Stellaris shield hardening cap. Using your own numbers that 1-2 PD can mitigate 1 Whirlwind, that means that 1 Picker Destroyer can mitigate approximately 2 Whirlwinds. Stellaris shield hardening cap

 
Using your own numbers that 1-2 PD can mitigate 1 Whirlwind, that means that 1 Picker Destroyer can mitigate approximately 2 WhirlwindsStellaris shield hardening cap  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

Stellaris Real-time strategy Strategy video game Gaming. Duplicate Stellaris - The suspenison shields from the pre-ftl dlc do NOT work as of their shield hardening. Also, shield/armor hardening could make a disruptor-based. If other mods modify the initial material storage cap, the lower one in the sorted list. And balance of anti shield and anti armour weapons set up as well. An empire can become a subject willingly via diplomacy; the acceptance depends on a number of. Gigacannon needs. I'm assuming. 2 rework of planetary population, defensive armies are no longer built directly, they are spawned automatically by certain jobs and buildings -- by default, that'd be the capital, police precincts and military forts/academies, the 'soldier' and 'enforcer' jobs. , 3x Shield Hardening = 75%, for ships with 3 auxiliary slots). 18. Secondly, Disruptors and Arc Emitters should be nerfed down to only have 50% shield bypass. EDIT: the philosophy this is based on is pre-3. Decreased the base damage of explosive torpedoes. give shroud avatars 90 or 95% shield hardening . After all it is better to field 100 cheap battleships than 80 armored ones. 17 times the amount of shield power, then it is still worth it, even against bypass weapons. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. That’s 17. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. My enemy has mountains of torpedoes (no neutron launchers). Hull is 3300. Report. nightraven1901. A +50% bonus to one of the most common jobs in your empire. There is no such thing as a "barrier" in the game. 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. 50% shield hardening lets you live +100% longer (!!!!!). All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Equip an ancient suspension field 2. Against 75% Armor Piercing, Crystal-Forged is better than Armor on ships under 3,600HP. Jump to latest Follow Reply. ago. 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. 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 -. Should titans and juggernaut be stronger? Thread starter Verx90; Start date Apr 9,. Destroyers as the picket-specialized ship class, focus on shields too, stack evasion as much as you can. Xaphnir. Jan 8, 2019. Secondly, Disruptors and Arc Emitters should be nerfed down to only have 50% shield bypass. 9) quite a lot. You can roll back to a. Smaller ships only have one aux slot. E. + Constantly blocks a number of damage per unit of time. Attack the ship with a shield penetration weapon 3. 75% hardening all shield targets stop arc pretty well. ; About Stellaris Wiki; Mobile viewJust had a random thought here. Based on pre-2. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). 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. Total HP = 2853 with 5. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. If you want more Stellaris guides, you can also Check: Console Commands & Cheats. From what I know it will repair slowly and not during combat but you don't need to go to a space port to repair. It also means you will only need 50% shield hardening to fully harden against these threats. 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. frac {a} {a + 60} * ( 100% - p% ) I. On a corvette with 2 armor. It's a bit slower than shield reg, but your fleet starts each battle at full health. Q1. But it also penetrates armor by 50%. That’s how badly hardening gimps penetration weapons. The driller drones synergize really well with other shield bypass builds. Last edited by Rift; Dec 31, 2022 @ 9:27pm #2. 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). I am using the ancient suspension field tech, and the perk is supposed to increase it's shield points. 100% is ideal value - as it would protect you from penalties from hull damage. 1 How to use the Tech Id Cheat? 2 Stellaris Tech Id List – A-B. majdavlk • 2 min. Recently I decided to pick it up again. so first the missing techs. Below is an example of what I found out while testing ship combat. 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. And it will be 250 out of combat regardless of the number of repeatables, since it is always 5 times the fixed values listed on the components, just like the armour/hull regen is always 1/20th of the percentage value listed on those components. There are like 4 Leader traits that give the various hardening bonuses, Suspension Fields give free hardening while being as protective as Hypershields (with an ascension perk), plus you don't specifically need. And if they have, armor is better than hull against kinetic batteries. )Galactic Paragons Expansion Features. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. and a huge stack of armour. With 3. From wiki. However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. ago • Edited 5 yr. But that is only even taking into account the enemy damage types. I get the sense the tech is a bit less finicky in Stellaris. and a huge stack of armour. Counter Evasion with Tracking once you cap at 100. 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. This is before introducing Shield repeatable. I recommend using hull plating only if you have Crystal Forged hull plating. Shield Capacitor: 10 1: 20 +10% Shield Hit Points: These capacitors store surplus energy which can quickly be transferred to reinforce a ship's shields. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. Gigacannon needs to do 12600 to. Cloaking disables shields. Shields should give shields, shield *capacitors* should give regen, that is not called a bug. Deploy archaeo strike craft in a pulsar or storm generator chokepoint starbase to completely shut down a path into your empire. Vassalization request towards a Machine Intelligence empire. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Battleships are around 11. A subject is an empire that has a special diplomatic relationship with another empire, called the overlord. PitiRR. Deflectors are shields and do the same as any other shield within the game. Armor a in the presence of armor penetration p reduces hull damage by a percentage. A tl;dr summary of what others have said in this thread, for those who dont read stellaris math essays: Armor and Shield hardening will force weapons with the "penetration" function to shoot at what they're supposed to penetrate, a portion of their damage going to the thing they're supposed to ignore. At 90% armor, 90% of all damage incoming to the ships' hull is. Armor hardening is better and easier to get than shield hardening. 6 Diplomatic weight. In summary, use the weapons that are effective against what your enemy has most of. A quick search reveals that shield hardening apparently stacks. Shield strength, against full shield penetrators, is given by. 4. 6. r/Stellaris. Armor/shield hardening is a counter for weapons that bypass that defense. Here's the fleet comp I'm personally finding is my go to in 3. 3. None. The other version is "%chance to reduce any damage from penetrating at all" but I don't. Inversely scale hardening module impact against hull size. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). MuffinFIN • 5 yr. Also there is +30% evasion from 3 thrusters and 10% from combat. 1 Libra 4. Underpowered Auxiliaries like Shield Capacitor and Mark of the Eater/Instrument should not have percent Power draw. 50% shield hardening lets you live +100% longer (!!!!!). So reviewing the stats of the ships 200 years into the game and this is what I get: Titans are around 31k total health and 9% evasion. So 2x Adv Shield hardener for 50% hardened shields is more than enough to have an outsized effect vs that niche design. 4. Which means you would now hit 0 XP at ~27-30 leaders, if my math checks out. This means it now has 90-50=40% as the penetration just subtracts armor percentage. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). There's about a 10 day delay though. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. ago Maybe. The regular shield/armor hardeners would be upped to +30% hardening but consume 20% power (so 1 hardener + 1 booster = 2 prepatch hardeners). Except that they use 25 / 50 / 100 power each. The same principle applies if your enemy has shields instead of armor but in reverse. Since your fleet only consists of this weapon type, they can effectively overwhelm any PD / Flak defenses the enemy fleet can typically have. 2 from 2 Shield Caps x 1. The Zro/Living Metal versions would have the same 30% hardening but only consume 5% power. So you would get the full value of your shields without bonus or penalty in a system with 100% negation like a pulsar. They're very powerful if your enemy lacks hardening. Ship hull strength - right now my battlecruisers have 30k shield strength, 10k armor, and 4600 hull strength. 00, whereas explosive torps have 1. E. Add a Comment. It is weird that the double amount of smaller shields is better than one class larger. 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. 0 “Orion”. 1 shields, 2 armor, 1 hull) #2 Max HP - slower regeneration. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. Mining lasers are now classified as Brawling weapons. cake_flattener5 Corporate Dominion • 11. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. The ability to rapidly attack without stop is such an advantage in early wars (in case you don't want to think about them, that is) that auto-regeneration easily increases your offensive capabilities by 25%, and one of the reasons why Devouring Swarms are awesome to play in early conquests. First and foremost, Armor does have a substantially higher cost than shielding, double the cost of an equivalent shield component. ago. There's not really that much you need in terms of utility components. EDIT: the philosophy this is based on is pre-3. I've had trouble figuring this out exactly, but this is what it looks like. Jump to latest Follow Reply. 1. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. 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. So 2x Adv Shield hardener for 50% hardened shields is more than enough to have an outsized effect vs that niche design. 1 Regenerative hull gives +10% daily armor regen. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Stellaris > Workshop > AlexaTheGoddess's. It is now possible to get 100% of both shield and armor hardening using councillors only. Edict Fund can be increased by the following:. Smaller ships only have one aux slot. This mod adds base hardening to shields and armor, increasing with their tier. Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits. . This mod is a global compatibility patch for Stellaris 3. The shield hardening components kind of revive the shields back to their older glory. Sure it's great on it's own, but it pairs extremely poorly with any other weapon. But the opposite will be better in all other situations, and there are more of those than pulsars. I believe one of the fallen empires are very into disruptors. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. These IDs are usually used with the research_technology tech ID command. Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. Hangars are themselves a penetrating weapon, and shield hardeners are your best shot at keeping your small ships alive against them. Corvettes and Destroyers don't have enough space to run hardening, and Battleships and Cruisers get absolutely murdered by Tachyon Lances and Neutron Launchers if they don't have shields. It will take 4 seconds to bust the shield (+50% bonus) but 12s to bust the armor (-50% penalty) = 16s total. 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. 3. Use the archaeo X weapon and spec the whole rest of your fleet for anti-armor or armor pierce. Technically, you only need enough shields to counter the enemy fleet's Alpha damage while taking no hull damage. Think of the Stellaris shield trade-offs the same way. Does 100% shield hardening work? Does that mean you don't need armor at all? Each Ancient Suspension Field gives +15% shield hardening. Capacitor increases shield hit points by 10% so not really that great unless you already have amazing shields, in which case it's overkill. "Shields aren't too good" really depends on the situation. #23,663. Early game of course I do the classic hangar DP, since they easily counter small ships. The +10 adaptive trait is better if you combine with happiness to get 90 on your same biomes as homeworld. And it will be 250 out of combat regardless of the number of repeatables, since it is always 5 times the fixed values listed on the components, just like the armour/hull regen is always 1/20th of the percentage value listed on those components. It just misses an icon. 2k. It also means you will only need 50% shield hardening to fully harden against these threats. Cruisers are around 5. This will limit their synergy with Strike Craft/Missiles/Torpedoes and give a stronger reason to use shielding. #1 Buzzard Feb 18 @ 10:20pm Armor/shield hardening is a counter for weapons that bypass that defense. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Losing 100 Ar or 125 Sh to get 65 Hull. They are very good. Stellaris Wiki Active Wikis. 6. 67. 8. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. Cruisers and Destroyers can fit long ranged missiles and/or torpedos, with Artillery computer. The devs have zero intention to change this as its just too much data to have sitting in limbo taking up space. 5 Q3. Also I think the best combination is to use armor + hull utility slots, and not using any shields. There are three types of modifiers. They cannot be built in orbit of a celestial body that has an. ago. g. Shield nullification Starbase. That's how counterplay works. 1 Answer. My enemy has mountains of torpedoes (no neutron launchers). You can send your ships to vassal ports if you. Corvettes and Destroyers are good picket ships/gun boats that are meant to intercept Fighters, Torpedos, and Missiles and possibly deal some damage to Capitol ships. If you are facing, say, cruiser-carrier missile boats, they'll be kiting at 75+ range while putting out 24 from fighters 20 M slot missiles 16 S slot missiles (60) of DPD per Cruiser. The neutral weapon is a whirlwind missile against 100% shield hardening, the worst. I created a small mod changing the suspension field's hardening to a ship modifier instead (like traditional shield hardeners), which made the hardening work. 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. the archeotech shield with the ascension perk is solid slightly lower shield values but 15% shield hardening and higher regen. Catteraine Mar 24, 2023 Jump to latest Follow Reply Shields have become pointless. Steps to reproduce the issue. Against Lasers, Armor is better than Crystal-Forged on ships with 1,350HP or more (Battleships). Log In / Sign UpI have always wondered whats the point of having penetration. The stasis field does less direct shielding than T5, but also adds hardening, which is big. In-combat regeneration occurs but its not a significant factor. ; About Stellaris Wiki; Mobile viewStellaris Wiki Active Wikis. Contrast that with the Ancient Shield Overcharger, which not only provides the starbase a massive +50% shield hardening (and +50% shield. The same goes for L-slot shields. I ragequited after the battle, and than reloaded the save. 7 (Ancient Suspension Field) and now especially with 3. 1x shield capacitor. Losing 100 Ar or 125 Sh to get 65 Hull. Add a Comment. Is this a good strategy for winning battles right now?and a huge stack of armour. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. With a mid-game fleet of 110, needing to upgrade my ships with just Ancient Pulse Armor costs well over 1. - Gourmand in energy and is inefficient under a firepower too important. M: +315 shield HP (505 with AP), 4. Are extremely powerful vs AI. Wooden-Many-8509 • 22 min. And ye, I'm already undetectable and in a "sweet spot". Decreased the base damage of explosive torpedoes. Hello, i wonder what "+% armor penetration" realy does. In Stellaris, the current command limit cap is set at 500. A tier 3 shield generator has 90 hit points, and a shield regen of +4. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). That seems to make Shield-focused fleet builds more attractive, i. If I don't have it, I make full shield platform with shield hardening and rockets, one medium and one small slot. 1 Anomaly research speed. 25x council scientist has Expertise: Field Manipulation trait;You should ALWAYS max out shields on every ship (without reactor boosters). -Planet Capital provides -3 Amenities and -3 Unity. 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. 34 comments. Just don't expect much from Corvette shields. Alpha damage is the amount of damage a fleet can dish out per volley. Go to Stellaris r/Stellaris. 3. With shield hardening, that damage would start getting applied to the shields *before* smashing up armor and hull. This way I got a pretty low effective fleet cap but no changes in early game. Thorin May 12, 2016 @ 8:08am. I was able to see that they now have 50% shield hardening (which makes sense to me. Early game of course I do the classic hangar DP, since they easily counter small ships. Paradox Forum. Stellaris. This page was last edited on 21 May 2022, at 20:12. To opt-in to the Open Beta branch, right-click Stellaris, click Properties, Beta tabs, and choose “Stellaris_test” from. 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. Stellaris. It does diminish in effectiveness slightly when faced with shield hardening. Planetary shield generators in Star Wars are impenetrable. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. Which reduces your influence and diplomatic weight. It is developed by Paradox Development Studio and published by Paradox. So in average the same amount of shield or armor will least half as much time as the hull. 1680x8 shields or 13440 points. Most of the fun in Stellaris lies not in figuring out the most efficient way to play possible, but in figuring out how to take the dumbest way to play possible and make it work anyway. 8. 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. Taking any damage at all will reset this timer. Basically arc does 25% damage as shields are enough. 2 from Orilium Ore [its multiplicative to the post-shield cap total, NOT additive from the base]). hardening * total. . If you go into a system with shield negation, you average them out for the value of your shield. 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. Are extremely powerful vs AI. They cannot be built in orbit of a celestial body that has an. I recently fought the Unbidden, which I hadn't done in a long time. Mining lasers are now classified as Brawling weapons. All Discussions. 1 comment. It is developed by Paradox Development Studio and published by Paradox Interactive. and a huge stack of armour. . ago. I'm trying to make a Hivemind kind of empire and set my starting system to be a shattered ring. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. Peter34cph • 1 yr. So raw HP gives you better or same than the others, and always works. Well, definitely not 100% Armor, because then Shield-pen stuff or +% Damage against Shields will break your fleets like wet tissues. 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. There is too much data tied up in a planet. Use the archaeo X weapon and spec the whole rest of your fleet for anti-armor or armor pierce. that means, if the shield hardening stacks, you need 7 of those for 100% shield hardening. 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. Well, definitely not 100% Armor, because then Shield-pen stuff or +% Damage against Shields will break your fleets like wet tissues. Shield Hardening should protect from storms and neutron stars. is it worth it do you think?2 Answers. g, 100% penetration vs 75% hardening means 25% of the damage goes through. Archeao Engineers as a perk. If you implement that, properly so the tooltips accept it, and add in the psionic suspension fields (may as well include dark matter suspension fields; it doesn't need another tech just a recoloured icon and many people. and there is no way to bring them back. In the default galaxy map mode, subjects have the same color as their overlord. Attack the ship with a shield penetration weapon 3. A battleship equipped with full enigmatic deflector shields and capacitors basically has infinitely regenerating armor. #1. Heavy platforms and their large weapons do best with larger forces towards the end of the game. A destroyer: 40%. Cons: Hard-capped quantity based on Naval Capacity. Note Police State does NOT require Enforcers for the 5% Stability. The stasis field does less direct shielding than T5, but also adds hardening, which is big. Mono-shield is much harder to pull off because of the power demand (and is very weak to penetration), and mono-either is (almost) strictly better than. It gets shot by a 50% penetrating shot. Best. (autocannons, which the AI loves to use) are crap against it. Shields can be stacked higher than armour with shield capacitors and have the benefit that always regen after a battle. Stellaris. Archaeoshields should now properly provide their shield hardening bonus. A weapons intrinsic hull/armor/shield damage/bypass applies to the base damage first, before any other modifiers. rely solely on them, because just swapping defences to Crystal Hull Plating or adding Armour/Shield Hardening is a thing you can do for forces that use these weapons exclusively. 3. Baby's First Stellaris Ships (3. Meaning you can get 100% hardening on a large ship, pretty easily. 37 Badges. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. 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. Psionics are maybe a bit more powerful in XCOM, unless you consider Stellaris precursors or endgame tech. Currently Starbases and Defense platforms suck, I recommend we brain storm many changes to improve their performance. 1 comment. Unable to carry any Point-Defense: very vulnerable to torpedoes. As a rare tech, Basic Cloaking Fields has a small chance of appearing. Originally posted by Destructively Phased: It’s just if your reactor tech falls behind, or I guess you want a ship that shield tanks. No, those are permanently locked. 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%. Megacannon is 40% more DPS and 1. I tried 2k nav cap frigates before, didn’t kill a single contingency ship. And Unbidden anchors now give their ships shield hardening and boost shield regen. As accidental fly into a pulsar system means if you have the other way you get wrecked. 2% armour/day, or 122-123 out of 6444, and 1% without Titan. Members Online • Tornagh. Armor became a meta in Stellaris because of several reasons: Shields use power, Armor does not.