Stellaris

Stellaris

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Damage Bonus Reversal
   
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24 Feb, 2018 @ 7:34am
7 May @ 2:51pm
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Damage Bonus Reversal

Description
Looking for a more EVE-like weapon setup? Think shields should be kinetic deflectors like Star Trek and Mass Effect? Want your armor to be ablative instead of reactive?

Don't worry! There is now a mod for that!

What This Does:
  • Shifts weapon damage bonuses. Armor is now considered ablative and shields deflect ballistic projectiles.
  • Lasers now strip shields and struggle against ablative armor (dealing EM+thermal damage).
  • Gauss cannons and artillery now destroy ablative armor (dealing kinetic+explosive damage).
  • Plasma is something in between (dealing thermal+kinetic damage).
  • PD, disruptors, arc emitters, missiles and torpedoes are unchanged.

Compatibility
Incompatible with anything that changes vanilla weapon stats (weapon_components.csv) or definitions (namely 00_leviathans_weapons.txt, 00_weapons_archaeotechnology.txt, 00_weapons_energy.txt and 00_weapons_projectile.txt).

Definition changes can be overridden by another mod by placing it lower than DBR in the load order, but the AI may use anti-armor weapons to target heavy shielded ships and vice versa.

Balance
DBR is not intended to be a huge rebalance mod; it simply changes armor or shield damage and penetration values for suitable weapons. I've tried to keep its intrusion into game balance at minimum. This means that some weapon classes like point defense, disruptors and missiles, while thematically suitable for modification, have not been touched.
Thus,
  • DBR does not change weapon damage/range/accuracy stats.
  • DBR does not modify any stats of point defense, disruptors, missiles, torpedoes and the majority of leviathan/NPC weaponry.
  • However, the mod does change AI weapon tags and derived targeting priorities for modified weapons.
Does DBR affect overall balance? It definitely does. I suppose that recent meta strategies will not work, but if you're worried about the meta, you shouldn't install this mod in the first place. It's more RP-centric.

Details
  • Lasers:
    +25% hull damage
    +50% armor damage
    -50% shield damage
    changed to
    -25% armor damage
    +50% shield damage

  • Archaeotech Lasers:
    +50% armor penetration
    +50% armor damage
    -50% shield damage
    changed to
    -50% armor damage
    +50% shield penetration
    +50% shield damage

  • Plasma Cannons:
    +50% hull damage
    +100% armor damage
    -75% shield damage
    changed to
    +25% hull damage
    +50% armor damage

  • Proton/Neutron Launchers:
    +75% hull damage
    +50% armor damage
    -50% shield damage
    changed to
    -25% armor damage
    +100% shield damage

  • Railguns / Archaeotech Railguns:
    -50% armor damage
    +50% shield damage
    changed to
    +50% armor damage
    -50% shield damage

  • Autocannons:
    +25% hull damage
    -75% armor damage
    +50% shield damage
    changed to
    +25% hull damage
    +50% armor damage
    -75% shield damage

  • Artillery:
    -50% armor damage
    +100% shield damage
    changed to
    +25% hull damage
    +75% armor damage
    -50% shield damage

  • Energy Lances:
    +50% hull damage
    +100% armor damage
    -50% shield damage
    changed to
    -25% armor damage
    +50% shield damage

  • Mega/Giga Cannons:
    +25% hull damage
    -25% armor damage
    +50% shield damage
    changed to
    +50% hull damage
    +100% armor damage
    -50% shield damage

  • Archaeotech Giga Cannons:
    +25% hull damage
    -75% armor damage
    +150% shield damage
    changed to
    +25% hull damage
    +75% shield damage

  • Titan Lances / Archaeotech Titan Lances:
    +25% hull damage
    +50% armor damage
    -25% shield damage
    changed to
    +25% hull damage
    +25% shield damage

  • Mining Lasers:
    +50% hull damage
    +50% armor damage
    -50% shield damage
    changed to
    +25% hull damage
    +25% armor damage

No! You're wrong! This mod is heresy!
Yeah, there are two commonly used sci-fi setups:
  • Reactive armor that protects from shaped charges and energy shields that protect from particles/heat.
  • Ablative armor that protects from heat/radiation and kinetic deflectors that protect from, well, kinetics.
Vanilla Stellaris utilizes the former. My mod makes it utilize the latter. If you don't like what this mod does, simply do not subscribe and enjoy vanilla mechanics.
106 Comments
Smooth Brain 15 Sep, 2022 @ 3:25am 
Still works for 3.4.5
Porev  [author] 3 Jul, 2022 @ 6:40am 
@Scr(A)tch
Good points, thanks!
Scr(A)tch 25 Mar, 2022 @ 11:09am 
I made a similar mod for personal use and I noticed there are new weapons Paradox added to the csv file but not the excel, those are missing from your current mod build. They are Dragon Ice weapons (x3) and Deluge Planet Killer. Also you may want to switch the tags of weapons listed in other files than energy and projectile like mining lasers in 00_weapons_critters_mining_drones.
Porev  [author] 4 Jan, 2022 @ 1:23am 
@Boss Poltroon
That's correct. Disruptors and lightning-based weaponry is unchanged.
Boss Poltroon 31 Dec, 2021 @ 11:01am 
Do I assume correctly that this mod doesn't affect disruptor-type weapons? in the vanilla game, they are energy-based, but ignore both shielding and armor to do (highly variable) direct damage to a target's hull.
Boss Poltroon 18 Dec, 2021 @ 6:43pm 
Thanks a ton for this! The vanilla conception of which type of weapon damages which type of defense is just super counter-intuitive to me, prolly cause I play alot of Elite: Dangerous.
That Random Alien 25 Nov, 2021 @ 8:12pm 
I was honestly confused when I saw Railguns aren't good at destroying armor, but are at shields, like...what? XD Thanks for this mod lad!
JohnnyBravo40 27 Sep, 2020 @ 12:30am 
wish they had the options for both then, pick the type of armor, and type of shields. Hate kinetic? get kinetic deflectors and reactive armor, just hope to shit the enemy isn't using lasers. (also i think kinetic should have penetration for armor, if it pens it does damage if not then no damage, and lasers could have flat damage reduction from armor, melting the armor for it to cool again on spot doesnt do a whole lot)
SheTheTDE 31 Aug, 2020 @ 9:23pm 
"Yeah, there are two commonly used sci-fi setups:
Reactive armor that protects from shaped charges and energy shields that protect from particles/heat.
Ablative armor that protects from heat/radiation and kinetic deflectors that protect from, well, kinetics."

I use a scifi setup that's different to either of those but probably less common. Basically I treat the armour as a part of what you're defending and make the shield do all the defending. Kinetic energy is an energy after all so a shield that blocks or deflects all forms of energy renders you untouchable. And blind. Light being also energy.
MainTerranGallian 2 Jul, 2020 @ 1:51am 
patch for Additional Vanilla Weapons?