Stellaris

Stellaris

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颛顼 Jun 8, 2016 @ 9:50am
Difference between ignore shield/ shield penetration/ shield damage?
Does any one knows the difference? Some examples would be great.
These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor
Thanks!
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Showing 1-15 of 18 comments
Elitewrecker PT Jun 8, 2016 @ 9:53am 
I'm not sure about the difference between ignore shield and shield penetration but for the shield damage, disruptors get a double damage bonus when firing at shielded ships.
And torpedos just ignore the shield and hit the ship for hull points/armor mitigation directly.

But why one says ignore and the other penetration I don't know. Didn't even notice they said different things.
Last edited by Elitewrecker PT; Jun 8, 2016 @ 9:54am
Goose Jun 9, 2016 @ 8:52pm 
+100% Shield Damage: Weapon will do double-damage when firing against shields.

100% Ignore Shields: Weapon will bypass shields entirely and damage the hull directly (mitigation from armor will still apply).

100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply).
颛顼 Jun 10, 2016 @ 12:07am 
Originally posted by Totes:
+100% Shield Damage: Weapon will do double-damage when firing against shields.

100% Ignore Shields: Weapon will bypass shields entirely and damage the hull directly (mitigation from armor will still apply).

100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply).
Thank you!
kesat Jun 10, 2016 @ 1:10am 
Originally posted by Totes:
100% Ignore Shields: Weapon will bypass shields entirely and damage the hull directly (mitigation from armor will still apply).

100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply).

There's no difference in Shield penetration and ignore shields. 100% Shield penetration = Ignores shields (no damage at all to shields). In case of 50% shield penetration half the damage is done to shields, and the other half is done to hull.
Last edited by kesat; Jun 10, 2016 @ 1:10am
Sathra Jun 10, 2016 @ 2:02am 
Yep. That's how it is in the files (torps and energy torps are the same, just with different damage types).
Drunetovich Jun 10, 2016 @ 5:01am 
On the side note - 50% shield penetration provides no benefit unless enemy ship has shield points that exceed hull points. Wich is almost never the case in the current state of game balance.
Elitewrecker PT Jun 10, 2016 @ 6:12am 
Why aren't energy torpedoes counterable by point defense.
Right now their only penalty is the traveling time.
shoobers Jun 10, 2016 @ 6:26am 
Should Strrrrrrroooongly note that there are shield regeneration auras that can make highly shielded fleets be nearly impervious to any serious hull damage without the use of torpedoes or shield penetration.
Drunetovich Jun 10, 2016 @ 6:32am 
20% month regen? Seem like not a big deal, unless this stacks with between multipile fleet modules?

Originally posted by shoobers:
Should Strrrrrrroooongly note that there are shield regeneration auras that can make highly shielded fleets be nearly impervious to any serious hull damage without the use of torpedoes or shield penetration.
Sathra Jun 10, 2016 @ 6:45am 
Identical auras don't stack, but do stack with other sources. Enough shields + shield capacitors and its possible. Unlikely but such a fleet would last longer.

Originally posted by Elitewrecker PT:
Why aren't energy torpedoes counterable by point defense.
Right now their only penalty is the traveling time.
They're actually the same class as lasers and plasma. Instant damage. The animation is not quite accurate.
Elitewrecker PT Jun 10, 2016 @ 6:57am 
So they don't have travel time?
Sathra Jun 10, 2016 @ 7:40am 
Nope. Just checked too. Health drops instantly, then you see the energy ball travel and hit the target.
Goose Jun 10, 2016 @ 9:00am 
Originally posted by Sathra:
Nope. Just checked too. Health drops instantly, then you see the energy ball travel and hit the target.

That's pretty silly.
Goose Jun 10, 2016 @ 11:22am 
Originally posted by Sathra:
Yep. That's how it is in the files (torps and energy torps are the same, just with different damage types).

I've looked into weapon_components.csv, comparing LARGE_ENERGY_TORPEDO_2 (Neutron torps) to LARGE_TORPEDO_3 (Devastator Torps), and they seem to be defined differently. Both have their shield_penetration modifier set to 1.00, but energy torps have their shield_damage modifier at 0.00, whereas explosive torps have 1.00. 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 0.00?
ElanaAhova Jun 10, 2016 @ 12:40pm 
Originally posted by Totes:
Originally posted by Sathra:
Yep. That's how it is in the files (torps and energy torps are the same, just with different damage types).

I've looked into weapon_components.csv, comparing LARGE_ENERGY_TORPEDO_2 (Neutron torps) to LARGE_TORPEDO_3 (Devastator Torps), and they seem to be defined differently. Both have their shield_penetration modifier set to 1.00, but energy torps have their shield_damage modifier at 0.00, whereas explosive torps have 1.00. 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 0.00?
coming DCL? :)
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Date Posted: Jun 8, 2016 @ 9:50am
Posts: 18