regen something like 14k shield per day. That's how counterplay works. Tried again, happened again. Is this a good strategy for winning battles right now?Megastructures are colossal constructions. You can roll. Content is available under Attribution-ShareAlike 3. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. It gives +10% weapons damage, +10% shield hardening for admirals. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. The shield hardening components kind of revive the shields back to their older glory. Effectively, a relic aux slot component that offers at least 30% total hardening, and some total HP preferably through a percentile HP buff to both armour and some slight buff to shields; let's give an estimate of 20% Armour Hardening, 10% Shield Hardening, +20% Armour HP, +10% Shield HP, minor resistance to some of the nonsense on this list o. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. What's the value/purpose of the Hardening stat? Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". The Zro/Living Metal versions would have the same 30% hardening but only consume 5% power. and a huge stack of armour. What ships do I build to stand the best chance to win any given encounter in a post combat rebalance stellaris? Reply. Patch 3. 8 Governing ethics attraction. 2 rework of planetary population, defensive armies are no longer built directly, they are spawned automatically by certain jobs and buildings -- by default, that'd be the capital, police precincts and military forts/academies, the 'soldier' and 'enforcer' jobs. Megastructures are colossal constructions. 3. EDIT: the philosophy this is based on is pre-3. Deflectors are shields and do the same as any other shield within the game. Add a Comment. The regular shield/armor hardeners would be upped to +30% hardening but consume 20% power (so 1 hardener + 1 booster = 2 prepatch hardeners). That’s how badly hardening gimps penetration weapons. Capacitor increases shield hit points by 10% so not really that great unless you already have amazing shields, in which case it's overkill. xD, missless will be damaging 50% shield and 50% armor so they are half effective, penetrating weapons will damage shields and hull 50/50 so yeah, that make normal weapons much better in term on math cause they will kill you faster casue normal weapons are much more powerfull in terms pure damage, also you can use PD vs. This latest play through was going pretty good I had a fairly strong empire with about 60k troops and decided to take on the empire next to me so I amassed all my troops and went to war. Similarly the pulse armor adds both armor and shields in excess of what you’d get with just T5 components. Canis Minor v3. So the Whirlwind Missiles and Strike Craft both pierce shields. Use admirals and war doctrine for higher disengage chance and avoid fighting in black hole systems. Just what it say on the tin. Its DPS is 4. *) Created by jasonpepe. On cruisers and battleships that turns around, since generally anything countered by PD also has shield penetration and comes in massive waves if your opponent has carriers. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. The planet was full of genetically engineered super soldiers. Stellaris. The battlecruisers have a shield strength of 30k, armor of 10k, and hull strength of 4600. 50, vs Gamma lasers at 6. This thread is archived. Ancient Shield Overcharger 100 45: 360: 15 2 +33% Starbase and Defense Platform shield hit points without Archaeo-Engineers +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase and Defense Platform shield. Stellaris. If you are facing, say, cruiser-carrier missile boats, they'll be kiting at 75+ range while putting out 24 from fighters 20 M slot missiles 16 S slot missiles (60) of DPD per Cruiser. Increased the range of Energy Siphons. . You can roll. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. 34 comments. at a much lower cost, and will be able to provide shields and armor penetration, and even unbeatable shield and armor hardening. If I have shield hardening 25%, does that mean 25 is taken from the penetration factor (as in the hardening rating is subtracted from the penetration rating, meaning shields take 7. Edict Fund can be increased by the following:. Best. This makes shield capacitors basically the strongest defensive upgrade in the entire game, by a wide. 3. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. With 2 Shield Caps, Orilium Ore, and using Psionic Shields I've been able to create Titans with 9000 Shields (5 Psionic Shields x 1250 Shields per Psionic Shields x 1. It seems like most people are favoring armor over shields lately, partially because armor, even if it's not as cost-efficient, just offers more protection than shields now, but also partly because there are quite a few powerful weapons, like fighters and missiles, that simply ignore all shields anyway, yes, there is shield. 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. Since your fleet only consists of this weapon type, they can effectively overwhelm any PD / Flak defenses the enemy fleet can typically have. On a single medium slot of 100 shield points with 5 recharge per day you will recharge 5 per day, or 5% of your capacity. 2% armour/day, or 122-123 out of 6444, and 1% without Titan. 7, im not sure how frequently AI uses the new archeotech shields which come with shield hardening built it, but the auto-build ship builder *loves* those shields, so shield hardening may be a lot more common and stronger in 3. 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. the archeotech shield with the ascension perk is solid slightly lower shield values but 15% shield hardening and higher regen. With how common droids are every single soldier should be in powered armor of some kind (as Stellaris soldiers have once the very early game technology is researched), but they instead have flak jackets and thin. In this video I. They're very powerful if your enemy lacks hardening. Yes, shields will regen and so will your armor/hull if you have the appropriate resources/tech/items. 1x regenerative hull tissue. Generally you should mount a higher ratio of armour anyway. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. Jump to latest Follow Reply. 1 Answer. In a fleet with a 230 cap, my breakdown would be about 6-10 battleships, 20-25 cruisers and 30-40 destroyers. We’ll begin with an exploration of the goals and. This page was last edited on 21 May 2022, at 20:12. (Note: patch 3. Content is available under Attribution-ShareAlike 3. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Lastly, armor has a hard cap of 90% damage reduction (which is largely negated by plasma). and it's not like everyone's gonna be packing enough zro/living metal for the advanced shield/armor hardening to refit all their ships. Shields regenerate on their own after battles. Do you wish that weapons that penetrate shield and armor weren't so hard to counter? Well, this mod is for you. +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. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. There are like 4 Leader traits that give the various hardening bonuses, Suspension Fields give free hardening while being as protective as Hypershields (with an ascension perk), plus you don't specifically need. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. Suppose a kinetic weapon does 1dps, targeting a ship with 6 shields and 6 armor. Watch them trying to penetrate the shield, which keeps recharging despite constant enemy fire and foils their attempts. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Refire rate and general stats have been adjusted. Mining lasers are now classified as Brawling weapons. Report. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Technically, you only need enough shields to counter the enemy fleet's Alpha damage while taking no hull damage. How strong is she? : ( I got lucky and Earlier in the years (2223) got The Grand Herald Titan. Corvettes and Destroyers are good picket ships/gun boats that are meant to intercept Fighters, Torpedos, and Missiles and possibly deal some damage to Capitol ships. So if you got shield hardener, then 25% is dealt to shield. 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%. 0 was launched, they doubled the cap from 200 to 500. For Psionics, the main benefit would be the Psychic trait. And no, if you make more alloys than you have the naval cap for, its more effiicent to just go over cap and use those resources on more ships, or build some. Add a Comment. No debuffs except for the 49-50% reduced shields, which are already damn high thanks to the Psi-shields along with the psionic admirals giving shield hardening naturally. Shields should give shields, shield *capacitors* should give regen, that is not called a bug. There is no reason whatsoever to use them anymore after the recent patch. 2x regenerative hull tissue. so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the. Shard. The other version is "%chance to reduce any damage from penetrating at all" but I don't. 3 Stat modifiers affecting empire. You typically can find 5 of these at the start so I don't really see the point, by the time you research colonization of other planets you can build robots or have aliens to colonize them. 1680x8 shields or 13440 points. Mono-shield is much harder to pull off because of the power demand (and is very weak to penetration), and mono-either is (almost) strictly better than. Secondly, Disruptors and Arc Emitters should be nerfed down to only have 50% shield bypass. Edict Fund can be increased by the following:. All Discussions. invol713 • 5 yr. Sep. I'm assuming. Ran into a new event last night. Psionics are maybe a bit more powerful in XCOM, unless you consider Stellaris precursors or endgame tech. A tl;dr summary of what others have said in this thread, for those who dont read stellaris math essays: Armor and Shield hardening will force weapons with the "penetration" function to shoot at what they're supposed to penetrate, a portion of their damage going to the thing they're supposed to ignore. 8. Ancient Shield Overcharger 100 45: 360: 15 2 +33% Starbase and Defense Platform shield hit points without Archaeo-Engineers +33% Starbase and Defense Platform shield hardening without Archaeo-Engineers +50% Starbase and Defense Platform shield hit points with Archaeo-Engineers +50% Starbase and Defense Platform shield hardening. Advanced Shield Hardening 20000: 5 Advanced Shield Hardener Shield Hardening Zro Distillation. 4. 1. In the default galaxy map mode, subjects have the same color as their overlord. Underpowered Auxiliaries like Shield Capacitor and Mark of the Eater/Instrument should not have. Penetration could even scale up as the shields/armor are depleted; maybe penetration scales with (100% + %Shield Damage - %Hardening) * Base penetration. The cap to the Force Disparity bonus for fleets. I ragequited after the battle, and than reloaded the save. 1 shield regen, 15% shield hardening. 4. ago. Are extremely powerful vs AI. Basically arc does 25% damage as shields are enough. build several of these. 1 Large Neutron Armor gives 1740 armor. I've had trouble figuring this out exactly, but this is what it looks like. Total HP = 2853 with 5. On a corvette with 2 armor and 1 shield, a hardener effectively turns your shield into the T4 crystal plating when fighting against hangars and missiles, without giving up your shields against energy weapons. id say a part of it will be simply that stellaris has so many other things to worry about that players naturally want to simplify everything as long as the loss of efficiency isnt too big, so even if teh meta is balanced in a way where mixed fleets would be ideal, unless its by a huge margin most players will choose to rather be 5-10% less effective. Shield Capacitor: 10 1: 20 +10% Shield Hit Points: These capacitors store surplus energy which can quickly be transferred to reinforce a ship's shields. A battleship equipped with full enigmatic deflector shields and capacitors basically has infinitely regenerating armor. Counter Evasion with Tracking once you cap at 100. A maxed-up empire with every command limit increase in the game (including repeating and ascension reward is 250. design a battleship with nanites repair drones. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. An example would be the 100% shield bypass ability. Because if two mods modify the same rule or scripted trigger, only the last loaded one will apply, causing prob. Reclusive −5% Diplomatic Weight. I posted a bug report on the Stellaris forums. 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). They're 100% shield and armor penetration with higher base damage output in the S slot than M slot disruptors, and on top of that do +25% to hull. And ye, I'm already undetectable and in a "sweet spot". 4 Stellaris Tech Id List – F to I. Take these battleship to a space mining drone system. 1 Libra 4. 1x shield capacitor. conflare. No. Mean-Falcon-6204 •. The cap to the Force Disparity bonus for fleets. If your shields can withstand Alpha the next step is to regen them before the next Alpha comes. . I was getting ready knowing war was coming soon and was checking my battleships stats when I noticed shields were at zero because of shield nullification. Equip an ancient suspension field 2. nothing but missiles and energy torpedoes on the cruisers with high shield density + shield hardening, and tachyon lance, 3x L Kinetic artillery, 2x swarm missiles on my battleships, with the extra. and a huge stack of armour. Mining lasers are now classified as Brawling weapons. Empires with the Reanimators, Permanent Employment or Cordyceptic Drones civic or the Mechromancy ascension perk that kill an organic guardian gain the. After all it is better to field 100 cheap battleships than 80 armored ones. Inversely scale hardening module impact against hull size. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able. 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. Any upkeep cost beyond the fund cap will be paid for from the empire's unity storage. Absorbent. so first the missing techs. Observe the full damage going through shield. 75% hardening all shield targets stop arc pretty well. Armor provides. Megastructures are colossal constructions. Currently Starbases and Defense platforms suck, I recommend we brain storm many changes to improve their performance. ago. 100% Armor Hardening? does it work & what does it do? (have 4 25% armor hardeners on) does it prevent any damage to hull before the armor breaks? Showing 1 -. Well, definitely not 100% Armor, because then Shield-pen stuff or +% Damage against Shields will break your fleets like wet tissues. Wouldn't know, I suppose hypothetically you can change it from a shielded world into another class but I believe once the colossus fires it dumps the information of the original planet class, population and buildings completely and that cannot be retrieved. With how common droids are every single soldier should be in powered armor of some kind (as Stellaris soldiers have once the very early game technology is researched), but they instead have flak jackets and thin. is it worth it do you think?2 Answers. I don’t think they are worth their 16 fleet cap right now. So 2x Adv Shield hardener for 50% hardened shields is more than enough to have an outsized effect vs that niche design. I don't have a screenshot of the 2341 battleship unfortunately, but this one from 2306 when I finally remembered that I really ought to have eliminated the Fallen Empires two or three decades ago, so time to get a move on, should give you the general idea: 70% shield hardening with a Genius Armourer on the council, physics > shields, society. And Unbidden anchors now give their ships shield hardening and boost shield regen. 3. Just what it say on the tin. Also, would it be possible for you to make the base game shield hardening value also preserve your shields in hazards? So, for example, if I equip the vanilla archaeotech shield with 15% shield hardening I get to keep +15% of my shields. X branch. About this site. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. Increased the base damage of Flak PD. "Shields aren't too good" really depends on the situation. There's not really that much you need in terms of utility components. As a rare tech, Basic Cloaking Fields has a small chance of appearing. At 90% armor, 90% of all damage incoming to the ships' hull is. Add a Comment. Heavy platforms and their large weapons do best with larger forces towards the end of the game. 8 Gemini) By foxfax. " Even at 100% armour pen it still reduces damage. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Meaning you can get 100% hardening on a large ship, pretty easily. A quick search reveals that shield hardening apparently stacks. ago. Apparently, destroyer with archeo missiles and swarmers works wonders (give it 15% hardening on the shields with the shield. In the default galaxy map mode, subjects have the same color as their overlord. If I don't have it, I make full shield platform with shield hardening and rockets, one medium and one small slot. Takes 180 power, cost 44 Alloy 12 MAs In total shield amount, matches T3 normal shields without the AP, or falls between T4 and T5 (about T4. Decreased the base damage of explosive torpedoes. 0 unless otherwise noted. Shield Capacitor: 10 1: 20 +10% Shield Hit Points: These capacitors store surplus energy which can quickly be transferred to reinforce a ship's shields. 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. 0 unless otherwise noted. Also, shield/armor hardening could make a disruptor-based. You should have a mix of weapons for this reason. Promethian Mar 12, 2019 @ 7:28pm. Expensive and time-consuming to build or repair, these remarkable feats of engineering are nonetheless important wonders that provide large bonuses, demonstrating the technological and economic primacy of the builders' empire. 2k. Paradox Forum. I'm in the middle of a game on the new patch, trying out all the archaeo goodies, and as much as I want to try fully outfitting my fleets with the new toys, the cap is holding me back. 2x Shield III - 430 HP or 473 HP with 1x shield capacitor. ago. It's a bit slower than shield reg, but your fleet starts each battle at full health. NagolRiverstar • 1 mo. . With the new Subterranean Origin it's now possible (in fact very easy) to reach 100% Orbital Bombardment Damage reduction: Subterranean Origin: -75% Orbital Bombardment Damage Never Surrender (Unyielding Tradition Tree): -25% Orbital Bombardment Damage Survival of the Fittest (Adaptability Tradition Tree): -25% Orbital Bombardment Damage. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than hull usually. Destroyers are around 2k health and 50% evasion. Just don't expect much from Corvette shields. 7. g. Stellaris Wiki Active Wikis. Once you reach the point that you can hit the 90% evasion cap without swarm computers (which usually means hitting only about 75%- 82% in the ship designer, because you can squeeze another 10%-15% out of Flagellating Movement + Gale-Speed/Mercenary Admiral, and the external bonuses are one of the few things that stack multiplicatively rather. If the target has shield hardening, they still work together to beat the shields first. 60 armor will reduce hull damage by 50% against 0% armor penetration, or 25% against 50% armor penetration. The stasis field does less direct shielding than T5, but also adds hardening, which is big. Late game you can repeatedly boost ship and station health, increasing the effect of regenerative hull to the point where it becomes the best choice hands down. X branch. 1 Regenerative hull gives +10% daily armor regen. Gigacannon needs. I have 9 fleets all consisting of- -1 titan -1 hanger cruiser -26 max hanger battleships -all with 3 shield hardening -max shields -all with a fleet power of 1. R5: Found a choke point on a pulsar that gives 100% shield nullification. Plasma is a bit niche, but against a pure armor ship. If I don't have it, I make full shield platform with shield hardening and rockets, one medium and one small slot. Dr_Bombinator • 6 yr. 8, but take with pinch of salt because I've clocked 3000 hours so my micro game is probably strong enough to beat most players with tier 1 coilgun corvettes at this point. While the bombardment blazed harmlessly across the Xani's planetary shield, the defenders were able to modulate their shield. Now say, 30% shield hardening cuts Disruptor damage by a third. and a huge stack of armour. - PD Disrupter Corvettes 20-40 depending on how good the admiral is on fleet cap.