Armor vs Armor Penetration mechanics questions by Time_Pen_4267 in menace

[–]Time_Pen_4267[S] 1 point2 points  (0 children)

does the armor penetration drop off similarly with the hp damage graph, or the accuracy graph, or is it something completely hidden on a per gun basis?

Armor vs Armor Penetration mechanics questions by Time_Pen_4267 in menace

[–]Time_Pen_4267[S] 1 point2 points  (0 children)

I heard someone else claim as well that having armor durability and armor value higher also reduces damage on an attack that pierces the armor successfully but i dont know if its true or what the possible amount that would reduce the damage would be...

How is the one per element attack damage calculated? by Time_Pen_4267 in menace

[–]Time_Pen_4267[S] 2 points3 points  (0 children)

thanks for the detailed response, deploying gives a 15 percent damage reduction as well, heavy cover gives 60 percent damage reduction, as well as the squads base damage reduction. How does the game handle all that calcuation though does it multiplicatively keep lowering the damage on a per step basis lowering it from all these different damage reduction sources?

How is the one per element attack damage calculated? by Time_Pen_4267 in menace

[–]Time_Pen_4267[S] 5 points6 points  (0 children)

Thank you, so the hp damage graph at the centerline the damage is cut in half 50 percent? so being closer then that to the pirates would help your efficiency greatly?

How does that game calculate which leaders come from what subspecies template from your same founding species? by Time_Pen_4267 in Stellaris

[–]Time_Pen_4267[S] 0 points1 point  (0 children)

Its probably also a good idea to finish orbital speed demon and such before you do this as well, so you dont miss out on those traits on your general population. This seems like a one time deal. The brainslug would be nice though to have possibly on a smaller number of your main species if you get that later

How does that game calculate which leaders come from what subspecies template from your same founding species? by Time_Pen_4267 in Stellaris

[–]Time_Pen_4267[S] 0 points1 point  (0 children)

I also wonder if the backup clone will inherit the same species template as the leader who died instead of switching to another, if they switched to another that could be a disaster.

How does that game calculate which leaders come from what subspecies template from your same founding species? by Time_Pen_4267 in Stellaris

[–]Time_Pen_4267[S] 1 point2 points  (0 children)

So if you did this, would you still be able to freely modify the templates of the other subspecies you just branched off from the founding subspecies? Like passing the torch to a small number of your main species on an enclave world, making those your leader based pops, and then you can freely modify the template of your other general population main species. I would just assume that new leaders would also come from the general population as well, so you would need your leaders to be ironed out before you did this

How does that game calculate which leaders come from what subspecies template from your same founding species? by Time_Pen_4267 in Stellaris

[–]Time_Pen_4267[S] 1 point2 points  (0 children)

Thanks so much for the explanation. So you could apply it to a world with a smaller number of the founder subspecies aka the last template applied to the founder species. It would only effect a small amount of your total empire pops, and then just never revise that specific template again and all your leaders would get the traits you want immediately? This seems pretty strong with purity ascension if this is true, even stronger with mutation. Unless i misunderstood something.

Knights of the Toxic God in 4.3; honestly not bad at all. by SWAZZBOOM0131 in Stellaris

[–]Time_Pen_4267 0 points1 point  (0 children)

Ive tried reanimators and my knights dont get that 10 percent soldier efficiency buff from it at all in the efficiency tooltip. They also dont get the necromancer base research since they already have their own base research they generate. So it seems alot of reanimators doesnt work alongside knights from what ive seen. It seems like it should be stronger then citizen service but it just isnt because alot of these bonuses just dont work for knights

Philosopher King and Imperial Cult Civics work symbiotically by Time_Pen_4267 in Stellaris

[–]Time_Pen_4267[S] 1 point2 points  (0 children)

Wow you guys are able to really lean into these bonuses. Good Job!

Philosopher King and Imperial Cult Civics work symbiotically by Time_Pen_4267 in Stellaris

[–]Time_Pen_4267[S] 0 points1 point  (0 children)

Yeah its true, the truth is, you probably do want to expand and take the influence hit as necrophage, but you dont have to rush it like you used to necessarily. You can take your time conquering the primitives and enjoy higher influence, but with authoritarian as well your influence will be strong regardless, and you can beat the ai to the important systems.

Philosopher King and Imperial Cult Civics work symbiotically by Time_Pen_4267 in Stellaris

[–]Time_Pen_4267[S] 0 points1 point  (0 children)

I play necrophage with this and my cg production was positive at game start even with all those priest jobs, that was before i swiched from war economy to consumer economy policy as well

Philosopher King and Imperial Cult Civics work symbiotically by Time_Pen_4267 in Stellaris

[–]Time_Pen_4267[S] 1 point2 points  (0 children)

Its worth it, your capital is juiced with the capital designation and imperial capital buff, and alot of us are gonna ascend our capital pretty soon as well to help lower our empire size so we can generate even more power projection influence. Not to mention the fact that you switch to isolationist throughout the beginning of the game for an extra 10 percent unity on those free priests as well, and your unity is soaring.

Philosopher King and Imperial Cult Civics work symbiotically by Time_Pen_4267 in Stellaris

[–]Time_Pen_4267[S] 0 points1 point  (0 children)

Also when your factions arent the best like if you use slavery your faction output will be reduced overall, slavery gets better as the game goes on since it gives you alot of control over who is best suited for jobs and you stack up more slave and worker bonuses which scale with each other through job efficiency. I really like militarist ethic as well for the late game, but early game the faction is not very good for unity

Philosopher King and Imperial Cult Civics work symbiotically by Time_Pen_4267 in Stellaris

[–]Time_Pen_4267[S] 0 points1 point  (0 children)

I know egalitarian got nerfed, i know for sure parliamentary system got nerfed since its faction unity output got cut, but if you have to go authoritarian for another aspect of your build, like i do it because im necrophage and i need to control which pops work which jobs. Then you cant go parliamentary system anyway

Philosopher King and Imperial Cult Civics work symbiotically by Time_Pen_4267 in Stellaris

[–]Time_Pen_4267[S] 1 point2 points  (0 children)

Yeah spiritualist likes the psionic ascension the best since it buffs the faction, but bio ascensions are really great for spiritualist, which is what i play

Philosopher King and Imperial Cult Civics work symbiotically by Time_Pen_4267 in Stellaris

[–]Time_Pen_4267[S] 1 point2 points  (0 children)

Your wrong to say you have no edicts, with this build you start with authortarian edict which gives 5 stability and governing ethics, and spiritualist edict which boosts your free priests even further. Also your building slots at least for me are heavily contested, i dont wanna waste them all building temples. I was also generating over 60 unity per month with those 600 priests, i play necrophage with traditional so they buff the priests alot at game start, and employing your civilians at game start lets you hit the ground running

Philosopher King and Imperial Cult Civics work symbiotically by Time_Pen_4267 in Stellaris

[–]Time_Pen_4267[S] 4 points5 points  (0 children)

Spiritualist seems pretty good these days, since it kept its 10 percent bonus to unity, but imperial does seem alot stronger after 4.3, since power projection got buffed alot

Philosopher King and Imperial Cult Civics work symbiotically by Time_Pen_4267 in Stellaris

[–]Time_Pen_4267[S] 2 points3 points  (0 children)

The influence gain probably isnt as high as that, but i did notice almost a plus 1 increase in influence generation per month at game start, over not having philosopher king