stellaris shield penetration. 14 votes, 10 comments. stellaris shield penetration

 
 14 votes, 10 commentsstellaris shield penetration Modifier Effects

Armor is nigh useless against them since plasma and lasers (after their buffs in 1. All Discussions. Energy weapon or kinetic weapon. 25 days. Weapon damage per day and other properties of weapons, such as, shield and armor penetration, are factored in too. As I wrote, they lack any anti-shield damage, with only Focused Arc Emitter having shield penetration. If this capacity is exceeded, they become permeable to the following attacks. Besides, arc emitters build off of the far superior plasma thrower, while you have to research lasers to get lances. Failing that, Energy torpedos, or your highest tier torpedo. 75 sec (+100% shield penetration, +100% armor penetration) Bombers carry large payloads of heavy disruptors to devastate both capital ships and strike craft. Zabu Jun 26, 2016 @ 12:09pm. While this can be nice, it means that it isn't contributing to taking down the enemies shields, and so if you have one weapon with 100% shield penetration and other normal weapons the normal weapons will still. Only. −20% armor penetration. It destroyed the end game combat, it makes all the shield and armour technologies you have spent the. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Stellaris Real-time strategy Strategy video game Gaming. So basically, Armor and Shield contribute more than Hull, and the damage of a weapon takes into account things like penetration, vulnerability to PD and more. Apart from this, Stellaris patch 3. First of all, they gain even more bonus damage against Shields, and some minor Armor penetration. - Component ("Psi Shield Module") like a Shield Capacitor which gives -200% penetration. ago. Platforms stacked with missiles and as many shields as possible are my go-to Unbidden defense. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very beginning, next damaging hull and next destroys enemy ship with completely untouched shield). 索林原虫的出现不需要任何先决条件。. (penetration for Awakened Empires, the Contingency, and the Unbidden, tachyons, neutron launchers, and Guardian PD for the Scourge). Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. +100% armor/shield penetration (this seems to be a bit glitchy, as even though the weapons have a base armor/shield pen of 100% they still are dealing damage to shields/armor) the united flare is their super weapon, which deals 8 million to 10 million damage per shot at 1,000 range with perfect accurarcy+tracking and 150% shield/armor. With the occasional situational exception, of course. Armor, that stand in a way to hull. My fleet is getting totally destroyed, i have 29k and he has about 24K power rating, sorry if there's too much info but i guess, better safe than sorry. 6 patch notes, the latest Orion update brings a fleet combat rebalance and ascension path rework plus a new ascension path (requires Utopia). spacemanspiff30 • 4 yr. Kinetics only get like +15% penetration for medium and +30% for large size. 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. Then you can dump however many millions of fleet power you have directly into whatever system the AI targets. 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. So, half of the damage they do will be harming your hull even before your shields drop. That is what the anomaly says. Plasma = 100% Armour penetration. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. 高维入侵(异次元入侵)是指来自另一空间维度的敌人入侵本世界。高维入侵是《群星》后期危机的一种。. 2 armor for every 1 shield. The below video linked when completely seen will provided the needed information. 04 0. Now say, 30% shield hardening cuts Disruptor damage by a third. The Stellaris 3. Here are the actual weapon statistics between Laser and Projectiles which you can located in the SteamApps\common\Stellaris\common\component_templates folder: Military power of a ship or a fleet is an estimate of its combined offensive and defensive capabilities. Missiles have 100% shield penetration like fighters. Stellaris > General Discussions > Topic Details. . Unbidden are almost all shields, and do a lot of damage at short range, so keep them at range and focus on shield penetration. Stellaris 50486 Bug Reports 30920 Suggestions 19157 Tech Support 2901 Multiplayer 377 User Mods 4632 Stellaris AAR (After Action Reports. 100% shield penetration, 100% armor penetration. Contrary to some 'popular' opinion, they are mostly garbage. The other version is "%chance to reduce any damage from penetrating at all". And it's absolutely nonsense to use a lot of shield strength (cruiser. Its DPS is 4. Beam. According to the official Stellaris 3. 17 times the amount of shield power, then it is still worth it, even against bypass weapons. They are more hp than shields. I'm talking things like Focused Arc Emitter, Cloud Flare etc. Neither Missiles, Autocannons nor Mass Drivers get special. IPWIW. It will take 4 seconds to bust the shield (+50% bonus) but 12s to bust the armor (-50% penalty) = 16s total. 09 0. One thing i have noticed though is that Shield Regeneration pretty. Torpeodo, due to their 100% shield penetration, deal full damage in to hull and 50% to shields. R5: In a war with a FE, they took a pulsar system on their border, space storm arrived. Projectile and Missle Weapons. Modifier Effects. Armor penetration isnt available early on, and once it is the AI is still not going to use it untill X slots. . Its DPS is 4. ReplyThe weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Shields provides an anti-energy layer of protection, based on the type of Shield component added, and tech bonuses. 1? 0. In the time between the Ghost Signal's appearance and that of the first Contingency ships, the best way to prepare is to refit your navy to fight the Crisis. Torpedoes are dead. +100% armor/shield penetration (this seems to be a bit glitchy, as even though the weapons have a base armor/shield pen of 100% they still are dealing damage to shields/armor) the united flare is their super weapon, which deals 8 million to 10 million damage per shot at 1,000 range with perfect accurarcy+tracking and 150% shield/armor pen. I tried everything, strikecraft, artillery, energy weapons, etc. The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). r/Stellaris. Computer system. The Neutron Launcher mouse-over only shows "damage" stats and does not use the word "penetration. Stellaris: Shield Hardeners - You must use them. Penetration means it completely avoids the healthbar and will directly damage the underlying bar. that this isn't a bad thing. 1 comment. So, you generally don't want too much anti-shield weapons since they tend to take care of combined enemy fleet's shield regen first and do damage later (energy torps against unbidden are one of the. So the damage per second for each weapon is the same. A cutting beam is an ultra-high-energy directed laser weapon, powerful enough to slice away sections of a starship hull with great precision, but relatively ineffective against energy shields. is more Swarmer Missiles with Carriers for the longer engagement range whilst keeping shield penetration stacked As of 3. For instance, this explosive has 100%. Shield Penetration 50 50 50 50 50 Build Time 90 180 360 600 960 Usage/Round 0. 28. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!I tend to build in the following order: 2 Generator Habitats. my amount of ships goes like this 15 corvettes,7 destroyers and 5 cruisers for every battle ship, i have 5 BS. It lacks the bonus to hull damage lasers have. Stellaris Galaxy Command Wiki is a FANDOM Games Community. 75 sec (+100% shield penetration, +100% armor penetration) Bombers carry large payloads of heavy disruptors to devastate both capital ships and strike craft. A crisis is an event that threatens the entire galaxy and all life within it. e. 90 sec (+100% shield penetration, +50% armor bonus) Gunships fire miniaturized shaped charge torpedoes to destroy even the heaviest and armored targets. So if you got shield hardener, then 25% is dealt to shield. Sins of the Prophets needs to add some new army units just as flavor text for ODSTs and Spartans. However, it looks like that at some point between then and now weapons were changed considerably. 2 Fabrication Habitats. Ion-Cannon ( Small / Medium / Large ) - Anti-Shield energy weapon. In late game battleships, you have a similar effect, just the other way around. These include ignoring a set percentage of armor which have the following values: 10%, 15%, 20%, 30%, 50%, 60%, 66%, 80%, 90%, 100%. Production Revolution. changed effect for shielded worlds (added shieldworld mk 2 effect to the vanilla one) a second tech to get an improved version of the shield generator. −20% armor penetration. Mathematically, these weapons have the highest DPS in game against most endgame enemies. My fleet is using 31 of those battleships. 34. Doing some tests against the contingency. Driller drones have some problems, but are awesome in no shield systems. Arc emitters: 100% accuracy. 14 0. 1 Graphics; 2 Ship Sizes. Hyper-focusing Trinary Arrays. Xaphnir. 4. I also had like 400-500 research each with tech-costs like 30k for things like 5% Shield-HP Rank III. As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". And it's absolutely nonsense to use a lot of shield strength (cruiser. There's no difference in Shield. There's no difference in Shield penetration and ignore shields. Honestly shield penetration and armor penetration is pretty amazing. IPWIW. 45% shield penetration. Increase each shield's health, there's been enough background weaknesses added to shields, going through pulsars etc. Missiles can be pretty strong now when you use the Advanced Ship Behaviour Mod, since then you can use the range advantage perfectly. Cloud lightning + arc emitters + disruptors. Stacking a few of them makes small ships very durable with the flat shield and armor bonus. I haven't played in almost a year. I am about 70 or 80 years in, have 22 worlds, a 5k strength fleet, and researched 50 or 60 techs so far (though I suppose only the 15 or so physics techs count), I don't think I've seen point defense. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so that it is high). Penetration would seem to need a much more focused, clean. Hello everybody. If they work well thwn coil guns are your best in slot (shield strioper with good hull damage). In addition to that, explosives tend to have Penetration. Then you would have a trade-off between more regen or more shield health. Shield damage have every gun +100%, which mean 1:1, except ↓. It's pretty noticeable in a fight 1 vs. From this base ground we could have more interesting balancing of weaponry? But that will be probably be done in some mod instead. The entire 'disruptor' line is a noob trap. Stellaris. Take the Ruby Guardian (Topaz/etc. 90 sec (+100% shield penetration, +50% armor bonus) Gunships fire miniaturized shaped charge torpedoes to destroy even the heaviest and armored targets. If the enemy has no shield penetration, then shield hardening does nothing. But good lord do those eat power. Cheaper Alloys cost than armor. a fleet designed to fight the unbidden will be vastly different than a fleet designed to fight the prethoryn scourge. I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very beginning, next damaging hull and next destroys enemy ship with completely untouched shield). Stellaris > General Discussions > Topic Details. Obviously the end game weapons are mostly* large slot only, and the shortest range is the rapid fire missile launcher. Robotics and Kinetic are all rounders in this aspect. I'm trying to counter enemy fleets but I'm not doing very well. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. • 1 yr. +47. Which means they completely ignore shields and armor so you only need to worry about the opposing fleets hull points. If some ship does a. 5 Starship Shield Hardness +47. What is this? It takes like forever to change the fleet's build again, ship upgrade is extremily slow for some reason. Because in vanila Stellaris all that Swarmer missiles have is 100% shield pen, so they don't bypass armor. the only way to use missiles effectively is to have a fleet comp that is "set up" in a way that enables missiles for example im using a sort of "king pin" fleet formation, with a big swarm of pd/torp corvettes that provide screening for line cruisers, who spam out missiles en mass, while battleships with spinals and hangars provide heavy firesupport. Yes, shields will regen and so will your armor/hull if you have the appropriate resources/tech/items. That does not mean they. 索林原虫的出现不需要任何先决条件。. Missiles have 100% shield penetration like fighters. Consumes power. Plasma = 100% Armour penetration. Against other AI empires I’m just going to assume you can out-economy them and out-micro them to the point where ship design barely matters. I'd stack a crapload of them with torpedos and something that does shield penetration, I wouldn't even bring anything bigger. While it’s been possible since Utopia to. As a repeatable end line tech i made assimilation protocols that gives this for 10 lvls: ship_shield_penetration_mult = 0. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. That's worse than 6+6=12s for a purely neutral weapon. Go to Stellaris r/Stellaris. These are also stack. But next I found out "penetration shield 50%" and realized, that this is. Agree on the cost side but oh boy I love torpedo cruisers with the part that gives 2 s slots and 3a slots. If a weapon with no armor penetration hits a battleship with 50% armor, the weapon's damage is reduced by 50%. g, 100% penetration vs 75% hardening means 25% of the damage goes through. maybe some space fauna or raiders come and lower one, and the other one kills it. For instance, this explosive has 100% shield penetration, meaning it will do its full damage to armor and hull, so shields won't need to be taken down to. If you do have enough or think you do you ~can smack them hard with Torpedo corvette spam and always have your own PD. This test is about which ship does beat job against contingency. a fleet designed to fight the unbidden will be vastly different than a fleet designed to fight the prethoryn scourge. 30 per day/tick). Vulnerable to kinetic weapons. Using Strike Craft against the Contingency is a question of whether you have enough of your own to overwhelm their strike craft and PD. 13. Combine these, and the AI has a number of factors favoring the use of both armor and employment of anti-shield weapons. The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). - Shield upgrade (like the current tech) etc. i tend to see my corvette swarm get in and destroyers/cruisers follow while my big ships sit back relatively unmolested. As with all grand strategy games from Paradox, Stellaris features a large number of mechanics and systems, which can feel overwhelming for those new to Paradox games or grand strategy in general. Nothing like just ending the game via migrating pops to shield worlds and activating a Halo Array. It basically boils down to the armour penetration, shield penetration and hull effectiveness. Stellaris > General Discussions > Topic Details. 13. Armor and shields are weighted equally, while ship hull points get a 0. So two m-shields are strictly superior to one l-shield. but i do not see any numbers on the resistance or whatever for any of these, shields just have shield points, they do not say why they are good at stoping energy weapons, or armor against kenetic. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. 01 What im wondering is this, is shield penetration %, say 15%, a 15% chance to penetrate shields. My best guess is that the shields don’t go down in pulsar or Zroni storm caster systems. Each variant is in its own fleet so I can track damage. 50, vs Gamma lasers at 6. For the following ideas, I think that to gain these benefits, at least 2/3-3/4 of a ship's shield points should come from psionic shields. Just imagine it exploding outwards and back on the superweapon. The Vazuran menace is from More Events mod, they are designed to be a constant bother to you until you finish them off. In vanilla game, the global pacifier can add the shield to the planets by turning it to a shielded planet by using the code: change_pc = {class = pc_ringworld_shielded inherit_entity = yes}Do they actually mean anything? supposidly energy is good against armor, kenetic is good against shield and explosive is between the two. A ship with 1000 hull/armor/shield with 50% shield hardening when fired upon only by missiles will die in exactly the same amount of time as the same ship but with 100% shield hardening. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. they probably will die at some point. Hello everybody. Armor reduces damage by a set percent. Medium. For now game has 3 hit points: Usless shield, that can be penetrated by everythig. Related Topics. ago. In the original release version of the game I reliably went with energy weapons and was happy with the results. csv Looks like they have potentially powerful shots but no tracking and they can take a while to fire. g, 100% penetration vs 75% hardening means 25% of the damage goes through. Jun 15, 2019 @ 11:18pm "penetration" #1. g, 100% penetration vs 75% hardening means 25% of the damage goes through. I highly recommend it if you haven't played it. So what does that really mean? Does that mean it bypasses my shields and. Disruptors and torpedoes should be removed and kinetics be given the shield penetration (railguns) and shield damage (autocannons) niches, and let energy weapons be good against armor and missiles be perfectly accurate. The shield hardening components kind of revive the shields back to their older glory. but the 50% shield penetration on the arc emitter might help too. Stellaris Galaxy Command Wiki. 20 Range, 8 CD, 100% Shield Penetration, 66% Armor Penetration; Contingency uses Android Assault Army to invade worlds. Beam. You can choose this type of weapon as more civilized and humane than the total destruction of the planet or the genocide of its population. Forty battleships have been equipped with. Designed to be a spiritual successor to Star Wars Weapons Legacy, Star Wars Weapons and Ship Components is an entirely re-imagined version of that mod with the intent of being more vanilla and compatibility friendly while bringing the authentic sounds and projectile effects for the Star Wars weapons we all. In order for an entire fleet to be cloaked, every ship within the fleet must have this tech in its auxiliary slot. That’s 17. Only larger weapons, medium and Large types get a small increase to armor penetration. Stellaris Real-time strategy Strategy video game Gaming. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able to get 0. You can still call it penetration. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. Destroyers- if you use them, should be built for alpha and to die. ago. shadowtheimpure. Hello everybody. EMP fuse -Specifically design torpedo, to. The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). We remove the armor/shield penetration mechanic all together (or if it is left in it is 20% maximum on very high end weapons). 水晶复合镀层,水晶锻造镀层(俗称红甲)给予额外船体值而非装甲值。. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Granted, those are more GSG than 4X (especially CK2), but they are made by the same studio as Stellaris, which should count for something. - Gourmand in energy and is inefficient under a firepower too important. • 2 yr. There's no difference in Shield penetration and ignore shields. The shield hardening components kind of revive the shields back to their older glory. Energy weapons generally have slightly better accuracy, lower damage and shorter range compared to kinetic weapons. Hello everybody. I tried everything, strikecraft, artillery, energy weapons, etc. Laser-Cannon ( Small / Medium ) - Anti-Armor and Anti-Hull energy weapon. so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. Hello everybody. Hello everybody. Now kinetic weapons look much more attractive and the only big point in favor of energy weapons is. You starting weapons should make up the backbone of your fleet throughout the entire game. Penetration means it completely avoids the health bar and will directly damage the underlying bar. They sound like the obvious target for point defence, but point defence ignores them. So, as they are all shields, have lots of shield regen and -75% shield penetration, they can't kill themselves. Now the system has two Shield Nullification -100% malluses, and I'm not sure how that works out in practice. Arc Emitters also have partial shield penetration. Armor/Shields: 4 Armor - 4 Shield (If you don't have enough energy replace some shields with armor) A-Slots: 3 Shield Hardeners OR 3 Auxiliary Fire-Control if you don't have Shield Hardeners H-Slots: 1 Strike Craft G-Slots: 1 Torpedo S-Slots: 4 Autocannons (or 4 Disruptors if the enemy doesn't have Shield Hardeners) PD-Slots: 2 Point Defense Weapons that would normally bypass the shields/armor entirely are forced to deal 25% of their damage to the component they are trying to pierce, it's a counter to penetrating weapons. E. . • 1 yr. So my. But the rate of fire is usually better and high RoF adapts better to single target than low RoF does to swarms. 420K subscribers in the Stellaris community. I feel like all the space creature weapons have a use somewhere down the line. But my build usually uses strike craft and disrupters to directly attack hull and makes heavy use also of shields to deal with their pure energy weapons. 4 in to hull through armor, if shield penetration, in to hull through shield. ago. They sound better than they really are, for which I am thankful. 2? Load -20 -40 -80 -160 -320 Kinetic Damage Coefficient Name Coefficient Weak Hull 80% Simple Hull. Projectile and Missle Weapons. Still you want to go shield heavy and shield capacitors. They do about 50% less damage than a standard energy or kinetic weapon, but given that most (but not all ofc) endgame challenges have 1/3 or. Lightning conduits have the 100% accuracy that makes them solid weapon options, Amoeba flagella are decent strikecraft and the 100% armor penetration from mining drone cutting lasers can be very useful when fighting off other space creatures in the early game since they don't. 85 -1 = 1. In addition to shield/armour bonus damage and penetration, consider the range and accuracy/tracking of the enemy weapons. A battleship equipped with full enigmatic deflector shields and capacitors basically has infinitely regenerating armor. Consumes power. The bonuses are explicit for how/what they apply to. But next I found out "penetration shield 50%" and realized, that this is something wrong. It lacks the bonus to hull damage lasers have. [edit: the FE surrendered before I got to see what happens if I fight in that system] Even the shield capacitors are burnt out. The other version is "%chance to reduce any damage from penetrating at all" but I don't. +100% Shield Penetration-25% Armour Damage +25% Hull Damage Tech Specialization Shield. Stellaris Real-time strategy Strategy video game Gaming. 6 update. There are three types of modifiers. Even a full point defence fleet would be unable to stop this many missiles. Since my BB has 84. This article is for the PC version of Stellaris only. Taking any damage at all will reset this timer. In the time between the Ghost Signal's appearance and that of the first Contingency ships, the best way to prepare is to refit your navy to fight the Crisis. EDIT: If I get the Enigmatic Decoder from the Enigmatic. Shield Penetration 50 50 50 50 50 Build Time 90 180 360 600 960 Usage/Round 0. The Devastator Torpedo says "100% Shield Penetration, +50% Armor Damage". Since one of the War in Heaven empires is psionic, this could have some tactical impact on the late game -- you would not be so rewarded for running FAE against the Spiritualst FE. shield nullification), it substitutes armor for shields and doesn't use shield-specific weaponry. Alle Diskussionen. enemy leans much more torwards battle ships and. 67. I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very beginning, next damaging hull and next destroys enemy ship with completely untouched shield). Unfortunately battleships can't equip torpedoes or you'd be perfect. Probably ~ the same usefulness as Tachyon Beams. 26. As a person who always roleplays as the defender of the galaxy in one way, my Unbidden playthroughs usually go in two ways. Stellaris. And dmg is applied to them in the order of shields -> armor -> hull Penetration means you ignore one of these health bars. And then I did the same test again, but this time without armor, no shield too. 27 dps. Mathematically, these weapons have the. They also have 50% armor penetration, so armor will be less effective. 8) melt. Yes, but that doesn't matter too much. More things penetrate shields, but if you're fighting something with only weapons that pierce armor and shields, armor hardening is probably better since armor has more HP. Edit: my second guess is that it stops all shield penetration completely, like from fighters. So using them is a safe bet. Even with their bonuses, their time to kill is awful. Go to Stellaris r/Stellaris. −5% accuracy. For now game has 3 hit points: Usless shield, that can be penetrated by everythig. It's the perfect weapon. It is always heavily defended, and cannot be destroyed until all the Unbidden's Dimensional Anchors are neutralized. And it's the reason why Shield Penetration is a completely neglectable stat, unless you design a fleet either running 100% shield penetration, or any degree of shield penetration where enemy ships get destroyed before their shield runs out (and with armor, that's kinda impossible). All Discussions. - Component ("Psi Shield Module") like a. 5 multiplier. your main fleet to engage fleets in system and newly arriving ones and the second smaller fleet on the side to engage with unbidden stations and hit the portal. That’s 17. The field cannot be removed by any means, with the. If any other weapon does not have the penetration your shield penetrating weapons will chip away at a targets armor and hull while the rest of your weapons is hammering at the targets shields anyway. Some weapons penetrate armor or shield or both, and those can just go straight to the “destroy ship” stage, but they usually have other issues that make them less than perfect solutions to enemy. 34. #4. Contrary to some 'popular' opinion, they are mostly garbage. Disruptors are mostly for the memes or countering certian crises. So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?Does any one knows the difference? Some examples would be great. However, evasion is the best defence on non-battleships. Disruptors meanwhile have +100% shield penetration and +100% armor penetration. Stellaris. Go to Stellaris r/Stellaris. So after looking in the ship behaviour i found that there is actually a modifier in the targeting behaviour for the ships to focus on shields and armor,. Stellaris. At least if targeting was fully random, you could judge weapons on stats and explicit properties like penetration, not on a hidden targeting preference. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening.