Leader Cap Rebalance. 2. It can however be used without ACOT if you. 2 from 2 Shield Caps x 1. I just can't find a reason to build this ship type, yet AI insist on building lots of this useless thinginto my federation fleet. Trust Cap -50 Trust Growth -10% Colony Development Speed +25% Pop Growth Speed +10%. Almost 21% actually. If it's simply chance to get hit, then evasion cap (90%) means it's equivalent to rolling 10 sided dice and checking if it's not 10. Does accuracy cap at 100 percent. Stellaris Wiki Active Wikis. C) Counter Evasion with Tracking once you cap at 100 Accuracy. - Smaller long range guns, slight penalty. Stellaris > General Discussions > Topic Details. stellarislocalisationmodifiers_2_l_english. Menu. Ships being practically unkillable is kind of a bad thing for balance. Evasion cannot go higher than 90%, however, so 100%. While bigger weapon slots on ships have higher damage and longer range, they normally also have lower accuracy. 200% evasion ensures that even a shot with 100% accuracy and 100% tracking will miss every time. Covettes are countered by small and medium guns, but corvettes have a upper hand on bigger, artillery ships. If this were a movie, Paradox would win the Oscar for best Game Update. With other empires, there are mitigations for Empire Size with Bureaucrats, but I don't see them applying to Coordinators for Machine Empires (Uplink Node). "Line Cruiser" are better at accuracy vs foes with 44% evasion, while "Picket Cruiser" will have better accuracy vs foes with 46% evasion. Stellaris. Best. waterman85. If 1 - {Evasion} / {Accuracy} is > {Accuracy} you do worse. In 1 collection by Chirumiru ShiRoz. Large. evasion, hull, hull_damage, hyperlane_range,. Tracking means how good a gun is at predicting where the enemy will move next and adapt accordingly. +20% Evasion +25% Shields +20% Upkeep : Flagships [edit | edit source] ENT: TOS: TMP: Pre-TNG: TNG: Post-TNG NX-01. . 4 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. A ship is a spaceborne vessel controlled by an empire. Forts can't evade. The AI becomes absolutely terrified of corvettes. Report. - Savegame compatibility. Component bonuses: * Sapient picket computer: +10% * Enigmatic encoder: +20% Repeatable techs play a role. Contents. 4 comments. In terms of their tracking, keep in mind that by the time you're likely to be facing a lot of evasion-capped ships, you've probably also got the techs to guarantee at least a 50% hit chance (lvl 3 sensors + adv. There's nothing wrong with an all-battleship composition. As I know evasion is caped at 90%. An Artillery Battleship will tend to be loaded with weapons that have a min range. 0. I've done a little searching and found conflicting evidence, and no recent tests so can someone help me out please? Chance to hit = Accuracy - ( Evasion - Tracking ) Now Evasion is capped at 90 but is that 90 total? Or 90 effective? Meaning if I have a base evasion of 105 do I negate 15 points of tracking? Or is that 15 points of wasted. Gestalt Consciousness empires use nodes rather than council leaders. I think living metal is honestly kind of overrated. . I'm curious how the math works out for evasion going beyond the hard cap of 90%. . My ships sat at +185% fire rate, +80% damage, +90% range, +20% evasion, +3 disengagement opportunities, and +50% disengagement chance (lvl 3 trickster helped a ton), +60% shields, +80% armor, and +30% hull. 9%. paradoxplaza. How outweighting this would be in this case, as compared to having gentle space companions. computers) with torpedoes, all the way up to 75% hit chance with precog + lvl 4 sensors. Stellaris Better Combat keeps the flavor of regular Stellaris but makes combat more interesting based on classic RTS elements. I'd love to see in the ship designer all the math done right there. Mods. We’ve heard your feedback on the leader cap, and we’ve softened up the penalties for going over the Leader Cap in 3. I know that corvettes have no problem reaching the evasion-cap at 90%, and that cruisers+ can't get to relevant evasion numbers no matter what. Ran the command to research all techs and managed to get evasion up to 0. This leader is resilient and in excellent physical condition, increasing their life expectancy. As I know evasion is caped at 90%. Small. This is before introducing Shield repeatable. Easily one of my favourite space strategy games. Paradox Forum. I have tried removing the evasion cap. 3. But you CAN outrun your opponents. The Fighter craft 2 has 5-13 100% acc and 90%. I do NOT like the move to a hard administrative cap with no way to increase it. Example fleet cap: In my mod I gave a modifier that gives a bonus to small empires that decays the larger you grow. 3. Updated Habitats (needs Utopia or Federations) - Habitats have been limited to one per system, but a variety of orbitals can now be constructed around. In detail: Nanite Fleets are small and have 3 types of weapons: - Massive RNG-gun on the mothership. Report. In the late game it's super easy to cap evasion on corvettes. Stop complaining about the people complaining about the new leader cap. Make great raiders and starbase killers. With tracking that evasion is cut by half or so. -Traditional. Huge alloy production is a must to reinforce fleet casualties. Destroyers and Cruisers are typically useless in the late-game; they do. Take exceptional care when designing fleets and takes into account their stats first. Tracking counters evasion. Steps to reproduce the issue. What is the point of 200% in whirlwind?I've done a little searching and found conflicting evidence, and no recent tests so can someone help me out please? Chance to hit = Accuracy - ( Evasion - Tracking ) Now Evasion is capped at 90 but is that 90 total? Or 90 effective? Meaning if I have a base evasion of 105 do I negate 15 points of tracking? Or is that 15 points of wasted. having dark matter tech also. 9 ‘Caelum. Dark matter thrusters. Evasion is capped before tracking - there is no point in trying to boost evasion past 90%. The Target Uplink Computer building on starbases that increases the range by 50%, does not work. The total evasion modifier that you need to reach the evasion cap on destroyers is 61%. Timing it for your third civic reform, which is also your general ascension point, will let you hit. In terms of content, we can expect additional "changes to leader traits and some of the. High evasion fleets neuter missile fleets compared to traditional weapons. Low Tracking Ships will try to avoid shooting at evasive ships. 8. ago. So they are boxed in like a Stellaris player, playing on a 1000 star system, GA, no scaling, who smartly chose to only run with 2-3 scouts and now he's boxed in by his neighbors. perhaps the best anti-Evasion ship in the game? r/Stellaris. Medium. -At least one of the new ascension perks gives +2 leader caps. Ship. I've cared more about leaders in the last couple of days of play than in the entirety of my Stellaris play since launch. 9 "Caelum". Stellaris. Best. My battles were always as a militarist with no retreat policy, this way you have less casualties cause their ships die faster. com]. Combat begins in Stellaris whenever a fleet comes within weapons range of hostile vessels. Ships consists of three basic components: ship_size – #Ship Sizes. I'd love to see in the ship designer all the math done right there. I'm not a fan of this new type of ship parameter. Because the final crisis of ACOT: Secrets Beyond the Gates is even more powerful than the end game crisis of Gigastructural Engineering (depends on the settings of course; Endtekk Blokkats are. Whereas Naval Capacity determines how much ship power your entire empire can control overall, your fleet Command Limit determines how much each individual group. This for Gestait Consciousness Empires, can't confirm if same for others as I don't play other empire types. Defeating the guardian grants up to 6000 unity and the option to research what remains of the egg planet for the Gargantuan Evolution technology. I've done a little searching and found conflicting evidence, and no recent tests so can someone help me out please? Chance to hit = Accuracy - ( Evasion - Tracking ) Now Evasion is capped at 90 but is that 90 total? Or 90 effective? Meaning if I have a base evasion of 105 do I negate 15 points of tracking? Or is that 15 points of wasted. Subscribe to downloadAncient Cache of Technologies: Extra Defines and Changes. In the long run, it won’t impact your game much. How Battles Begin. Its similar to Armour, being capped at 90%. )Galactic Paragons Expansion Features. This only gets you to around 86% evasion. Does accuracy cap at 100 percent. I think it has to do with the missile's rate of fire and tracking. All empires have a soft cap of 100 empire size. Stellaris Real-time strategy Strategy video game Gaming. Does accuracy cap at 100 percent. Enterprise-C. Excess power for Advanced CPU & Autocannon upgrade (90+ power rating) Tier 1+ Missile Boat Corvette. I generally prefer the precog interface. My sprawl was way over the limit until about 2350 when I started to get tech to make the max larger. 8. 9 “Caelum” update brings with it bug fixes, improvements to Gameplay, Automation, Performance, and the Leader Cap, on top of adding new content for many of our previously-released DLCs. Side notes not able to be timelined: All star bases should be with food and ship cap buildings. 1. So 80% Accuracy weapon vs 80% Evasion craft = 0% Hit chance Wouldnt that be 80% of 80% = 16%. Removed any mention of a 365 day calendar in Stellaris. ago. 6 Diplomatic weight. Enterprise-EYou cant follow guides exactly every game is different and doing the same thing every game would be boring anyway. Big weapons have little to no tracking, meaning they do get the full. I've done a little searching and found conflicting evidence, and no recent tests so can someone help me out please? Chance to hit = Accuracy - ( Evasion - Tracking ) Now Evasion is capped at 90 but is that 90 total? Or 90 effective? Meaning if I have a base evasion of 105 do I negate 15 points of tracking? Or is that 15 points of wasted. Ship. So at max unless I missed something a person can have 17 envoys. 50 navy cap is feasible, & command cap is likely to be 50 also 50 Navy Cap = Base (20) + Stronghold (+6) + Anchorage (+4) + Doctrine: Fleet Support (+20). A ship_size has a list of slots that can have sections attached to them. Size, Ranges, and how evasion *should* work. Core components. After tracking (tachyon. That said, to a certain extent the evasion of Corvettes (by late game) combined with the hard-hitting nature of torpedoes/missiles means that they can punch battleship fleets pretty hard. You can read the full patch notes on the Stellaris forums! Free Improvements. Fleet Powers will start to increase dramatically if evasion goes above 90, and skyrocket if it goes beyond 100. In the meantime I found a bug. After tracking is applied, the remaining evasion is subtracted from the weapon's accuracy, which is the final chance to hit. The 4 KA + Lance is fine as it is, this way your ships AI will strip shields with KAs and finish off everything without shields with Lance sniping. At long range it rules. The functional cap I do believe is 90%. 1. 05) and (0. It only really makes sense if you have a high crisis multiplier (x5 or higher) and otherwise isn't really worth your time. A Destroyer's value is the L weapon, rest is inconsequential; it costs 2 Nav Cap, and a set of 4 is thus roughly equivalent to a Battleship without the X weapon, although of course the evasion is pretty massive for defense. I've done a little searching and found conflicting evidence, and no recent tests so can someone help me out please? Chance to hit = Accuracy - ( Evasion - Tracking ) Now Evasion is capped at 90 but is that 90 total? Or 90 effective? Meaning if I have a base evasion of 105 do I negate 15 points of tracking? Or is that 15 points of wasted. Which makes this very difficult. You could have bonuses for tall empires, and maluses when exceeding the soft cap, so it is not worth colonizing too many planets. Well that's the start of an idea, if I know forums. 8 Governing ethics attraction. FogeltheVogel • Hive Mind • 2 yr. Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). Evasion - tracking. Destroyers can fit a bit more shields on, but still no armor worth using. If you have a 50% armour piercing weapon, that armour becomes 45% effective, no matter how much over 90% you had in excess armour. Which is better depends on the target. Wiki. This building, dependend on tier and pops, increases the cap. – #Global Ship Designs. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 1) or debugtooltip (1. 15 comments Best miggihasahat07 The cap is 90% Grox2006 • Is the cap applied before or after taking in account the tracking in the calculation ? stillnotking • 1 yr. component_template – #Components. Really helps winning. You can encounter them, but then wait to also find. After that the side systems aren't really a threat and the factory system is impossible for the AI to. Tracking means how good a gun is at predicting where the enemy will move next and adapt accordingly. 9) of the game. Stacking evasion to 90% on Destroyers is valid mechanic and very doable, if you pick all right elements for it (e. The AI becomes absolutely terrified of corvettes. Thread starter nightraven1901; Start date Oct 29, 2022; Jump to latest Follow Reply. All cost reduction techs are capped at 5 levels, so it is not possible to reach 0 build cost or maintenance. In this video I take a look at Titan design in Stellaris. Titans are absolutely worth building, the fleet wide bonuses and the titan-specific weapon is really good. These three things are then used by a ship_design to formulate a complete ship. Calling out a modded cap of 50 is hyperbole and a straw man argument. For the swarm one, you mostly use it for corvettes and the difference is that precog has higher sublight speed while the sapient has higher evasion. The Swarm computer is only useful if you haven't hit maximum (90%) evasion with the rest of your design, if you can hit 90% evasion then its benefits don't stack and you're better off going with Picket computer despite not using Picket weapons. 8. This, combine with the meances 75% reduction in war exhaustion and bonus dhip building speed speed (and reduced ship building costs) makes corvettes fleets incredibly efficient for menaces. This ACOT Submod make changes to various defines and vanilla repeatables to make Stellaris fit with ACOT more. 3. Stellaris' recent 3. You need a lot of ships to make carriers worthwhile. 95% and 100% evasion corvettes have insanely high military power. first item under General. However the nanite fleets look much stronger than they are. And as of 3. I'd love to see in the ship designer all the math done right there. -3. If you can't hit 90% with precognitive, then you'd prefer sapient to get that extra few points of evasion to get you there. The coilgun has an accuracy of 75%. They are just kinda fragile. TalanicShields are better than armor, but they'll still be paper thin. Thanks, TheBird. Go to Stellaris r/Stellaris. However, there are some situations where it's still decently strong. Space fortresses are useless because they have no evasion. If you are going to use them, I would keep them in separate fleets. 2) Flagella movement from alien research (+5%) 3) Strategic resource +5% evasion station module. Enterprise. Reply. 2 from Orilium Ore [its multiplicative to the post-shield cap total, NOT additive from the base]). For utility slots the Afterburner makes a lot of sense. It's either 2 roles or additive. More. I use 2A/1S on my armor/hull-regen corvettes and split armor/shield even stevens on everything else. Coming to the end of my current playthrough, I really don't see the problem with leaders. show anything that you're adding to your ship above 100 turning red at 101 and higher letting you know you've exceeded your capacity in the tool tip for accuracy. . 4 items. 9 update release date:September 12, 2023. Excess power can get you around another 2%. You cant follow guides exactly every game is different and doing the same thing every game would be boring anyway. effectively lowering the evasion cap to 75% (since most people will have them by the time evasion capped corvettes are fielded). Sub-light speed of 216. That is, "Chance to Hit" is really accuracy and 100% is the maximum. PeerawatZ/ShiRoz Stellaris Mod Collections. That said, high evasion destroyers aren't that useful. PeerawatZ/ShiRoz Stellaris Mod Collections. 9 x . It can however be used without. So the formula for whether or not a weapon hits is: Base accuracy - MAX (0, (Target Evasion - Tracking)) + bonus chance to hit. Component. Missiles, and you’re gone. Aux: Regenitve Hull if at 90% evasion, otherwise afterburners. 1. Like, even my BB's with shield cap. Which makes this very difficult. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…There are three options: aggressive: fleet automatically attacks hostiles. This article is for the PC version of Stellaris only. It is a companion mod to ACOT in an effort to make ZoFe compatible with ACOT. What this means is that, for example, if your fleet takes up 50% more naval capacity than your empire's total naval capacity, then each of your. The empire build from that guide does seem pretty good tho. 9%. 8 (aka "Gemini") was released on 2023-05-09 alongside the Galactic Paragons expansion. Maybe just add evasion at ranges more than 40? Ie, of range>40, evasion=evasion*range/40. +50% ship cost. +1 Admiral Level Cap −50% Cohesion Penalty For New Members President gets +5% Resources from Jobs Level 5. This only gets you to around 86% evasion. Generic Leader ID numbers are generated in every new game as follows (tested on 5/18/16 version 1. Winning battles across the stars is about adapting to the enemy's loadout and. it's probably a bad idea, and there's like 300 mods for it, and don't waste the developers time. With Battleships/Titans hitting the damage cap for the multiplier. With all these new reworks, and bug fixes, and updates. 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. Accuracy is a pecentage (% chance to hit assuming evasion is nullified or 0). So in average the same amount of shield or armor will least half as much time as the hull. Vette A fleet had 90 evasion Vette B fleet had. Evasion seems to be hard capped @ 90% I ran a test with x10 BB with KA vs x100 unarmed vettes A + B fleets respectively. 4) Fleet Academy station module. 1. As I know evasion is caped at 90%. Psionic admiral gives 15% evasion, so from 80% you get 12 bonus, but cap is 90. The total evasion modifier that you need to reach the evasion cap on destroyers is 61%. You're not wrong, but neither are the people complaining. Shields are better than armor, but they'll still be paper thin. 8 "Gemini" and Galactic Paragons Release Notes. T. From the wiki " Your ships' maintenance costs are multiplied by either 1, or naval capacity used / total naval capacity, whichever's greater. I have also noticted this. Same way there is a hard 90% cap on evasion, I'm wondering if there is one for speed. Sapient Picket combat computer. The build cost is 100 alloys and an additional influence cost on top of that. Puzzled, I switch to observe more and after 30 minutes check the various empires: the result was they had doubled their fleets and gone way over their caps by the same amount. - Compatibility with "Expanded Stellaris Ascension. A well-designed 60k fleet should suffice. Evasion of Menacing Corvettes. This is a true 21st century design. In theory it does also grant extra evasion, but as mentioned Corvettes will usually be hitting the cap anyways. Yep, the component should be used for the regen, the admiral should have either the 33% disengage chance increase or the one that increases both fire rate and sublight speed, at least those are my top picks. ago. Subscribe. A few mods for Stellaris & Imperator:. Also, keep in mind most are multiplicative, not additive. For picket I prefer precog because I rather have the tracking. Corvettes are zerglings (or rather marines, if we’re making Starcraft comparisons) of Stellaris, their main benefits are their sheer numbers, speed and surprising staying power (highest evasion in the game, plus if it does get hit by something serious most of the damage is essentially wasted as overkill). Sohei May 25, 2016 @ 5:13am. Now updated for 3. r/Stellaris A chip A chipThe Stellaris Command Limit is just another phrase for how big your individual fleets can get. SuperluminalSquid • 1 yr. There's nothing wrong with an all-battleship composition. For the contingency you need to use all the weapons that have 100% shield and armor penetration. These weapons will always have at least a 10% chance to hit, but between, say, an arc emitter and a torpedoe hit, the torpedoe is almost always going to do far, far more damage, while the fighters are higher DPS. Does accuracy cap at 100 percent. Leader Cap Rebalance. There is also a cap on how many of these megastructures can be built simultaneously, which is 1 but can be increased to a max of 4. My empire is fanatic. Montu (youtuber) has done a bunch of simulations with various compositions. The Ruler is a specific subtype of Leader and in many cases is elected from the existing leaders. So the only things that help are some of the modifications in the different Tradition Trees. We can get 80 from ascension, did they mention the rest of the mechanics? Each system has a base does that add to players…Using your own numbers that 1-2 PD can mitigate 1 Whirlwind, that means that 1 Picker Destroyer can mitigate approximately 2 Whirlwinds. With all these new reworks, and bug fixes, and updates. Does this give me 110% accuracy before evasion?…With all these new reworks, and bug fixes, and updates. It can however be used without. bozz5674. g. ago. Corvette has 60%, destroyer has 25%, cruiser has 10%, battleship has 5%. For best results use along with BB fleet, Destroyers go in first, while BBs pummel the enemy with extra damage (just like vette-BB strategy only far more superior). I haven't done combat testing to verify wether it's a typo or it's the real stats. With all these new reworks, and bug fixes, and updates. Strike craft can also do a lot to them due their tracking and frigates lacking PD. Space warfare. In 1 collection by Chirumiru ShiRoz. If you can hit that with precognitive then it's strictly superior to sapient. The thing to remember is that the fleet "cap", isn't. mult modifiers increase or decrease the amount of a resource or attribute by a percentage. Tracking negates enemies evasion, so high tracking rating in a weapon is mostly good to counter corvettes and destroyers, doesnt do much against bigger ships. ; About Stellaris Wiki; Mobile view I see why paradox caped evasion at 90% now. section_template – #Ship Sections. If you can hit that with precognitive then it's strictly superior to sapient. That said, the power of the Focused Arc Emitter is absolutely bonkers, and from the. Also the Capital Building upgrade tech. I've done a little searching and found conflicting evidence, and no recent tests so can someone help me out please? Chance to hit = Accuracy - ( Evasion - Tracking ) Now Evasion is capped at 90 but is that 90 total? Or 90 effective? Meaning if I have a base evasion of 105 do I negate 15 points of tracking? Or is that 15 points of wasted. If your ships have low. Latest. Business, Economics, and Finance. Weapons that ignore armor and shields. ago. That's a 1:1 ratio, which means (relatively speaking) defense. 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. You get more fire rate and +10 more tracking (40 vs. Can anyone tell me what “chance to hit”, “chance to evade”, “tracking”, “evasion”, and “accuracy” are, and how they all relate to each other? Title says it all… I can’t find clarification on those stats anywhere Related Topics. Sometimes the shield penetration rips through a stronger fleet or star base but usually two equal fleets end in the missile fleet getting crushed. 2 Available envoys. This game does a wonderful job of allowing us to tailor a sentient species how we wish. Enigmatic Encoder. The fleet power calculation bugs and cannot handle it. Evasion is capped before tracking - there is no point in trying to boost evasion past 90%. ago • Edited 5 yr. 9 but forgot to remove the %. I went and tested this with no mods and the issue still persisted. If you then give it another module that gives +100 base evasion, the final evasion is now 220. PLEASE, just give us back the command cap per level, or remove command cap techs entirely and set base as 200, this is horrible. Thread starter glee8e; Start date. If you give it another module that gives +10% evade, the final evasion is 240, not 242. Is evasion, adjusted by weapon tracking, subtracted from the weapons accuracy and a single calculation then. Destroyers and Cruisers are typically useless in the late-game; they do. With all these new reworks, and bug fixes, and updates. They are just kinda fragile. I'd love to see in the ship designer all the math done right there. You can reduce empire size through planetary ascension, certain traits, certain governmental setups, and certain traditions. The chance to calculate a hit is Accuracy - (Evasion - Tracking). The name of a leader can be changed at any time by. Perhaps adjust it as a soft cap in yellow if you are over 100% to 105%, and it has reduced bonuses at that point. Devourin Swarms are Insane. Stellaris. 10 = 1. Are max evasion Destroyers the best ship design in Stellaris? Are they better than battleships? In this video we will find out! Lets look at how to assemble,. R5 : My corvettes (and all my other ships as a matter of fact) have basically no evasion for some reason. Advanced shields require Strategic Resource to make. 30. What you guys think about giving some evasion to ships, should it balance out the current cruiser/battleship meta? I think +20% for corvettes (=80%), +15%. section_template – #Ship Sections. Subscribe to downloadAncient Cache of Technologies: Extra Defines and Changes. Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning). 8. Having the ability to choose their advancement is huge. Same thing for evasion. Also, I do think there should be a flat boost to the repeatables for fleet cap to a max of 300. They are just kinda fragile. Enterprise-B. 6 update brought a major rework of the game's ship combat system, introducing new Components, tactics, and even a new ship type, the Frigate. ago. Industrial Designation. component_template – #Components. Evasion Regular: 0-99: 0: 0: 0: Experienced: 100-999. What is the point of 200% in whirlwind?1) Nexus districts have in fact been buffed, they give more maintenance jobs now. Build fleets in a 1:1 ratio to each other. Corvettes can’t really win, which is sad because they should be the scissors in the rock-paper-scissors trio. Noticed in one of my games that my corvettes were acting ♥♥♥♥♥♥♥♥ than usual, and found out that the evasion was stat was stuck at 0.