Stellaris shield hardening cap. The neutral weapon is a whirlwind missile against 100% shield hardening, the worst. Stellaris shield hardening cap

 
 The neutral weapon is a whirlwind missile against 100% shield hardening, the worstStellaris shield hardening cap 2 Available envoys

- PD Disrupter Corvettes 20-40 depending on how good the admiral is on fleet cap. 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. 0 “Orion”. Also, shield/armor hardening could make a disruptor-based. Intelligent, Rapid Breeder, and Natural Engineers are the best traits. Also I think the best combination is to use armor + hull utility slots, and not using any shields. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. 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. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). 6. Are extremely powerful vs AI. HerewardTheWayk • 1 hr. Use admirals and war doctrine for higher disengage chance and avoid fighting in black hole systems. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. 2k. Refire rate and general stats have been adjusted. xD, missless will be damaging 50% shield and 50% armor so they are half effective, penetrating weapons will damage shields and hull 50/50 so yeah, that make normal weapons much better in term on math cause they will kill you faster casue normal weapons are much more powerfull in terms pure damage, also you can use PD vs. Destroyers as the picket-specialized ship class, focus on shields too, stack evasion as much as you can. Often having a bit less than 100% is actually better, because it doesn't change effective HP and repairs take less time. +25% Shield hit points +25% Shield hardening Planar Mastery astral action There is no stronger barrier than a tightly knit lattice of Astral Threads. 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. Increased the range of Energy Siphons. Later on the AI has a fascination with Autocannons, so Armor is undoubtedly the way to go. 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. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. Clock Fail Detection for Stellaris LM3SX00 MCUs (AN01278) Author: Texas Instruments, Incorporated [SPMA031,*] Subject: Application Notes Keywords: SPMA031 Created Date:there are a few techs that are irrelevant, a couple missing that I would like to see, and I would like to resort a few of these so that engineering isn't so overwhelmed and physics so under-utilized. Edit: there is also a define to allow easy scaling of this number, just modify LEADER_CAPACITY_XP_SCALE in stellaris/common/defines/Stellaris 3. 8. 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. (So 174 armor/day for our example) Now, in combat, that regen is cut to 1/5th (per 3. Note Police State does NOT require Enforcers for the 5% Stability. . 5 days. The cap to the Force Disparity bonus for fleets that are significantly. +30% Shield hardening +25 Years leader lifespan +50 Monthly physics researchUnfortunately with the new 3. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. My enemy has mountains of torpedoes (no neutron launchers). Blocking shield : This type of shield generates a barrier that absorbs a certain amount of damage per unit of time. In the default galaxy map mode, subjects have the same color as their overlord. Can reliably hit 100% Shield Hardening with Archaeotechs. Cons: Hard-capped quantity based on Naval Capacity. Upload Attachment 7. Arch weapons are garbage even with the perk I was still losing fights with people 15k below me. Stellaris. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 1 shields, 2 armor, 1 hull) #2 Max HP - slower regeneration. cake_flattener5 Corporate Dominion • 11. 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. Then you can dump however many millions of fleet power you have directly into whatever system the AI targets. . 2% armour/day, or 122-123 out of 6444, and 1% without Titan. Ironically, there is an advanced armor option known as Dragonscale Armor. This mod is a global compatibility patch for Stellaris 3. 6 Diplomatic weight. Legacy Wikis. Stellaris Real-time strategy Strategy video game Gaming. Do you wish that weapons that penetrate shield and armor weren't so hard to counter? Well, this mod is for you. Shield Hardener: 10 1: 15 +15% Shield Hardening: With these modifications, the fields generated by our shield emitters will partially deflect attacks that would otherwise bypass the shields. 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. If you are only looking at a single battle before recovery phases, 130 armor (tier 2 armor) is indeed 30% more than 100 shield (tier 2 shield). 1 Regenerative hull gives +10% daily armor regen. 25 days. + Constantly blocks a number of damage per unit of time. Gigacannon needs. The rest of the tree is nice, but doesn't immediately seem relevant to this playstyle. Their battle ships regen something like 14k shield per day. 8. at a much lower cost, and will be able to provide shields and armor penetration, and even unbeatable shield and armor hardening. The downside if that they use power and missiles/torpedo bypass them entirely. It's a bit slower than shield reg, but your fleet starts each battle at full health. Its DPS is 4. 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). On a single medium slot of 100 shield points with 5 recharge per day you will recharge 5 per day, or 5% of your capacity. With 3. Replaced can_see_in_list parameter for create_leader with hide_leader that also excludes the leader from the leader cap. 2) if you took all the options to increase your leader cap. 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. Sep 13, 2020 766 932. 1 Anomaly research speed. Thus far, the only one I've encountered that actually focuses on anti. An example would be the 100% shield bypass ability. Peter34cph • 1 yr. In order for players to begin cloaking their ships in Stellaris, they'll first need to complete the Basic Cloaking Fields tech. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 8. #2. and a huge stack of armour. The current "meta" is hardening and penetrating weapons, often hardened armor. X branch. Losing 100 Ar or 125 Sh to get 65 Hull. The regular shield/armor hardeners would be upped to +30% hardening but consume 20% power (so 1 hardener + 1 booster = 2 prepatch hardeners). (autocannons, which the AI loves to use) are crap against it. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 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. - Gourmand in energy and is inefficient under a firepower too important. They can help handle most forces until the enemy starts rolling up with battleships. The 25x contingency battleship has 220k hull, 770k ish armor and 550k ish shield. 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. - With the easily obtainable Regenerative Hull, amor regenerates after each battle. An empire can become a subject willingly via diplomacy; the acceptance depends on a number of. 3. That’s how badly hardening gimps penetration weapons. 75% hardening all shield targets stop arc pretty well. 25k health and 12% evasion. 64) with it. 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. 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. shields shields shields man. Its not even an early game advantage anymore. I intervened without looking it up (as I do. Pretty much everything new in the beta is missing it's icon, the only things I've seen that actually have artwork is the backgrounds of the new traditions that. Contrast that with the Ancient Shield Overcharger, which not only provides the starbase a massive +50% shield hardening (and +50% shield. Also, shield/armor hardening could make a disruptor. Oct 14,. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. This way I got a pretty low effective fleet cap but no changes in early game. Except that they use 25 / 50 / 100 power each. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. To quickly find a tech in this list press ctrl + f and type in the techs name. 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. 1. That said, it might be viable to have different types of shields and armor, if the current defence modules system [the armor, aux and shield slots at the bottom of the designer] was scrapped, and instead ships got 5 extra core components, in such a way that you can only run 1 type of shield or armor at a time, to get different effects. Armor applies damage reduction to the hull. Duplicate Stellaris - The suspenison shields from the pre-ftl dlc do NOT work as of their shield hardening. Recently I decided to pick it up again. How do you change your starbase to all armor instead of armor and shields in a Shield Nullification system? Only Defense platforms are in the ship designer not Starbases! Regards < > Showing 1-2 of 2 comments . Cool. disruptors late game might be worse now. And Unbidden anchors now give their ships shield hardening and boost shield regen. So +6. Vassalization request towards a Machine Intelligence empire. conflare. So if a weapon does 10 damage, +50% to armor and -50% to shields, and you have a 25% damage bonus on it, it will do 12. Any upkeep cost beyond the fund cap will be paid for from the empire's unity storage. Shield Hardening should protect from storms and neutron stars. Go to Stellaris r/Stellaris. 5) or is that 25% of the damage that would penetrate (25% of 5 damage being 1. Stellaris is a sci-fi grand strategy game set 200 years into the future. 34. 2x Shield III - 430 HP or 473 HP with 1x shield capacitor. 6 Technology List – Q to S. Deflectors are shields and do the same as any other shield within the game. Or If getting 4 Admirals on the council is hard or impossible , Synth Admirals leading a. 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. Jump to latest Follow Reply. Engineering research. Megastructures are colossal constructions. That’s 17. Increased the range of Energy Siphons. Nearly all "special" AI empires build anti Shield. Is this a good strategy for winning battles right now?Im gonna be quick here since most of the introduction i have done in the past few times, bringing simmilar topics: Shield hardening should protect from "shield nullification". List of all technology ids in the game to be used with "research_technology" console command. g. Sep. Against Lasers, Armor is better than Crystal-Forged on ships with 1,350HP or more (Battleships). An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. Both have FTL, but it's not super clear what the range/speed is for XCOM. Patch 3. Unique Council Roles: Specialized roles and benefits are included in Galactic Paragons to. malakhglitch Rogue Servitor. M: +315 shield HP (505 with AP), 4. 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. and directly work on armor/hull. Stellaris. The wiki doesn't say anything about them having point defense. It is developed by Paradox Development Studio and published by Paradox Interactive. That's good, but not great for an ascension path. Stellaris. That’s 17. Threads of living metal react to incoming fire, rearranging itself to better resist penetrating weapons fire. Their faces are melting so lovely and the screams music to my ears. No debuffs except for the 49-50% reduced shields, which are already damn high thanks to the Psi-shields along with the psionic admirals giving shield hardening naturally. If any other weapon does not have the penetration your shield penetrating weapons will chip away at a targets armor and hull while the rest of your weapons is hammering at the targets shields anyway. 00?Stellaris. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. Meaning you can get 100% hardening on a large ship, pretty easily. :- ( (building a new fleet is much. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. 3. M. As accidental fly into a pulsar system means if you have the other way you get wrecked. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 8 Gemini) By foxfax. 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. 9K health and 20% evasion. Thread starter Louco doido; Start date Oct 14, 2022; Jump to latest Follow Reply. Refire rate and general stats have been adjusted. It means it ignores shield and does damage. With shield hardening, that damage would start getting applied to the shields *before* smashing up armor and hull. 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. ; About Stellaris Wiki; Mobile viewJust had a random thought here. 0 unless otherwise noted. Increased the range of Energy. Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. E. 1 shields, 2 armor, 1 hull) #2 Max HP - slower regeneration. 1% per month on a fortress or battleship is signficant, especially when stacked with armor and ship health boosts. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. It's comparable to shield regen on fortresses. ago • Edited 5 yr. Regeneration is useless since the starbase already provides repair services to the defense platforms out of combat and the in-combat healing rate is very. Base: 20 Modifiers. For example the ancient laster (Cavitation Collapser), resembles normal lasers. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. mult modifiers increase or decrease the amount of a resource or attribute by a percentage. design a battleship with nanites repair drones. Side bonus of 80% shield hardening and 400 extra armor and shields. nightraven1901. Also, would it be possible for you to make the base game shield hardening value also preserve your shields in hazards? So, for example, if I equip the vanilla archaeotech shield with 15% shield hardening I get to keep +15% of my shields. Takes 180 power, cost 44 Alloy 12 MAs In total shield amount, matches T3 normal shields without the AP, or falls between T4 and T5 (about T4. Bridger just gave an example of how he traded a 1200 HP shield fit for a 350 HP shield and armor 72 (70%) as displayed on his screen. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 50% shield hardening lets you live +100% longer (!!!!!). Removed any mention of a 365 day calendar in Stellaris. Shields can be stacked higher than armour with shield capacitors and have the benefit that always regen after a battle. This makes shield capacitors basically the strongest defensive upgrade in the entire game, by a wide. 5 Stellaris Tech Id List – J to P. Likely useful when going against the Unbidden or Contingency, or an empire that focusses energy weapons. Stellaris. " Even at 100% armour pen it still reduces damage. Since your fleet only consists of this weapon type, they can effectively overwhelm any PD / Flak defenses the enemy fleet can typically have. 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. It won't be that bad in 2. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. 50% shield hardening lets you live +100% longer (!!!!!). Updated Merc and Salvager station designs due to changes in which weapons could fit in which slots. Armor has a theoretical maximum of absorbing a total of 10 times a ships HP worth of damage. 6 Badges. Maybe they won't attack next time. Apr 23, 2023. I've had trouble figuring this out exactly, but this is what it looks like. Save file editing has to work too. That's how counterplay works. 1 Large Neutron Armor gives 1740 armor. There are three types of modifiers. 2x Armor III - 430 HP. E. Promethian Mar 12, 2019 @ 7:28pm. Yes they stack. Except when he uses shield-piercing weaponry. The neutral weapon is a whirlwind missile against 100% shield hardening, the worst. 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. These IDs are usually used with the research_technology tech ID command. 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 Hardening. Yes, I'll attack the frigates yada yada. There is no such thing as a "barrier" in the game. 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. For downside traits, Unruly and Deviants are the best. In summary, use the weapons that are effective against what your enemy has most of. It just combats against detection checks. Negative shield negation adds to your shield value after all other calculations. I get the sense the tech is a bit less finicky in Stellaris. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). This means when fighting for example a Battleship with 45% shield hardening (or even 75%!), you are dealing 45% or 75% less damage to hull and/or armor because your pen weapons are trying to partially break. This mod adds base hardening to shields and armor, increasing with their tier. When any owned ship enters a system or passes within its sensor range, any habitable planets in the system will be revealed. 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. Web Death Jun 4, 2019 @ 11:54am. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. so first the missing techs. Once you out-tech the AI, there's no point beyond FEs and Crisis. Celestial bodies may have resources which can be harvested by orbital stations. But yes, in absence of hardening penetration is very good, considering the armor and shield values are much higher than. If I take a corvette, and add plating, it takes the place of a slot which could be used for armor or shield. -100% doubles your shields. You can also use it against enemies who use only disruptors: one reactive armor and one shield hardening should divide their damage effectively against multiple sources. Archaeoshields should now properly provide their shield hardening bonus. 25 shieldpoints. Thread starter Archael90; Start date Mar 12, 2023; Jump to latest Follow Reply. This is so effective that ~40k fleets 1:2 destro/cruiser. If you mean by penetration resistance, then yes. 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. Counter Evasion with Tracking once you cap at 100. Discussion. Also, would it be possible for you to make the base game shield hardening value also preserve your shields in hazards? So, for example, if I equip the vanilla archaeotech shield with 15% shield hardening I get to keep +15% of my shields. The other version is "%chance to reduce any damage from penetrating at all" but I don't. 0. Tiasmoon. 2x regenerative hull tissue. Stellaris Wiki Active Wikis. Losing 100 Ar or 125 Sh to get 65 Hull. One of the several reasons that armour is generally considered a better defense than shields in Stellaris is that there are a lot more weapons that penetrate shields than armour, as well as more weapons with high damage multipliers to shields. Which reduces your influence and diplomatic weight. Buffed the daemonic incursion by giving them additional naval capacity, reduced ship upkeep and many more fleets (scaling off of their naval cap). #1. Contrast that with the Ancient Shield Overcharger, which not only provides the starbase a massive +50% shield hardening. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Originally posted by Destructively Phased: It’s just if your reactor tech falls behind, or I guess you want a ship that shield tanks. . 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. This latest play through was going pretty good I had a fairly strong empire with about 60k troops and decided to take on the empire next to me so I amassed all my troops and went to war. 3. You don't. I think some FE/AE focus on energy. *) Created by jasonpepe. Shields with capacitors, on the other hand, will regenerate an infinite number of times as long as they aren't focus fired or one shot. Here are the complete notes for Stellaris 3. Dec 31, 2022 @ 11:16pm No, its pretty bad now. So you would get the full value of your shields without bonus or penalty in a system with 100% negation like a pulsar. Is this a good strategy for winning battles right now?The Contingency use energy weapons that are ineffective against shields. 00, whereas explosive torps have 1. 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. The ship cannot take damage for a whole 10 days before it regens. . is it worth it do you think?You can't just run pure Armor with hardening, as there are very strong anti-armor weapons out there. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. 17 times the amount of shield power, then it is still worth it, even against bypass weapons. As accidental fly into a pulsar system means if you have the other way you get wrecked. Losing 100 Ar or 125 Sh to get 65 Hull. -Planet Capital provides -3 Amenities and -3 Unity. They said in the beta there will be a lot of missing icons or placeholder texts because its still work in progress. Using your own numbers that 1-2 PD can mitigate 1 Whirlwind, that means that 1 Picker Destroyer can mitigate approximately 2 Whirlwinds. Observe the full damage going through shield. With how common droids are every single soldier should be in powered armor of some kind (as Stellaris soldiers have once the very early game technology is researched), but they instead have flak jackets and thin. In Stellaris, if you lose the fight for the system, thats generally all that matter. I recently started playing Stellaris I’ve played about 30hrs over multiple attempts which never made it very far. I'm assuming. Shields gives you 100%-150% bonus hp, but also needs power and many thing ignore it. Members Online • Tornagh. The field cannot be removed by any means, with the. Watch them trying to penetrate the shield, which keeps recharging despite constant enemy fire and foils their attempts. Shield Hardener: 10 1: 15 +15% Shield Hardening: With these modifications, the fields generated by our shield emitters will partially deflect attacks that would otherwise bypass the shields. It does diminish in effectiveness slightly when faced with shield hardening. It'd be a small bonus, maybe +10% or something, but it would make the edicts more valuable in early fights against disruptors. It also means you will only need 50% shield hardening to fully harden against these threats. Apparently this happens in a pulsar star system and I assume it affects all ships, friend or foe, and that there is no way to eliminate it other than to get. While the bombardment blazed harmlessly across the Xani's planetary shield, the defenders were able to modulate their shield. You are literally paying double for only 30% extra defense. Cool. Stellaris Real-time strategy Strategy video game Gaming. but is shield hardening from ancient shield tech worth using if I'm focusing on shields for my defense? It's really good for Titans and Juggernauts, which have the power supply to afford heavy amounts of Shielding and the relic cost is reasonable on ships you won't be using in large quantities. How strong is she? : ( I got lucky and Earlier in the years (2223) got The Grand Herald Titan. Larger ships have more. 30% armor hardening on top cuts it by another third. Living Metal and Zro are kinda weird resources because they have very few uses. It just misses an icon. Stellaris Wiki. The Dragon. 4. But if some torpedoes do get by, I wonder what is the best defense on my large ships? The. When 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. . All shields provide a certain amount of "Shield Hit Point" and "Shield Regeneration", no matter what the shield module is called. Unlike EVE stellaris have weapons that do bonus damage or lower damage to shields or armor, so if you know your target is sheild heavy, you can equip weaons that do more damage to shields or ignore. 0 “Orion”. This impenetrable shield cuts both ways, however. and a huge stack of armour. Generally you should mount a higher ratio of armour anyway. Best.