Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". With 3. Maybe they won't attack next time. Dark Matter Drawing & Shield Hardening +15% Research Speed; +10% Unity & 20 Leader Age; Titans & Juggernaut Aura : Chrono Field - Enemies fleets : +100% Emergency FTL Jump Cooldown; -10% Fire Rate; -15% Ship SpeedWhen 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). • 20 days ago. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. Promethian Mar 12, 2019 @ 7:28pm. A quick search reveals that shield hardening apparently stacks. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. Jan 8, 2019. 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. ago. but is shield hardening from ancient shield tech worth using if I'm focusing on shields for my defense? It's really good for Titans and Juggernauts, which have the power supply to afford heavy amounts of Shielding and the relic cost is reasonable on ships you won't be using in large quantities. Moreover, Archaeotech also gives you decent utility components, like Ancient Suspension Fields (that combines lvl 3 Shields with Shield Hardeners, and if you equip three of them, you get up to 45% shield hardening out of the bat, and Ancient Pulse Armor, that combines lvl 3 armor with lvl 1 shields in the same component. Add a Comment. But that is only even taking into account the enemy damage types. mult modifiers increase or decrease the amount of a resource or attribute by a percentage. 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. M. Similarly the pulse armor adds both armor and shields in excess of what you’d get with just T5 components. Similarly the pulse armor adds both armor and shields in excess of what you’d get with just T5 components. Except that they use 25 / 50 / 100 power each. 75% hardening all shield targets stop arc pretty well. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. Depends on who you're fighting. reduction modifiers divide an amount of a resource or attribute by a set amount. 7% shields/day, or 250 out of 35834. Thread starter Chuunibyou Imouto;. So thats 285 average damage per shot v armor every 5. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. Armor/shield hardening is a counter for weapons that bypass that defense. 67. 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. ago. Losing 100 Ar or 125 Sh to get 65 Hull. 1 the first in the 3. Wooden-Many-8509 • 22 min. This makes afterburner cruisers quite effective at kiting manoeuvres, which significantly reduces loss. I like this, but the added calculation for every fired projectile is way more complicated than just raising the cap, which could cause lag. I didn't know Gigastructures got an update the day before so I originally thought it was from a different mod, but it is in fact from gigastructural engineering. guiskj Captain. Its DPS is 4. 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. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. 4. This page was last edited on 21 May 2022, at 20:12. I don't think they've discovered shield hardening at all, since starfighters seem to completely bypass shielding on capital ships. 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. PitiRR. 3 Stellaris Tech Id List – C to E. and directly work on armor/hull. . If you add 90% Shield Hardening, the total amount of damage that bypass weapons have to do goes up from 3000 to 30000, whereas weapons that do not bypass shields are not negatively affected at all. 7 days. Yes, I'll attack the frigates yada yada. Lastly, armor has a hard cap of 90% damage reduction (which is largely negated by plasma). Battleships are around 11. Ran into a new event last night. M: +315 shield HP (505 with AP), 4. 64) with it. Smaller ships only have one aux slot. 25 days. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Content is available under Attribution-ShareAlike 3. This makes shield capacitors basically the strongest defensive upgrade in the entire game, by a wide. Of course, check if your enemy has hardening, as that hard counters these and disruptors. 2x Armor III - 430 HP. Check to see if your rival is going Laser or Plasma before selecting defenses. 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. Dr_Bombinator • 6 yr. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. My enemy has mountains of torpedoes (no neutron launchers). 6 beta for Extra Ship Components:. If you mean by penetration resistance, then yes. 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. Discussion. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). Losing 100 Ar or 125 Sh to get 65 Hull. The stasis field does less direct shielding than T5, but also adds hardening, which is big. None. Enforcers produce 1 Unity. Stellaris Wiki. Shield strength, against full shield penetrators, is given by. 8. If there is a storm that nullifies 100% shields, but ships have 20%. Content is available under Attribution-ShareAlike 3. Sure it's great on it's own, but it pairs extremely poorly with any other weapon. Information. 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. Damage redirected to the hardened component. 30% armor hardening on top cuts it by another third. . I typically go shield hardener (because shield hardening feels broken at 25%) and two regenerative hull tissues or change one out for afterburners (they actually work well against crisis with the new staying at range. 8. Age of Wonders 4 Empire of Sin Cities: Skylines Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. Meaning you can get 100% hardening on a large ship, pretty easily. Then you can dump however many millions of fleet power you have directly into whatever system the AI targets. 3. I've had trouble figuring this out exactly, but this is what it looks like. The nano missiles and saturation artillery are flatly excellent. 0 was never released to the public instead making patch 3. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. Removed any mention of a 365 day calendar in Stellaris. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. So if you got shield hardener, then 25% is dealt to shield. It's a bit slower than shield reg, but your fleet starts each battle at full health. Gigacannon needs. For that I fortified the planet, 1 capital building, 1 shield generator, 1 military academy and a Fortress in every tile. 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. Contrast that with the Ancient Shield Overcharger, which not only provides the starbase a massive +50% shield hardening. That'll teach 'em. This way I got a pretty low effective fleet cap but no changes in early game. They said in the beta there will be a lot of missing icons or placeholder texts because its still work in progress. (autocannons, which the AI loves to use) are crap against it. 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. An empire can become a subject willingly via diplomacy; the acceptance depends on a number of. Likely useful when going against the Unbidden or Contingency, or an empire that focusses energy weapons. Upload Attachment7. It's mostly only going to be used in mp if you know the other guy is using full disruptor fleets, but even then I'd argue that going full shields with shield hardeners might be better because it's cheaper and more versatile. so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the shields are equally effective against a weapon that has 0% shield penetration as it is against a weapon with 100% shield penetration like cloud. Stellaris Real-time strategy Strategy video game Gaming. Megacannon is 40% more DPS and 1. This mod adds base hardening to shields and armor, increasing with their tier. that means, if the shield hardening stacks, you need 7 of those for 100% shield hardening. If I have a shield nullification (pulsar system or zroni caster) I make full armour laser artillery with armour hardening. • 1 yr. That means if you have 5 small slots of shield totalling 100 points with 5 recharge per day, you will recharge 25 points, or 25% of your capacity per day. Active Wikis. 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). 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. Heavy platforms and their large weapons do best with larger forces towards the end of the game. Secondly, Disruptors and Arc Emitters should be nerfed down to only have 50% shield bypass. As a rare tech, Basic Cloaking Fields has a small chance of appearing. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. It'd be a small bonus, maybe +10% or something, but it would make the edicts more valuable in early fights against disruptors. That’s how badly hardening gimps penetration weapons. Good uses: Artillery and Auras. If you had a lot of spare power and put on two shield generators that could be +4 +4 = 8 + 50% = 12 hp a day. Best. Total HP = 2853 with 5. Then you can dump however many millions of fleet power you have directly into whatever system the AI targets. Decreased the base damage of explosive torpedoes. Armor has a theoretical maximum of absorbing a total of 10 times a ships HP worth of damage. That's good, but not great for an ascension path. Apr 23, 2023. 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. Best. Armor hardening is better and easier to get than shield hardening. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. Jump to latest Follow Reply. A destroyer: 40%. There's only one new source of armor hardening in the next DLC, the Ancient Rampart, which gives the starbase +10% armor hardening (and +15% hull points, +20% armor hit points, and +2 defensive station cap). 1680x8 shields or 13440 points. They cannot be built in orbit of a celestial body that has an. Discovered a shielded world - Event. Do the math: Crystal forged armor gives you around 100% bonus hp (maxed out. Deploy archaeo strike craft in a pulsar or storm generator chokepoint starbase to completely shut down a path into your empire. When going over 10 in fleet cap inflicts less than 1% upkeep increase anyway. Stellaris Wiki Active Wikis. Suppose a kinetic weapon does 1dps, targeting a ship with 6 shields and 6 armor. What'ss the point omega lulzThis article is for the PC version of Stellaris only. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. Cloaking shields, for when you don't want your fleet to be detected. A battleship equipped with full enigmatic deflector shields and capacitors basically has infinitely regenerating armor. The Target Uplink Computer building on starbases that increases the range by 50%, does not work. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able to get 0. 00, whereas explosive torps have 1. 4. The 3k minor artifact cap is pretty painful now. Equip an ancient suspension field 2. It lacks the bonus to hull damage lasers have. g, 100% penetration vs 75% hardening means 25% of the damage goes through. 64) with. Is this a good strategy for winning battles right now?Im gonna be quick here since most of the introduction i have done in the past few times, bringing simmilar topics: Shield hardening should protect from "shield nullification". Plasma is a bit niche, but against a pure armor ship. This means it now has 90-50=40% as the penetration just subtracts armor percentage. that means with armor you can potentially have a more cost-efficient ship due to lower-tier reactors, or have excess energy which translates into ever so slightly better evasion. 7 throwing this strategy out the window. It means it ignores shield and does damage. It is now possible to get 100% of both shield and armor hardening using councillors only. Against 75% Armor Piercing, Crystal-Forged is better than Armor on ships under 3,600HP. NagolRiverstar • 1 mo. design a battleship with nanites repair drones. 1 shield regen, 15% shield hardening. Warhunter May 10, 2016 @ 7:11pm. You can send your ships to vassal ports if you. 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. 25x council scientist has Expertise: Field Manipulation trait;You should ALWAYS max out shields on every ship (without reactor boosters). Taking any damage at all will reset this timer. 9 that merges the various incompatible game rules and scripted triggers added by mods. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. 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. My enemy has mountains of torpedoes (no neutron launchers). and a huge stack of armour. ago. ago. It does diminish in effectiveness slightly when faced with shield hardening. Observe the full damage going through shield. If both these definitions are functionally identical, why does the game bother changing the tooltip from Shield Penetration to Ignore Shields when shield_damage is set to 0. It just combats against detection checks. Vassalization request towards a Machine Intelligence empire. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. The current "meta" is hardening and penetrating weapons, often hardened armor. Stellaris Wiki Active Wikis. Their fleets tend to follow their overlord's. The driller drones synergize really well with other shield bypass builds. Megastructures are colossal constructions. Grand Admiral Thrawn dropped some cloaked asteroids in orbit of Coruscant to blockade the planet. +25% Shield Regen +3% Shield Hardening; Missiles. Armor is generally the better of the two, but it can depend on the AI's ship designs. I tried everything, strikecraft, artillery, energy weapons, etc. Penetration could even scale up as the shields/armor are depleted; maybe penetration scales with (100% + %Shield Damage - %Hardening) * Base penetration. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). Mining lasers are now classified as Brawling weapons. 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. Once you out-tech the AI, there's no point beyond FEs and Crisis. Think of the Stellaris shield trade-offs the same way. Thorin May 12, 2016 @ 8:08am. Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits. Smaller ships only have one aux slot. majdavlk • 2 min. They're more effective the more shielding you have on the ship. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. 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. Against Lasers, Armor is better than Crystal-Forged on ships with 1,350HP or more (Battleships). Cruisers and Destroyers can fit long ranged missiles and/or torpedos, with Artillery computer. For Auxiliary slots, there are a number of potential options: Afterburners to allow for a small amount of kiting and speed your fleets up somewhat, Shield or Armor hardening against enemies running full Bypass weapons, and Regenerative Hull Tissue for a small boost in sustainability during battle, as the . Which reduces your influence and diplomatic weight. Is this a good strategy for winning battles right now?For example, say the Readied Shield is passed. I recently fought the Unbidden, which I hadn't done in a long time. An empire can become a subject willingly via diplomacy; the acceptance depends on a number of. Just what it say on the tin. I usually go with 2:1 armor to shield. You can optimise for a large buffer or fast regen, and each. 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. #1 Buzzard Feb 18 @ 10:20pm Armor/shield hardening is a counter for weapons that bypass that defense. 5 days. They cannot be built in orbit of a celestial body that has an. 9. Losing 100 Ar or 125 Sh to get 65 Hull. 4. Other than Armor Hardening, it's just the edict to speed up megastructure construction. 6 update). 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. Also there is +30% evasion from 3 thrusters and 10% from combat. The shield hardening components kind of revive the shields back to their older glory. Upload Attachment 7. The amount of hull it. The Zro/Living Metal versions would have the same 30% hardening but only consume 5% power. Replaced can_see_in_list parameter for create_leader with hide_leader that also excludes the leader from the leader cap. Patch 3. A subject is an empire that has a special diplomatic relationship with another empire, called the overlord. Because, through adding armor the ship it will just gain a litte damage reduction (4% or so) and not some numbers to calculate with. I'm trying to make a Hivemind kind of empire and set my starting system to be a shattered ring. Now say, 30% shield hardening cuts Disruptor damage by a third. 00. 1 the first in the 3. 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. I think it could be interesting if the rare resource edicts granted a small boost to armor/shield hardening, making the edicts a bit more useful, and an early source of armor/shield hardening before we research it proper. • 5 yr. Hello, i wonder what "+% armor penetration" realy does. )Galactic Paragons Expansion Features. ago. 3. ) However, I wasn't expecting to see that in the after battle report, they also had some sort of point defense. There is too much data tied up in a planet. 1 comment. Their faces are melting so lovely and the screams music to my ears. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. Celestial bodies may have resources which can be harvested by orbital stations. 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. (Note: patch 3. EDIT: the philosophy this is based on is pre-3. In the meantime I found a bug. 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. Absorbent. Go to Stellaris r/Stellaris. But if some torpedoes do get by, I. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. The wiki doesn't say anything about them having point defense. So raw HP gives you better or same than the others, and always works. These are also stack. 1 shields, 2 armor, 1 hull) #2 Max HP - slower regeneration. +10 or 15% output to one specific job doesn't really matter, especially when later on you have bonuses like +50% output to all jobs and +100% output to specific jobs from technology, planet designations, edicts, etc. If I were to rebalance it, i would nerf manuvers to +5 chance to evade and +10% evasion chance, shield capacitors to include some shield hardening. (I. but they come at a few costs. 6 “Orion” update. Age of Wonders 4 Empire of Sin Cities: Skylines Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. Just what it say on the tin. Also, shield/armor hardening could make a disruptor. hardening * total. The advantage to shields is that they recharge on their own, but no longer in combat. . And a corvette: 50%. However, there are a couple situations where. Living Metal and Zro are kinda weird resources because they have very few uses. Technology. 0 unless otherwise noted. 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. The battlecruisers have a shield strength of 30k, armor of 10k, and hull strength of 4600. If your opponent had 75% shield hardening, and you brought only 100% shield penetration weapons, you would be worse off than if you used 0% penetration. Refire rate and general stats have been adjusted. :- ( (building a new fleet is much. Yes, I'll attack the frigates yada yada. Mining lasers are now classified as Brawling weapons. If you mean by penetration resistance, then yes. Essentially all non special AI like Fallen Empire or Crisis empires build mixed, just straight up 50/50 shields and armor and 50/50 mixed offense weapons. Third, buff the hardening components. The way this is phrased makes it seem small, but Maintenance drones only give 4 Amenities, so this is +50%. All Discussions. 6 update. But it also penetrates armor by 50%. Paradox Forum. Jan 23, 2023. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. +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. Shield hardening and capacity on the shields side, and on the hull side you get your resistances from the base 1 point in the skill, a cruiser's innate resistance bonuses, maybe a single utility-armor console like the Trellium-D, but most significantly boff powers. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 3. If they're mainly shields, go for anti shield weapons aka any kinetics or shield. Catteraine Mar 24, 2023 Jump to latest Follow Reply Shields have become pointless. So if a weapon does 10 damage, +50% to armor and -50% to shields, and you have a 25% damage bonus on it, it will do 12. Armor Tier [I. Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits. Even an armada of warships doesn't have enough firepower to crack a planetary 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%. About this site. conflare. In this video I. 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. If your shields can withstand Alpha the next step is to regen them before the next Alpha comes. Engineering research. 0 was launched, they doubled the cap from 200 to 500. If they're mostly armor, go for anti armor weapons like plasma, lances and torpedoes. X branch. Big sad. . For example. A tier 3 shield generator has 90 hit points, and a shield regen of +4. Added new aux components that use Exotic Gases, Rare. shields shields shields man. It will take 4 seconds to bust the shield (+50% bonus) but 12s to bust the armor (-50% penalty) = 16s total. 13. Also, the planet was stuck in a loop where the civilization would grow and die off in a matter of hours before starting up again. • 2 yr. It is weird that the double amount of smaller shields is better than one class larger. Very strong, resilient, psionic, cybernetic and robust (psionic neighbor had a AI rebellion that was an assimilator, I got the first psi/cyber pops as refugees. Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. 5) or is that 25% of the damage that would penetrate (25% of 5 damage being 1. ago • Edited 5 yr. 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. Each start system can have between 2 and 15 celestial bodies. Your enemy has to chew through them before attacking the hull. 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. 1 Anomaly research speed. 2% armour/day, or 122-123 out of 6444, and 1% without Titan. 6. 5% daily Armor regen will restore about. This means when fighting for example a Battleship with 45% shield hardening (or even 75%!), you are dealing 45% or 75% less damage to hull and/or armor because your pen weapons are trying to partially break down shields (which they don't have bonuses against) with their low base DPS instead of trying to break down the enemy's weak hull. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio.