stellaris shield penetration. The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). stellaris shield penetration

 
The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly)stellaris shield penetration  It's pretty noticeable in a fight 1 vs

They sound better than they really are, for which I am thankful. 67. So basically, Armor and Shield contribute more than Hull, and the damage of a weapon takes into account things like penetration, vulnerability to PD and more. Plasma = 100% Armour penetration. Beam. That’s 17. Corvette Spam. 15. Guass has weapon_role_anti_shield, so its love of shield targetting isn't surprising but the rather opaque name of weapon_role_short_range for auto in the stellaris files doesn't give. 4 in to hull through armor, if shield penetration, in to hull through shield. Proton. Disruptors are just annoying. Then you can dump however many millions of fleet power you have directly into whatever system the AI targets. Armor is nigh useless against them since plasma and lasers (after their buffs in 1. At least if targeting was fully random, you could judge weapons on stats and explicit properties like penetration, not on a hidden targeting preference. 2 fleets. There's also an exponent factor, so a ship that's technically 100x stronger won't be shown as 100x stronger. Weapons that would normally bypass the shields/armor entirely are forced to deal 25% of their damage to the component they are trying to pierce, it's a counter to penetrating weapons. Micro-managing your citizens is one of the best aspects of planet administration in Stellaris – but it’s also one of the most complex and time-consuming. 01 What im wondering is this, is shield penetration %, say 15%, a 15% chance to penetrate shields. (Except for the shield debuff). All their ship are low hull/high armor/medium evasion craft (similar to vanilla Fallen Empire ships but without shield) but before you try to. I think Stellaris could benefit from a breakdown of shield technology, allowing shields to become more specialised in the type of damage they absorb (similar to how EvE Online does this). I've had trouble figuring this out exactly, but this is what it looks like. 100% shield penetration. 6. It basically boils down to the armour penetration, shield penetration and hull effectiveness. Component. ago. Yes, but that doesn't matter too much. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Since my BB has 84. Armor is still very effective at countering them than shields. Preferably from far away :p. Neither Missiles, Autocannons nor Mass Drivers get special bonuses. Go to Stellaris r/Stellaris. ajanymous2. It makes no sense what so ever to have this. ago. Reply. Hello everybody. That's worse than 6+6=12s for a purely neutral weapon. 25-30K with plasma and armor piercing things (like torpedoes). Maybe the possibility to lift the shield could be via MTH or even event driven, so it doesn't get a cheap way for pacifists to gather protectorates. Empire of Sin AoW: Planetfall Cities: Skylines Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the AftermathThe question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). Contrary to some 'popular' opinion, they are mostly garbage. 3. 100% penetration against shield; 150% damage against armor; 100% damage against hull; Additional multiplicative damage based on 100% of the target's ship. Have Psionic Shields be non-bypassable. We remove the armor/shield penetration mechanic all together (or if it is left in it is 20% maximum on very high end weapons). R5: In a war with a FE, they took a pulsar system on their border, space storm arrived. Shields require energy from the ship's. As an added bonus for those using the mod Extra Ship Components NEXT, almost all weapons in this mod have two additional tiers if that mod is activated. +47. If the Global Pacifier does function the way it does in Star Control 2, the beings inside survive just fine but are. As a person who always roleplays as the defender of the galaxy in one way, my Unbidden playthroughs usually go in two ways. 1 comment. If you want to disable enemy shields, the saturator X weapon is the best at that job. Time to bring out the torpedos. 80% damage pierce. In earlier versions of the game this bonus was described as. it all depends on what you're going to be fighting. It's pretty noticeable in a fight 1 vs. However I would also like to make clear that the mechanics of. mult modifiers increase or decrease the amount of a resource or attribute by a percentage. The shield hardening components kind of revive the shields back to their older glory. It's a common question as to what the good ship designs are, and here's my copy/paste answer: Focused Arc Emitter / Carrier / Marauder / Whirlwind. With the occasional situational exception, of course. Computer system. In addition to that, explosives tend to have Penetration. EDIT: If I get the Enigmatic Decoder from the Enigmatic. Stellaris Galaxy Command Wiki is a FANDOM Games Community. Destroyers- if you use them, should be built for alpha and to die. Players can activate cloaking on any ship or fleet equipped with cloaking generators through the ship orders menu in the bottom-left. Advanced energy weapons require Rare Crystals and Exotic Gases to build and operate. 水晶复合镀层,水晶锻造镀层(俗称红甲)给予额外船体值而非装甲值。. Besides, arc emitters build off of the far superior plasma thrower, while you have to research lasers to get lances. And it's absolutely nonsense to use a lot of shield strength (cruiser. Plasma Torpedo 25% shield penetration; 35% armor penetration; 80% damage against shieldThe Unbidden use the highest tear generators and shield, but have no armor. The Neutron Launcher mouse-over only shows "damage" stats and does not use the word "penetration. Missiles are a solid weapon thanks to having good accuracy, great range, ignoring shields, and no damage penalties. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!key: PLANET_KILLER_DELUGE: main_category: component_templates: version: 3. Lance. Stellaris > Discussions générales > Détails du sujet. The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). Arc Emitters also have partial shield penetration. I ragequited after the battle, and than reloaded the save. 1-1700 damage, 100% shield penetration, 100% armor penetration, goes straight to hull. While Stellaris’ 4X-flavored. shadowtheimpure. I had success using corvette swarms with crystalline hulls and then backing them up with Destroyers, Cruisers and Battleships which utilized Torpedo weapons, Laser weapons, Arc Emitters and Shield disintegrators and some plasma. Sep 30, 2017 @ 3:43pm Ghost Signal So the machines have returned to purge the living. Each transport fleet consist of 20 Android Assault Army and do not have a general. Honestly shield penetration and armor penetration is pretty amazing. Hello everybody. HerewardTheWayk • 1 hr. The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). But my build usually uses strike craft and disrupters to directly attack hull and makes heavy use also of shields to deal with their pure energy weapons. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!Does any one knows the difference? Some examples would be great. The Shroud. Against other players in pvp, yes you would be right, as players usually don’t have +6000% bonuses to shield and armor or severe imbalances between shield/armor and hull (among other factors). EDIT: If I get the Enigmatic Decoder from the Enigmatic. 8) melt. I have seen in other posts better configurations but for some reason I do not have slots to place other types of weapons, like the G for example, this is the best thing that occurred to me. 33% reduction, it's 33. Kinetics only get like +15% penetration for medium and +30% for large size. E. In general, vs Kinetics, Disruptors, strike craft and trops. Cloud Flare etc. 27 votes, 31 comments. Increase each shield's health, there's been enough background weaknesses added to shields, going through pulsars etc. It's pretty noticeable in a fight 1 vs. Business, Economics, and Finance. Sure it's great on it's own, but it pairs extremely poorly with any other weapon. Fighters - 2. Stellaris Galaxy Command Wiki. So you know how if you destroy the Hull you basically destroy the entire ship. Its DPS is 4. 26. Against something like the contingency with lots of shields and armor, but little hull these are going to be awesome. Torpedo = 100% Shield penetration. Wooden-Many-8509 • 22 min. If you mean by penetration resistance, then yes. So what does that really mean? Does that mean it bypasses my shields and. [edit: the FE surrendered before I got to see what happens if I fight in that system] Even the shield capacitors are burnt out. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. In this video I explore the effe. As I wrote, they lack any anti-shield damage, with only Focused Arc Emitter having shield penetration. The differences between the weapons are much more nuanced. Shield Penetration 50 50 50 50 50 Build Time 90 180 360 600 960 Usage/Round 0. Edit: my second guess is that it stops all shield penetration completely, like from fighters. 1- They spawned really far and holy fuck so much micro. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. But next I found out "penetration shield 50%" and realized, that this is something wrong. is it ideal, who knows, is it perfect, i doubt it but it works for me. They are more hp than shields. There are currently a variety of anti-armor bonuses that come with the weapons that you can equip in Stellaris. If a hot border can be anticipated, I go for a Bastion Habitat. so if a titan for example, has enough components such that it has 100% shield hardening, does this mean the. Taking any damage at all will reset this timer. I am new to Stellaris (got it in a Humble Monthly Bundle) and last weekend I started playing it. ive been running into an issue with shield regeneration after some repeatables. But it does miss, turning great early-game potential into a slow, dull grind. Now say, 30% shield hardening cuts Disruptor damage by a third. It lacks the bonus to hull damage lasers have. great importance to defense in tactics. They are very good. EVER. The differences between the weapons are much more nuanced. reduction modifiers divide an amount of a resource or attribute by a set amount. Small. My best guess is that the shields don’t go down in pulsar or Zroni storm caster systems. more of the planet states, and info on the ships. 14 votes, 10 comments. The weapons the Unbidden use have 50% shield penetration. Missiles can be pretty strong now when you use the Advanced Ship Behaviour Mod, since then you can use the range advantage perfectly. 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. And PD is the fighter-counter as well as the missile-counter. Production Revolution. is more Swarmer Missiles with Carriers for the longer engagement range whilst keeping shield penetration stacked As of 3. Additionally, this tech draws on a lot of power, requiring advanced power sources for ships, and when activated, ships will suffer from 100% shield nullification. Trying to add shield graphic to the planets and activate by decisions or event but didn't find a best way. The ship cannot take damage for a whole 10 days before it regens. For instance, this explosive has 100% shield penetration, meaning it will do its full damage to armor and hull, so shields won't need to be taken down to. Large. Frop. 2? Load -20 -40 -80 -160 -320 Kinetic Damage Coefficient Name Coefficient Weak Hull 80% Simple Hull. They can outscale other weapons but you need to be deep into energy damage/attack speed repeatables. These are also stack. Penetration means it completely avoids the health bar and will directly damage the underlying bar. Originally posted by Nightmyre: Originally posted by climbingeastofwinter: Military focused planets make much more sense in games like MoO2 and MoO3 which allow you to build planetary defenses and defense platforms. Stellaris Galaxy Command Wiki is a FANDOM Games Community. 8) melt. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. Some weapons penetrate armor or shield or both, and those can just go straight to the “destroy ship” stage, but they usually have other issues that make them less than perfect solutions to enemy. 6. Medium plasma has -33% shield damage and 60% armor penetration. The only way to stop the Unbidden is to destroy the Extradimensional Portal. Medium. 34 comments. 5 days. 5. EMP fuse -Specifically design torpedo, to. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. After some digging, I found this file: \Steam\steamapps\common\Stellaris\common\component_templates\weapon_components. 1. However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. A quick search reveals that shield hardening apparently stacks. I am about 70 or 80 years in, have 22 worlds, a 5k strength fleet, and researched 50 or 60 techs so far (though I suppose only the 15 or so physics techs count), I don't think I've seen point defense. Just don't expect much from Corvette shields. Vanilla stats: 50% orbital bombardment damage reduction; upkeep: 5 energy. Platforms stacked with missiles and as many shields as possible are my go-to Unbidden defense. 30% armor hardening on top cuts it by another third. Stellaris: Shield Hardeners - You must use them. What is better or should I just do a 50/50 and is regernative hull armor even worth it at 1% each month?The question is: how do penetration of shields differ from shield damage? How much I play - for some reason I did not notice the difference (maybe I looked badly). • 2 yr. Missile Shield Penetration is mostly useful because in combination with Kinetic Artillery, every weapon largely focuses on the type of defense that it's good against. In addition to the standard repeatables, Physics only has three repeatable techs to worry about. Stellaris Real-time strategy Strategy video game Gaming. Laser-Cannon ( Small / Medium ) - Anti-Armor and Anti-Hull energy weapon. All targets have no weapons. Penetration means it completely avoids the healthbar and will directly damage the underlying bar. Stellaris > General Discussions > Topic Details. • 1 yr. this gives you a lot more time to defeat the portal. Using Strike Craft against the Contingency is a question of whether you have enough of your own to overwhelm their strike craft and PD. 17 times the amount of shield power, then it is still worth it, even against bypass weapons. In earlier versions of Stellaris, I had to research both kinetic and energy. They're more effective the more shielding you have on the ship. 1). Shields are basically extra HP, damage to shields isn't affected by the armor stat. 100% Shield penetration = Ignores shields (no damage at all to shields). Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. This is represented in Stellaris by 'penetration'. 30 per day/tick). This is the first game of Stellaris I've played, so far. They do explosive damage. Corvettes with high evasion are really good too, and you should have those anyway. Go to Stellaris r/Stellaris. There's no difference in Shield penetration and ignore shields. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Driller drones have some problems, but are awesome in no shield systems. And only 12. Because in vanila Stellaris all that Swarmer missiles have is 100% shield pen, so they don't bypass armor. 45% shield penetration. It's the perfect weapon. Their weapon is the Matter Disintegrator, which deals 50% armor penetration and 50% percent shield penetration. The detonation of a. I also had like 400-500 research each with tech-costs like 30k for things like 5% Shield-HP Rank III. You can see armor is quite effective against medium plasmas. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. 2 - 3 Generator Habitats. IPWIW. Yes. These include ignoring a set percentage of armor which have the following values: 10%, 15%, 20%, 30%, 50%, 60%, 66%, 80%, 90%, 100%. You don't really need anti-shield ships for Unbidden. Turns out battleships with 5 Neutronium Armor and 1 Hyper shield with 6 (L) Marauder Missiles had the best results by a significant margin. On cruisers and battleships that turns around, since generally anything countered by PD also has shield penetration and comes in massive waves if your opponent has carriers. On cruisers and battleships that turns around, since generally anything countered by PD also has shield penetration and comes in massive waves if your opponent has carriers. 100% Shield Penetration: Any damage dealt to shields will be duplicated into the hull as well (mitigation from armor will still apply). That’s 17. The weapons the Unbidden use have 50% shield penetration. Energy weapon or kinetic weapon. Compare with Marauders : +25% hull damage, 20 dps. It works like in Mass Effect 2: you (usually) have to deplete the shield hp, then the armor hp, and only then can you damage the hull hp. For instance, this explosive has 100% shield penetration, meaning it will do its full damage to armor and hull, so shields won’t need to be taken down to destroy the enemy. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!So, does shield regenration happen daily or monthly? If it happens monthly, don't you think it should work on a daily bases?Does any one knows the difference? Some examples would be great. 高维入侵(异次元入侵)是指来自另一空间维度的敌人入侵本世界。高维入侵是《群星》后期危机的一种。. 1- They spawned really close and the endgame crisis didnt even take 2 years. enemy leans much more torwards battle ships and. This article is for the PC version of Stellaris only. The damage is a variable between 1 and 221, but getting a full 221 damage to both armor and shielding is big. 15% shield penetration; 25% armor penetration; Quantum torpedo warheads rely on rapid energy extraction from zero-point vacuum. Modifier Effects. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. Stellaris 50486 Bug Reports 30920 Suggestions 19157 Tech Support 2901 Multiplayer 377 User Mods 4632 Stellaris AAR (After Action Reports. Unbidden are almost all shields, and do a lot of damage at short range, so keep them at range and focus on shield penetration. Shields are probably the better option, since stacking armor on small ships is futile. R5: In a war with a FE, they took a pulsar system on their border, space storm arrived. But it also penetrates armor by 50%. What does it do? Example: "Living Reactive Armor" adds +25% Armor Hardening. reduction modifiers divide an amount of a resource or attribute by a set amount. A new UI interface is made for mod. There's also an exponent factor, so a ship that's technically 100x stronger won't be shown as 100x stronger. Which means they completely ignore shields and armor so you only need to worry about the opposing fleets hull points. Stellaris. Radiation Shielding - Increased ship shield strength 8. 6 update. . Slap on 3 afterburners. All Discussions. Destroying the Portal earns the Rift. Radiation Damage, 3x Moving AOE Cylinders 90' targeting arc to foes: _ Radiation Damage (3x/sec) and up to -75 All Damage Resistance Rating for 10 sec to self: -83. The building ON THE RING shouldn't project a shield onto the planet, but the planet should still be able to project its own shield. Ironically, there is an advanced armor option known as Dragonscale Armor. 75 sec (+100% shield penetration, +100% armor penetration) Bombers carry large payloads of heavy disruptors to devastate both capital ships and strike craft. - No Armor Penetration - Lowest Base Damage. 这些自称“沙巴纳什( Shabanash )”的高维入侵者被本次元物种称为“ 破界者. While this can be nice, it means that it isn't contributing to taking down the enemies shields, and so if you have one weapon with 100% shield penetration and other normal weapons the normal weapons will still. I thought that penetration just ignore corresponding defense (for example "penetration shield" ignores shield at all: it starts damaging armor at the very beginning, next damaging hull and next destroys enemy ship with completely untouched shield). In the time between the Ghost Signal's appearance and that of the first Contingency ships, the best way to prepare is to refit your navy to fight the Crisis. I'm somewhat confused over their point so was wondering if someone can explain it to me, please? Laser = 50% Armour penetration. All Discussions. A crisis is an event that threatens the entire galaxy and all life within it. ago. It gives +100% to both shield and armor penetration. Side bonus of 80% shield hardening and 400 extra armor and shields. These are properties of Neutron Torpedoes/ Devastator Torpedoes/ Phase Disruptor Thanks!How to Use Cloaking in Stellaris. Hyper-focusing Trinary Arrays. Threads of living metal react to incoming fire, rearranging itself to better resist penetrating. Niche-Purpose Ships (READ STRENGTH/WEAKNESSES &. avoid lasers, plasma or particle beams - their main strength (armor penetration) has 0 effect in this fight, leaving you with only their weakness (penalty vs. Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. Failing that, Energy torpedos, or your highest tier torpedo. The global pacifier seems to be lifted straight from (or was at least heavily influenced by) Star Control 2, a genre defining game that has other influences on Stellaris as well. difference assuming 100% hit is only on the order of 6% less damage than a plasma/disruptor split with a balanced shield/armour target, difference being that there are 2 phases of battle, shields and armour/hull, and once the specialized weapon gets through. 17 times the amount of shield power, then it is still worth it, even against bypass weapons. Who knows how many galactic cycles it had been in place before it. Vulnerable to kinetic weapons. But next I found out "penetration shield 50%" and realized, that this is something wrong. maybe some space fauna or raiders come and lower one, and the other one kills it. Go to Stellaris r/Stellaris. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than hull usually. (which does not seem to happen in Stellaris). 6 “Orion” update includes many changes to combat. Each transport fleet consist of 20 Android Assault Army and do not have a general. But next I found out "penetration shield 50%" and realized, that this is. Compare with Marauders : +25% hull damage, 20 dps. A quick search reveals that shield hardening apparently stacks. g, 100% penetration vs 75% hardening means 25% of the damage goes through. They do about 50% less damage than a standard energy or kinetic weapon, but given that most (but not all ofc) endgame challenges have 1/3 or. Armor reduces damage by a set percent. Hardening stacking question. some weapons have armor/shield penetration so they ignore it. Now the system has two Shield Nullification -100% malluses, and I'm not sure how that works out in practice. Fighters - 2. Then all you need are some decent shield strippers in your fleet (ie energy torpedoes). Stellaris. 3: zhcn_name: 天洪浩荡: en_name: Deluge Machine: zhcn_desc: 大量的水被倾倒在行星上,消灭了所有人造结构和陆地生命形式。Does any one knows the difference? Some examples would be great. Apart from point defense. [edit: the FE surrendered before I got to see what happens if I fight in that system] Even the shield capacitors are burnt out. mult modifiers increase or decrease the amount of a resource or attribute by a percentage. [deleted] • 5 yr. Another option might be a shield hardener or make armor work against both hull and shield damage (move towards. This article is for the PC version of Stellaris only. 420K subscribers in the Stellaris community. - Empire-wide "Psi Shields" flag which gives -200% penetration against your ship shields when you take Transcendence. This can make cloaking a fleet a risky gambit if an empire manages. some weapons have armor/shield penetration so they ignore it. And so is born the fleet of the 170 torpvettes. 5 Starship Shield Hardness +47. It's a great mode for Stellaris. Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning). Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Mathematically, these weapons have the highest DPS in game against most endgame enemies. Time to bring out the torpedos. Armor, that stand in a way to hull. Hello everybody. 36%. If this capacity is exceeded, they become permeable to the following attacks. The Stellaris 3. Stellaris. It's a common question as to what the good ship designs are, and here's my copy/paste answer: Focused Arc Emitter / Carrier / Marauder / Whirlwind. This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. 概述. So basically, Armor and Shield contribute more than Hull, and the damage of a weapon takes into account things like penetration, vulnerability to PD and more. " It would seem to me therefore that the ASH would be helpful against a Devastator Torpedo and the Arc, and the LRA would be good against only one thing:. Since you use all your physics research on shield repeatables, year after year after year, you easily get really high shield values - and coupled with 2 or 3 advanced shield hardeners and a Genius Armourer admiral on the council, the AI will have to beat down your enormous shields to kill each battleship even if they are kitted out with 100%. E. And it's absolutely nonsense to use a lot of shield strength (cruiser, battleship) but don't use any shield capacitators at all. Lower DPS than Tachyon Beams but RNG damage range. Armor reduces damage by a set percent. Yea, the problem with cavitation laser isn't that its penetration property isn't useful in comparison to the regular laser, rather the problem is that. Just imagine it exploding outwards and back on the superweapon. But the rate of fire is usually better and high RoF adapts better to single target than low RoF does to swarms. And it's the reason why Shield Penetration is a completely neglectable stat, unless you design a fleet either running 100% shield penetration, or any degree of shield penetration where enemy ships get destroyed before their shield runs out (and with armor, that's kinda impossible). Tell me :) And yes, the second question: Which weapons are maximally bypassing enemy shields (and DPS so. -Kinetics have +(25-50%) shield penetration but-(50-75%) armor damage (armor is 50-75% more effective against kinetic)-Shields have -(50-75%) shield damage but ignore 50% of armor. 420K subscribers in the Stellaris community. #4. These include ignoring a set percentage of armor which have the following values: 10%, 15%, 20%, 30%, 50%, 60%, 66%, 80%, 90%, 100%. Damage redirected to the hardened component. hardening * total. 1 titan - basically the same as battleship setup. 1) the AI doesn't build shield hardeners so focus on penetration weapons, fallen empires are weak to Hybrid-Battleships and Artillery-Battleships. 1 (which is of course unrealistic): without any shield penetration you can't beat a ship using a decent recharge rate. The Devastator Torpedo says "100% Shield Penetration, +50% Armor Damage". 7. Penetration means it completely avoids the health bar and will directly damage the underlying bar. , stuff with %100 Shield Penetration and %100 Armor Penetration. g, 100% penetration vs 75% hardening means 25% of the damage goes through. 8-15. 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.