stellaris shield hardening cap. . stellaris shield hardening cap

 
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What'ss the point omega lulzThis article is for the PC version of Stellaris only. 1 Libra 4. 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. Orbital Stock Exchange (Requires Galactic Markets)Stellaris Wiki Active Wikis. I'm putting the tech in, there's a tooltip about the bonus from the perk, but the added points are not showing up on. Increased the base damage of Flak PD. This mod is a global compatibility patch for Stellaris 3. Deploy archaeo strike craft in a pulsar or storm generator chokepoint starbase to completely shut down a path into your empire. As much shield as possible. If you are looking at at two battles, T2 armor remains capped at 130 max, but T2 shields can cover 200 sheilds due to innate regen, or 150% of the armor hp. 5 Stellaris Tech Id List – J to P. nightraven1901. . • 5 yr. Except that they use 25 / 50 / 100 power each. The battlecruisers have a shield strength of 30k, armor of 10k, and hull strength of 4600. Regenerative Hull Tissue Buff 3. The shield hardening components kind of revive the shields back to their older glory. 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 with Archaeo. Also I think the best combination is to use armor + hull utility slots, and not using any shields. . A tier 3 shield generator has 90 hit points, and a shield regen of +4. Doing some tests against the contingency. 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. Yeah, you kinda need this. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Patch 3. 2x Crystal plating (hull HP booster) - 550 HP. Similarly the pulse armor adds both armor and shields in excess of what you’d get with just T5 components. A subject is an empire that has a special diplomatic relationship with another empire, called the overlord. Armor a in the presence of armor penetration p reduces hull damage by a percentage. 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. 1 daily regen (2. 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. You are far better off with basically any slot except for them Reactor booster is a bit useless as well IMO except perhaps early game. Also there is +30% evasion from 3 thrusters and 10% from combat. The nano missiles and saturation artillery are flatly excellent. Content is available under Attribution-ShareAlike 3. Penetration could even scale up as the shields/armor are depleted; maybe penetration scales with (100% + %Shield Damage - %Hardening) * Base penetration. It matters more with shields. On a cruiser, with the same number of slots, but now getting less from its ancient suspension fields slot-for-slot compared to the big girls: 30%. Doesn't seem like silos or anything else increase it. 4 Claim influence cost. Technology. Shield capacitor gives +10% for more shield (2x repeatables) vs. Advanced Shield Hardening 20000: 5 Advanced Shield Hardener Shield Hardening Zro Distillation. The stasis field does less direct shielding than T5, but also adds hardening, which is big. Increased the base damage of Flak PD. I recently started playing Stellaris I’ve played about 30hrs over multiple attempts which never made it very far. All shields provide a certain amount of "Shield Hit Point" and "Shield Regeneration", no matter what the shield module is called. The chance-to-hit calculation is: chance to hit = max (0, accuracy - max (0, evasion - tracking)) So, as long as the defender's evasion is higher than the attacker's tracking, it directly reduces the attacker's chance-to-hit by the difference. 30% armor hardening on top cuts it by another third. The driller drones synergize really well with other shield bypass builds. 00, whereas explosive torps have 1. About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features NFL Sunday Ticket Press Copyright. Decreased the base damage of explosive torpedoes. NagolRiverstar • 1 mo. 1x shield capacitor. Just what it say on the tin. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. Q1. That'll teach 'em. The planet was full of genetically engineered super soldiers. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". 6. There's only one way to repair ships without going back to a space port, you can research a tech gained from space beings that allows organic armor that repairs over time. 2% armour/day, or 122-123 out of 6444, and 1% without Titan. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. build several of these. 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. The cap to the Force Disparity bonus for fleets. 0 was never released to the public instead making patch 3. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. Yes they stack. Armor hardening is better and easier to get than shield hardening. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. What is this? It takes like forever to change the fleet's build again, ship upgrade is extremily slow for some reason. This mod adds base hardening to shields and armor, increasing with their tier. Shield strength, against full shield penetrators, is given by. Living Metal and Zro are kinda weird resources because they have very few uses. Armor applies damage reduction to the hull. Since your fleet only consists of this weapon type, they can effectively overwhelm any PD / Flak defenses the enemy fleet can typically have. Is this a good strategy for winning battles right now?The Contingency use energy weapons that are ineffective against shields. ago. So I’ve managed to repel quite a few attacks by bunching all my fleets together and stationing my huge clump of ships strategically so that the horde just sent groups of 18ks at my 30k, which eventually resulted in the great Khans death. The regular shield/armor hardeners would be upped to +30% hardening but consume 20% power (so 1 hardener + 1 booster = 2 prepatch hardeners). 1 shield regen, 15% shield hardening. #2. 25) gets tanked instead (meaning. Do you wish that weapons that penetrate shield and armor weren't so hard to counter? Well, this mod is for you. So does this mean, the armor penetrating weapon deals more damage against the hull and the discription is. 5 Q3. Base: 20 Modifiers. Paradox Forum. 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. Stellaris. Refire rate and general stats have been adjusted. I'm pretty sure this fleet is overall losing to a PvP Disruptor setup btw, but the occasional Disruptor from AI empires is handled. If I don't have it, I make full shield platform with shield hardening and rockets, one medium and one small slot. Basically arc does 25% damage as shields are enough. 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. The Perdition beam costs me 8 naval cap (because the rest of the ship has 6 L slots, like a battleship) and while 5000-10000 damage every 21 days is cool, in the era of cruisers being. 8. Upload Attachment 7. As a rare tech, Basic Cloaking Fields has a small chance of appearing. R5: it is now possible to have 90% evasion cruisers! You need admiral with guerrila tactician (50% evasion), titan with Ancient target scrambler (+5 flat evasion), subrefuge tradition (+5 flat evasion), boon of the shroud (+40% evasion) and streamlined algorithms (+10% evasion). 8 Gemini) By foxfax. But the opposite will be better in all other situations, and there are more of those than pulsars. Watch them trying to penetrate the shield, which keeps recharging despite constant enemy fire and foils their attempts. 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. 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%. Of course, check if your enemy has hardening, as that hard counters these and disruptors. Larger ships have more. 8 (Genius Armorer councilor leader trait), you can get a lot of shield hardening that makes those shields actually pretty important if you're, e. ago. This is before introducing Shield repeatable. 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. Shard. X branch. My enemy has mountains of torpedoes (no neutron launchers). -Ruler Job, meaning high upkeep. Are extremely powerful vs AI. They can help handle most forces until the enemy starts rolling. Early game of course I do the classic hangar DP, since they easily counter small ships. Contrast that with the Ancient Shield Overcharger, which not only provides the starbase a massive +50% shield hardening. Canis Minor v3. As accidental fly into a pulsar system means if you have the other way you get wrecked. 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. 1x regenerative hull tissue. and a huge stack of armour. ; About Stellaris Wiki; Mobile viewJust had a random thought here. The +10 adaptive trait is better if you combine with happiness to get 90 on your same biomes as homeworld. Smaller ships only have one aux slot. 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. Steps to reproduce the issue. (I. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. 3. In summary, use the weapons that are effective against what your enemy has most of. A subject is an empire that has limited autonomy and is subservient to another, usually strong empire, called the overlord. . #23,663. 1 Libra patch: "Regenerative Hull Tissue, Nanite Repair System and Nanobot Cloud have had their values sliced in half however they now heal on a percentage basis rather than a static one leading to a net buff in most situations. Dimensional Artificing: 10 +5 Minor artifacts per month Planar Mastery astral action Manifesting objects of cultural significance from other dimensions can be done under the right circumstances. If I don't have it, I make full shield platform with shield hardening and rockets, one medium and one small slot. Sure it's great on it's own, but it pairs extremely poorly with any other weapon. is it worth it do you think?on titan I've gone for 12x armour, 1x hull regen, 2x armour hardening, nano-bot cloud, 20% extra range & fire rate 18,000 hull & 20880 armour. so first the missing techs. The Zro/Living Metal versions would have the same 30% hardening but only consume 5% power. That seems to make Shield-focused fleet builds more attractive, i. Lastly, armor has a hard cap of 90% damage reduction (which is largely negated by plasma). Discovered a shielded world where the shield was failing and was about to cook the planet to death. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Yes, shields will regen and so will your armor/hull if you have the appropriate resources/tech/items. 25k health and 12% evasion. +25% Shield Regen +3% Shield Hardening; Missiles. Third, buff the hardening components. Increased the base damage of Flak PD. The way this is phrased makes it seem small, but Maintenance drones only give 4 Amenities, so this is +50%. The only refrence to it I can find online is an Apec video that doesn't really take the frame world to its full potential. The Zro/Living Metal versions would have the same 30% hardening but only consume 5% power. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. In the tests, I made 3 test juggernauts: 1. 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. If you go into a system with shield negation, you average them out for the value of your shield. 25 days. 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 with Archaeo. +10% evasion (and 20% sublight speed). We’ll begin with an exploration of the goals and. Absorbent. I tried 2k nav cap frigates before, didn’t kill a single contingency ship. 50% shield hardening lets you live +100% longer (!!!!!). g, 100% penetration vs 75% hardening means 25% of the damage goes through. All this change would mean is that bypass weapons (minus missiles) are now no longer a viable choice for this kind of job due to their low dps. Other than Armor Hardening, it's just the edict to speed up megastructure construction. 1 Regenerative hull gives +10% daily armor regen. Cloaking disables shields. 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. Yes they stack. 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. 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. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. A +50% bonus to one of the most common jobs in your empire. Their battle ships regen something like 14k shield per day. Jan 8, 2019. The teachers of the Shroud origin gives you a chance for some of your leaders to have the Psychic trait. It certainly made sense when minor artifacts couldn't be. ago. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. ago Maybe. But that is only even taking into account the enemy damage types. and there is no way to bring them back. Both have FTL, but it's not super clear what the range/speed is for XCOM. Stellaris Wiki. 3. That's how counterplay works. E. #1. 1 the first in the 3. In the default galaxy map mode, subjects have the same color as their overlord. Hardening stacking question. Is this a good strategy for winning battles right now?Vote. A weapons intrinsic hull/armor/shield damage/bypass applies to the base damage first, before any other modifiers. )Galactic Paragons Expansion Features. Ran into a new event last night. Alpha damage is the amount of damage a fleet can dish out per volley. In this video I. Megacannon is 40% more DPS and 1. At 90% armor, 90% of all damage incoming to the ships' hull is. Total HP = 2853 with 5. If you use a combination of lasers and kinetic weaponry, you can make your defensive platforms versatile enough for. I ragequited after the battle, and than reloaded the save. With 3. 6 Badges. Edict Fund can be increased by the following:. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. 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. Now say, 30% shield hardening cuts Disruptor damage by a third. 6 beta for Extra Ship Components:. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. Also, since armor bulks up the ship, it adds hull! (I thought about slowing it down, but that seems a bit harsh, so I didn't do that) Generally you should mount a higher ratio of armour anyway. Threads of living metal react to incoming fire, rearranging itself to better resist penetrating weapons fire. The neutral weapon is a whirlwind missile against 100% shield hardening, the worst. The field cannot be removed by any means, with the. Baby's First Stellaris Ships (3. 1 shield regen, 15% shield hardening. Put 2 archaeo shields on your battleships to get 30% shield hardening without expending auxilary slots. Inversely scale hardening module impact against hull size. Added new aux components that use Exotic Gases, Rare. 2 thirds armour 1 third shield. Below is an example of what I found out while testing ship combat. That’s how badly hardening gimps penetration weapons. 3. For example the ancient laster (Cavitation Collapser), resembles normal lasers. About this site. 2x Armor III - 430 HP. nightraven1901. 7 throwing this strategy out the window. 2x Shield III - 430 HP or 473 HP with 1x shield capacitor. Stellaris Wiki Active Wikis. 1 Anomaly research speed. However, shields are cheaper and regenerate automatically. This is so effective that ~40k fleets 1:2 destro/cruiser. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. 8 (aka "Gemini") was released on 2023-05-09 alongside the Galactic Paragons expansion. Also, since armor bulks up the ship, it adds hull! (I thought about slowing it down, but that seems a bit. I like this, but the added calculation for every fired projectile is way more complicated than just raising the cap, which could cause lag. In Stellaris, the current command limit cap is set at 500. Stellaris Real-time strategy Strategy video game Gaming. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. I tried doing something similar with armor and hull regen but the effect is much weaker and 1vs1 the double. 00. Which reduces your influence and diplomatic weight. 1680x8 shields or 13440 points. If they're mostly armor, go for anti armor weapons like plasma, lances and torpedoes. This page was last edited on 21 May 2022, at 20:12. Reply. Save file editing has to work too. and a huge stack of armour. Gigacannon needs. I was able to see that they now have 50% shield hardening (which makes sense to me. The other version is "%chance to reduce any damage from penetrating at all" but I don't. Also carries Auras. Here are the complete notes for Stellaris 3. It's good against the prethoryn, who wreck your shields and have partial penetration against armor. If the target has shield hardening, they still work together to beat the shields first. Put 2 archaeo shields on your battleships to get 30% shield hardening without expending auxilary slots. 1 daily regen (2. There is too much data tied up in a planet. Total HP = 2853 with 5. Example fleet cap: In my mod I gave a modifier that gives a bonus to small empires that decays the larger you grow. Also, shield/armor hardening could make a disruptor. PitiRR. 2 from Orilium Ore [its multiplicative to the post-shield cap total, NOT additive from the base]). 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. Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits. hardening * total. The stasis field does less direct shielding than T5, but also adds hardening, which is big. This makes afterburner cruisers quite effective at kiting manoeuvres, which significantly reduces loss. e. So Apparently my first Relic World happened to be where Shard woke up and decided she wanted to live there. 75% hardening all shield targets stop arc pretty well. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. Stellaris Wiki Active Wikis. It does diminish in effectiveness slightly when faced with shield hardening. Meaning you can get 100% hardening on a large ship, pretty easily. Wooden-Many-8509 • 22 min. 6. The bad news is that it doesn't increase say shield benefits. Counter Evasion with Tracking once you cap at 100. Gigacannon needs to do 12600 to. 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. . is it worth it do you think?2 Answers. I am using the ancient suspension field tech, and the perk is supposed to increase it's shield points. Pros: Only ship type with T-slot, which can have absurd range. #4. It's a bit slower than shield reg, but your fleet starts each battle at full health. If they're mainly shields, go for anti shield weapons aka any kinetics or shield. In a fleet with a 230 cap, my breakdown would be about 6-10 battleships, 20-25 cruisers and 30-40 destroyers. 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. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able. The cost per point of HP is just so garbage for armor, and armor does not regenerate. 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. The amount of hull it. What is Armor/Shield "hardening"? Question My Question is: What do these stats actually mean? What does it do? Example: "Living Reactive Armor" adds +25% Armor. It gives +10% weapons damage, +10% shield hardening for admirals. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. Do the math: Crystal forged armor gives you around 100% bonus hp (maxed out. Stellaris. Just had a random thought here. And Unbidden anchors now give their ships shield hardening and boost shield regen. Deploy archaeo strike craft in a pulsar or storm generator chokepoint starbase to completely shut down a path into your empire. 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 -. +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. Its DPS is 4. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than hull usually. Alternately, there are energy weapons that ignore both shield and armor to go right to hull, but they do lower average damage (either a lower base, or a more erratic damage range). Shield hardening means weapons that ignore shields (strike craft, missiles) will need to deal damage to the shields. Planetary shield generators in Star Wars are impenetrable. Increased the base damage of Flak PD. and a huge stack of armour. In the meantime I found a bug. 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. Megastructures are colossal constructions. ) Armor gives you 30%-50% dmg reduction (50%-100% hp increase), when it counts. and a huge stack of armour. 8. M: +315 shield HP (505 with AP), 4. Orbital Shield Generator (Requires Planetary Shields) +25% Shield HP for the Orbital Ring and its Defense Platforms. Ironically, there is an advanced armor option known as Dragonscale Armor. Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits. Is this a good strategy for winning battles right now?For example, say the Readied Shield is passed. 6 ORION: Leader Balancing. They're more effective the more shielding you have on the ship. Strictly speaking, I haven't found a lot of use for. design a battleship with nanites repair drones. You can roll. Their fleets tend to follow their overlord's. A quick search reveals that shield hardening apparently stacks. Ancient Pulse Armor (and other ancient armaments) are impractical. Deflectors are shields and do the same as any other shield within the game. 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. 8. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. Increased the range of Energy Siphons. so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the. My fleet of 800 BBs with 250% arc emitter damage and speed kills about 15 of those BBs in 2 weeks. 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. 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. Honestly, it kind of comes down more to what you roll, I think, at least until you get into repeatables, but you always want some of both. What ships do I build to stand the best chance to win any given encounter in a post combat rebalance stellaris? Reply. Taking any damage at all will reset this timer. So 2x Adv Shield hardener for 50% hardened shields is more than enough to have an outsized effect vs that niche design. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. To quickly find a tech in this list press ctrl + f and type in the techs name. Shields should give shields, shield *capacitors* should give regen, that is not called a bug. Stellaris. 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. The cap to the Force Disparity bonus for fleets. To opt-in to the Open Beta branch, right-click Stellaris, click Properties, Beta tabs, and choose “Stellaris_test” from. " Even at 100% armour pen it still reduces damage. 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.