Stellaris evasion cap. Romans: Age of Caesar. Stellaris evasion cap

 
 Romans: Age of CaesarStellaris evasion cap  If you give it another module that gives +10% evade, the final evasion is 240, not 242

No corvettes are not useless in endgame, but you need to use them wisely, and in force. Military Theory- Grand Strategy Simulations: +2 Leader level cap, +20 Fleet Command limit, +25% Society Biology- Genetic Recoding: -50% Gene Modification cost, +2 Gene Modification Points, +25% Society New Worlds- The Final Frontier: +2 Pops on new colony, +50% colony development speed, +25% Society 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. Shields can be stacked higher than armour. darkestkhan Second Lieutenant. This thread is archived. the only time i am never NOT significantly over naval capacity is before i start cranking out ships, so like until 2230. What do people do with extra resources, just sell them?. This longer wait comes as a result of Paradox usually winding down for the summer, as employees go on holiday. That bonus evasion is not needed to reach the 90% evasion cap of corvettes so it is useless. I have tried removing the evasion cap. If this were a movie, Paradox would win the Oscar for best Game Update. This ACOT Submod make changes to various defines and vanilla repeatables to make Stellaris fit with ACOT more. #3. SuperluminalSquid • 1 yr. Spamming nothing but Corvettes is a. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Can confirm that this was tested shortly after 2. Just keep playing, you will get tech that helps reduce sprawl. Menu. It has 110 evade. Naval logistics offices give 2 extra capacity to each Anchorage on the station, so the original 4 + 2 comes out to a 50% increase. Here are our Stellaris tips to help you out. The evasion cap is too small and tracking or accuracy is too easy to acquire. I'd love to see in the ship designer all the math done right there. Otherwise, use NSC and run 18 fighters on a single ship, 27 on your flagship, and laugh. Subscribe to downloadAncient Cache of Technologies: Extra Defines and Changes. A leader is a named character that leads a significant part of the Empire, as a Commander, Official or Scientist. Enterprise. One thing that may help you is having a clear idea on what evasion, tracking and accurancy are: Evasion is a percentage value for the ship, that represents the possibility to not get hit by enemy fire. 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 carriers, 22 artillery battleships and a titan is a solid fleet composition for late game. It has to be a bug. ago. I have tried removing the evasion cap. Steps to reproduce the issue. 1 the first public patch in the 3. 2 percent increase to. Vette A fleet had 90 evasion Vette B fleet had. . . In 1 collection by Chirumiru ShiRoz. 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. My battles were always as a militarist with no retreat policy, this way you have less casualties cause their ships die faster. 0 was only released as a beta, making patch 3. R5: A 90 evasion destroyer, attained through extreme luckiness. 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. 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. The Titan class ship is considered one of the best ships to add to your fleets in Stellaris. 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. Adventurous Spirit. Coming to the end of my current playthrough, I really don't see the problem with leaders. At some point building more ships isn't an option cause upkeep and naval cap will get you. I've cared more about leaders in the last couple of days of play than in the entirety of my Stellaris play since launch. for example it shows evasion 0. (Naval Cap/Energy) than a comparable fleet, otherwise they won't make sense even in the most specific circumstances. Which makes this very difficult. Devouring swarm increases naval cap by default, the only other hivemind civic that increases naval cap is subapace ephase. If you double your leader cap, xp gain will be zero. The coilgun has an accuracy of 75%. Vulnerable to kinetic weapons. 5 Defense platform cap. Unique Council Roles: Specialized roles and benefits are included in Galactic Paragons to. You need a lot of ships to make carriers worthwhile. Enterprise. The shared stockpile seems to work for a while, but eventually districts just stop using it. Take exceptional care when designing fleets and takes into account their stats first. The AI becomes absolutely terrified of corvettes. With how many tracking bonuses there are easily available in game it is very possible to reliably hit a 90 evasion corvette with a spinal mount weapon. WilliamTheIII Second Lieutenant. For the first time ever on Ensign I was outscaled (while not tryharding. 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. Continuing from a previous article, we'll be looking at the Guardians added to Stellaris in the Distant Stars DLC, and. . The 3rd way is to get the Lost Amoeba anomaly BEFORE you finish the first contact process with Amoebas and adopt Bubbles Euka, and this is available to all empires that can take that option. 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 (+40% evasion) and streamlined algorithms (+10% evasion). It is possible that the fields in the file are fixed-length fields, so perhaps I should have deleted the number 6 plus a space in front of it before making it a 10, but I haven't had time to try that yet. It's easy enough to do. Launcher. Contents. Those were the two key parts of the strategy- cannon-fodder ships and not minding losing them- but crisis level 3 gives 50% ship build rat and boosts menacing corvette evasion (nice) and withdrawal (functionally useless here),. Evasion isn't worth much on destroyers, if its worth anything. 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. Does this give me 110% accuracy before evasion?…With all these new reworks, and bug fixes, and updates. 27 dps. Does accuracy cap at 100 percent. While bigger weapon slots on ships have higher damage and longer range, they normally also have lower accuracy. 2 from 2 Shield Caps x 1. #2. Also the major thing battleships are good at is putting a lot of power into very little fleet cap for a lot of cost. Otherwise, use NSC and run 18 fighters on a single ship, 27 on your flagship, and laugh. SirVandal Necrophage • 3 yr. In 1 collection by Chirumiru ShiRoz. 10 = 1. -At least one of the new ascension perks gives +2 leader caps. Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning). I have a question regarding Evasion mechanics. Stacking evasion to 90% on Destroyers is valid mechanic and very doable, if you pick all right elements for it (e. PeerawatZ/ShiRoz Stellaris Mod Collections. In detail: Nanite Fleets are small and have 3 types of weapons: - Massive RNG-gun on the mothership. Once the order is given, the work on the starbase will begin. Also made late game ships a lot more expensive and reduced general fleet cap gain (in 1. So at max unless I missed something a person can have 17 envoys. With all these new reworks, and bug fixes, and updates. Hull vs armor vs shield: Most of the weapons has extra dmg against the shields and the armor mostly. . manualy put evasion cap at 200% and this is the end result, only damage source are strikecrafts with basic tracking of 80 + extra 35 from sensors which give them 5% chance to actually hit. So then the only thing I can guesstimate is that if the +1 to Chance to Hit was applied instead of the +2 or +4 to Tracking, it would go something like this: +X CtH Bonus (Chance to Hit = Accruacy - (Evasion - Tracking)) (90% - 1 (70% - 60%) = CtH) +1 CtH B. Also, evasions is capped at 90. Tracking means how good a gun is at predicting where the enemy will move next and adapt accordingly. As I know evasion is caped at 90%. The admiral on the bottom left is the commander of a 240 fleet of destroyers (the first one I built just to see if it's possible). Evasion - tracking. D) Shields are the best defence (due to free recharge), Armour is the most cost-effective (but must be repaired). 9 x . 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. -Oscot, on Stellaris planets. You can encounter them, but then wait to also find. NSC makes carriers more worth running. 1. They have 20-30 damage and 70% acc and 50% tracking and evasion. Stellaris Better Combat keeps the flavor of regular Stellaris but makes combat more interesting based on classic RTS elements. Forts can't evade. My sprawl was way over the limit until about 2350 when I started to get tech to make the max larger. BETA: Shield Hardening. Evasion of Menacing Corvettes. 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. 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 you can't hit 90% with precognitive, then you'd prefer sapient to get that extra few points of evasion to get you there. 495 Health, near 14 Damage, +5 Fire Rate, +5 Tracking & 72% Evasion. 23 =. They are the primary way of interacting with objects and entities in the galaxy via specific ship orders. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…Hello Stellaris Community! The 3. Almost 21% actually. Paradox have released the latest free update to Stellaris with 3. 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. With all these new reworks, and bug fixes, and updates. Each star fortress can give (4+2)×6= 36 capacity. Meaning they have an easy time hitting their target and counter evasion naturally. 30. country_admin_cap_x: add, mult (Depreciated as of 3. Stellaris Wiki Active Wikis. Covettes are countered by small and medium guns, but corvettes have a upper hand on bigger, artillery ships. Description. 3. Which makes this very difficult. Evasion isn't worth much on destroyers, if its worth anything. So you'd take (raw evasion - weapon tracking) and if the result was over 90, cap it at 90. Favors are broken. 30) over a Sapient computer. Bonus chance to hit comes from computers and auxiliary fire control. r/Stellaris A chip A chipThe Stellaris Command Limit is just another phrase for how big your individual fleets can get. Enterprise-C. The number of armies that can be engaged in combat on either side is five plus one-fifth of the planet size. scaling unity upkeep of the leaders and scaling malus to leaders' xp gain. Constructing a starbase requires first fully surveying the desired system. I know the tracking is supposed to be counter-evasion, and chance to hit formula etc. Destroyers are really situational. Also, keep in mind most are multiplicative, not additive. 9 "Caelum" update is currently scheduled to release on September 12th! This update brings a host of new features to previously released DLC, including a habitat rework, trade rebalance, softening of the leader cap, new features and updates to previously released DLCs, plus a plethora of other bug fixes, AI and. 316. This is before introducing Shield repeatable. 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. 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. For utility slots the Afterburner makes a lot of sense. Rule 5: This is the trait for an admiral when it becomes the chosen one. Evasion is capped before tracking - there is no point in trying to boost evasion past 90%. Psionic admiral gives 15% evasion, so from 80% you get 12 bonus, but cap is 90. 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. A small ship should have a chance to evade but, with advanced computing and targeting, it should never be a high chance. There actually aren't any other modules that have useful in-combat effects, so there really isn't any competition from other options. 00). +10 Years Leader Lifespan if not robot. If the battleship is using Line combat computers (the default for battleships) and has. Cheaper Alloys cost than armor. With tracking that evasion is cut by half or so. But it does not. Psionic admiral gives 15% evasion, so from 80% you get 12 bonus, but cap is 90. Large. It can however be used without ACOT if you. 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. Frigates are an advanced version. Best. This article is for the PC version of Stellaris only. Ships. – #Global Ship Designs. Resilience. With Battleships/Titans hitting the damage cap for the multiplier. It only works against the crisis (Contingency, Unbidden, or Scourge). Which is better depends on the target. These three things are then used by a ship_design to formulate a complete ship. The military power calculation is calculated based on 0% tracking so it thinks that a 100% evasion corvette is godlike. 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. New comments cannot be posted and votes cannot be cast. If you lean too hard on shields, you could be weaker even to a mixed build and - also - the extra power to weapons/evasion contributes a lot more to survivability than I previously thought. Mechanics [edit source]. Stellaris: Suggestions. There are multiple types of trade possible, each having different mechanics, and all play a large impact on the economy. About 20 in-game days after I posted this, the extradimensional invader crisis started and spawned right next to my territory, so I went with shields for immediate utility. 3 comments. 30. With all these new reworks, and bug fixes, and updates. That said, the power of the Focused Arc Emitter is absolutely bonkers, and from the. Thanks, TheBird. Corvettes: Two Designs: 25% of ships Gunboat: 3 Autocannon. Stop complaining about the people complaining about the new leader cap. 9. Select a construction ship and right-click the system in the galaxy map. Remember to check it on a built Corvette. Accuracy is the standard/max to-hit of a weapon. I'd love to see in the ship designer all the math done right there. I do disagree that it is combat speed. Stellaris Real-time strategy Strategy video game Gaming. Best. 其中舰队司令的加成含义是在5级和10级时各+1。 属性 闪避. 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%. R5: A 90 evasion destroyer, attained through extreme luckiness. So in average the same amount of shield or armor will least half as much time as the hull. If you like this project, you can help us to improve it . 1. ago. Evasion Cap increased to 190 (Still gets countered by Tracking) Ships will try to readjust their positions based on their tactics much more often. . This article is mainly aimed at newcomers, or at least past players returning after a long break, but hopefully even veteran players will be able to. Stellaris. 3 Stat modifiers affecting empire. PLEASE, just give us back the command cap per level, or remove command cap techs entirely and set base as 200, this is horrible. Last edited: Sep 30, 2021. Defender of the Galaxy does nothing against awakened empires. Can. fighters aren't affected by any of those stats, but they're so small only point defense can stop them, and sometimes that's not enough. Corvettes are useful since their high evasion lets them avoid being hit by heavy artillery weapons, but they are absolutely destroyed by carriers. The AI becomes absolutely terrified of corvettes. admiral with relevant personal quirks, modules etc). . Big weapons have little to no tracking, meaning they do get the full. At point blank range evasion doesn't work. Fir wxample menacing corvettes get an extra 15% evasion and 50% extra chance to retreat in combat. or. Does accuracy cap at 100 percent. Component. Psychic gives + 10% ship weapons damage, and evasion 15%. Point Defense does more damage per shot - its better at actually destroying incoming attackers because it kills them in less hits, giving them less of an opportunity to damage your fleet - if it hits, which is the critical distinction. The chance to calculate a hit is Accuracy - (Evasion - Tracking). Ships consists of three basic components: ship_size – #Ship Sizes. Consumes power. 95% and 100% evasion corvettes have insanely high military power. 8, but going 2 or 3 or more over is supposed to be less punitive. Just be aware that I'm talking about fleets at/around Fleet Command cap, so ~8 corvettes per battleship. . Oct 25, 2016 20. Its to make them literally un-hittable, so that PD and flak will waste shots on it. As I know evasion is caped at 90%. What is the point of 200% in whirlwind?1) Nexus districts have in fact been buffed, they give more maintenance jobs now. You can’t outrun the bear. If you choose to do a Project to study them, you will get an Empire wide bonus of 5% evasion. I haven't played that much Stellaris in a while but I played my first game of 3. Stellaris 3. Mods. Component bonuses: * Sapient picket computer: +10% * Enigmatic encoder: +20% Repeatable techs play a role. During the Chosen One Shroud event, his name showed up. 6% instead of 60%. My best counter to contingency would be like a previous poster said. 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. New game needed only for civics - Compatibility with "Unique Ascension Perks". There actually aren't any other modules that have useful in-combat effects, so there really isn't any competition from other options. 1. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Use tweakergui debugtooltip (pre 1. No corvettes are not useless in endgame, but you need to use them wisely, and in force. It actually managed to scale well into late game on ENSIGN difficulty and had a 2k fleet cap after 100 years of gameplay with around 1 million total fleet power. 3. It depends on the ship behavior type you select. 1 daily regen (2. 1. Tracking reduces evasion. The MacroCanon's situation is that it offers L-tier anti-shield burst damage at a. You can read the full patch notes on the Stellaris forums! Free Improvements. component_template – #Components. This ACOT Submod make changes to various defines and vanilla repeatables to make Stellaris fit with ACOT more. The more you know. Now Effective Evasion is subtracted from the accuracy to get the Chance to Hit. It's an okay perk in your last slot, as oftentimes by the time you have seven perks and are. This means that fleets with long-range weaponry can engage enemies from further away. Reply. I see why paradox caped evasion at 90% now. With all these new reworks, and bug fixes, and updates. Just swap the artillery core for the carrier core and leave everything else the same. Or build that one building on a star base that adds 2 naval cap per anchorage. Armor components now grant twice as much armor as before. 419K subscribers in the Stellaris community. It is primarily related to ACOT, not ZoFe. This game does a wonderful job of allowing us to tailor a sentient species how we wish. With all these new reworks, and bug fixes, and updates. 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. 1) command to find the id of leaders. 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. Stellaris. Stellaris Dev Diary #312 - 3. a level 10 admiral just gives so much more punch, especially with good traits (HP / Fire rate). (Note: patch 3. Enterprise-D. Chance to Hit = max (0, min (100, accuracy + "Chance to Hit") - max (0, evasion - tracking)) is the correct formula. Space fortresses are useless because they have no evasion. Missiles are somewhat better against point defense, by dint. Okay, it goes like this. 6%. Usually it would be 70% or 90%. If 1 - {Evasion} / {Accuracy} is > {Accuracy} you do worse. Then there is the one that decreases opponentsnshields by a substantial amount. We’ve heard your feedback on the leader cap, and we’ve softened up the penalties for going over the Leader Cap in 3. These penalties stack for every point you are over 100. Gestalt Consciousness empires use nodes rather than council leaders. The Fighter craft 2 has 5-13 100% acc and 90%. Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). In this video I take a look at Titan design in Stellaris. Call of War: World War II. 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. 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 (+40% evasion) and streamlined algorithms (+10% evasion). One nexus segment gives an absolute crapton of amenities. High Tracking Ships. non-combat ships are on evasive by default and as such they will run immediately, when a hostile is in the system. Second, as accuracy and evasion are additive, not multiplicative (Hit rate = Base Acc + Acc bonuses - Enemy Evasion), the smaller the base Accuracy is, the more sensitive to Acc Bonuses and enemy Evasion the weapon is. They can protect your battleship fleet from torpedo corvettes. 7 Fleet command limit. Like, evasion = evasion*range/50. It all sounds ridiculous (and it is), but as noted, Al Capone was famously convicted on tax fraud when the FBI couldn't make any other charges stick, despite the fact that he was a nationally famous gangster. 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. 4 "Gemini"! Please see the patch notes for more details. Cruisers are a lot tankier and can be slotted to beat corvettes, destroyers and frigates, or they can serve as dedicated torpedo ships to kill other big ships. CryptoAccuracy describes how good the weapon is at firing at an enemy ship in general. 1 Anomaly research speed. 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. This only gets you to around 86% evasion. Add a new Industrial Designation for colonies in Stellaris. bozz5674. Obviously to each individual weapon on the ship. Having the ability to choose their advancement is huge. Report. Yeah you gotta be strategic with leaders now. Stellaris 3. This cannot be fixed at the moment because there is no defines that allow for modification of evasion calculation. I use 2A/1S on my armor/hull-regen corvettes and split armor/shield even stevens on everything else. Evasion seems to be hard capped @ 90% I ran a test with x10 BB with KA vs x100 unarmed vettes A + B fleets respectively. Evasion is already factored in for that IIRC. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 3. The attacker's counter to evasion is Tracking. A Missile Cruiser can field 5 Whirlwinds plus 2 Marauders for 4 naval capacity. 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. Gestalt Consciousness empires use nodes rather than council leaders. For picket I prefer precog because I rather have the tracking. ; About Stellaris Wiki; Mobile viewOk, I did run a test: The Destroyers *can* reach 90% Evasion, but that doesn't help much against battleships that have some tracking. Base accuracy depends on the weapon type. 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. 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. 9 "Caelum" update is now available! The 3. I got it fairly early in the game but I can't remember how. Well that's the start of an idea, if I know forums. What I've ended up doing is manually putting resources into each sector's stockpile. 2): 1 - Admiral Pool Leader #1 ; 2 - Admiral Pool Leader #2 ; 3 - Admiral Pool. Corvette have innate evasion % built in. Montu (youtuber) has done a bunch of simulations with various compositions. The problem in Stellaris is that every ship/weapon upgrade costs more than it is valuable. g. So in your case it should only be an only an actual 13% chance to hit for every weapon. And in this case I actually believe that a single corvete can avoid being shot down for years, if stars align and RNGesus blesses. Lots and lots of soldier jobs, plus the usual things like traditions, edicts, perks and tech. 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. -Intelligent. Baron_of_Gold • 1 yr. Excess power can get you around another 2%. 1 shields, 2 armor, 1 hull) #2 Max HP - slower regeneration. I've noticed this as well. Go to Stellaris r/Stellaris. The influence cost is a base of 75, multiplied by the number of hyperlane jumps, including bypasses, between the target systems and the empire's closest owned. Also the Capital Building upgrade tech. 2 days ago · 2:13. 31. Chaincat22 • 6 yr. 2x Armor III - 430 HP. If you can hit that with precognitive then it's strictly superior to sapient. If you are going to use them, I would keep them in separate fleets. Corvettes are useful since their high evasion lets them avoid being hit by heavy artillery weapons, but they are absolutely destroyed by carriers. +5 Tracking & 72% Evasion. 9. So the formula for whether or not a weapon hits is: Base accuracy - MAX (0, (Target Evasion - Tracking)) + bonus chance to hit. For swarms, it all depends on hitting the coveted 90% evasion cap. computers) with torpedoes, all the way up to 75% hit chance with precog + lvl 4 sensors. 3. So you need 90 evasion - but you look at the number after your corvette is in the fleet. 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'd love to see in the ship designer all the math done right there. . . When you research the special project to identify them, you are usually presented with a few options as how to approach them. This also skews your "power vs small" since H slots have 100 Tracking and absolutely shred high evasion targets. ago. I rescued him from the Marauders near my borders, and just kind of forgot about him for a while. Amoeba's will tend to get wiped out sooner or later anyway, but bonus evasion will always have a chance of avoiding damage on your ships. This ACOT Submod make changes to various defines and vanilla repeatables to make Stellaris fit with ACOT more.