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= Damage and Shields =
= Damage and Shields =
Combat damage in Stellar Realms follows a layered structure:
Fleet battles in '''Per Regna''' resolve over a short series of combat rounds. Shields absorb before hull; planetary defense domes further reduce damage to turrets.


1. Shield absorbs damage first 2. Remaining damage is applied to structural HP 3. If HP reaches zero, the unit is destroyed
Understanding this sequence is critical for fleet design and defensive planning.
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== Damage Resolution Order ==
== Combat rounds ==
Each attack cycle follows this logic:


1. Attacker selects a target (see [[Targeting and Priority]]). 2. Attacker deals its full attack value. 3. Target shield absorbs damage first. 4. Any remaining damage is applied to the target's HP. 5. If HP reaches zero, the unit is destroyed. 6. If Rapid Fire applies, a new target may be selected.
* Battles run up to '''6''' rounds (about '''10 seconds''' of report timing per round).
* Combat can end early when one side loses remaining combat power.
* Each round applies a small damage variance (about '''Γ—0.95–1.05''').


Shields always take damage before hull integrity.
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== Shields ==
== Fleet shields (side pool) ==
Shields act as a temporary damage buffer.
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Important characteristics:
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* Shields reset at the start of each combat round.
* Shield value does not permanently decrease across rounds.
* If shield value is greater than incoming damage, HP remains untouched.
* If incoming damage exceeds shield, the overflow damages HP.
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Example:


A ship has: Shield = 500Β  HP = 2000
Each side maintains a '''shield pool''' from its ships. Incoming fire hits that pool before hull.


Incoming attack = 800
=== One pool per side ===


Shield absorbs 500. Remaining 300 damages HP. New HP = 1700.
* '''Attacker β†’ defender:''' all fire at the colony (ships + defenses as targets) shares the '''defender''' shield pool.
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* '''Defender β†’ attacker:''' colony '''ships and planetary turrets''' fire into the '''same attacker''' shield pool each round β€” one absorb pass after both volleys are merged. They do '''not''' each get a fresh copy of the full shield budget.


== Structural HP ==
=== Priority before absorb ===
HP represents the physical durability of the unit.


Once HP reaches zero:
After ship + turret damage is merged toward the attacker, it is re-aimed with the same [[Targeting and Priority|target priority]] tiers used for fleets (front screen before mid/rear), then the shared shield absorb runs. That matches the idea of dome-first ordering when defenses are the targets: one ordered distribution, then soak.


* The unit is removed from battle.
=== Degradation ===
* Rapid Fire may trigger for the attacker.
* Destroyed units do not regenerate during combat.


HP does not reset during battle.
* Shields degrade over the fight: a base per-round loss plus extra degradation as the pool takes hits (effectiveness can drop substantially across a long fight, capped in the combat model).
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* Surviving ships regenerate shields between rounds, then degradation is applied again.


== Overkill Damage ==
Strong shield fleets (and [[Shield Technology]] / related research) delay hull losses; once shields collapse, hull melts faster.
If an attack deals more damage than a target’s HP:


* The excess damage is transferred to next unit.
* Each attack instance may affect multiple units.
Example:
Target has 200 HP.Β  Incoming damage after shield = 1000. It would destroy 5 units
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== Shield vs High Burst Weapons ==
== Defense domes ==
Large burst weapons are effective against:
Colony defenses can field dome structures:


* Shield-heavy targets
{| class="wikitable"
* Dome structures
!Effect
* Capital ships
!Player feel
|-
|Planetary barrier field
|Roughly '''20%''' less damage to defenses (incoming Γ—0.80)
|-
|Small / Large Shield Domes
|Additional absorption layer (about Γ—0.92 while domes are alive) β€” stacks with the barrier
|-
|Dome-first targeting
|Soak domes tend to absorb before individual turrets take hull (see [[Targeting and Priority]])
|}


However:
After battle, '''50%''' of destroyed defenses auto-repair, plus the [[Defensive Logistics]] restoration bonus. Exact structure names are on [[Defenses]] pages ([[Small Shield Dome]], [[Large Shield Dome]], [[Planetary Dome]], etc.).


Small rapid units can overwhelm large weapons if shield cycling favors them.
Fleet balance depends on mixing shield-breaking and swarm control.
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== Shield Structures (Domes) ==
== Support repairs ==
Planetary shield domes:
[[Support Vessel|Support Vessels]] can repair friendly hull during the fight. Each surviving Support Vessel restores '''at most one''' combat ship per round. The hull budget is shared across all surviving vessels, so several of them can together restore one heavy hull. Repair efficiency rises across rounds and is strongest on the final round.


* Provide large shield pools
In battles with several players on one side (FCS attacks, stationed guardians), each player's own losses come first: up to '''80%''' of their Support Vessels repair their own ships using the player's '''full''' repair capacity, and the other '''20%''' repair allies with the capacity left. Nothing is wasted on the split: a player who brings only Support Vessels repairs the allies' fleets with everything, a player alone or with no allied losses repairs only their own ships, and capacity allies cannot use returns to the owner.
* Reset every combat round
* Do not deal damage
* Force attackers to commit sustained damage


Domes significantly increase required siege strength.
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== Defense Structure Interaction ==
== Practical tips ==
Defenses follow the same damage rules:
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* Shields absorb first
* HP absorbs overflow
* Destruction removes the structure permanently from battle
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Heavy defensive batteries often combine:
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* High shield
* Moderate HP
* Specialized Rapid Fire
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== Round-Based Reset Mechanics ==
At the start of each combat round:
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* All surviving units regenerate their shield value fully.
* HP does not regenerate.
* Destroyed units remain destroyed.
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This makes sustained damage more important than isolated spikes.
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== Strategic Implications ==
* Bring shield-capable combat lines when you expect long fights against heavy RF or defense yards.
1. Swarm fleets are shield-efficient but vulnerable to Rapid Fire. 2. High-burst ships counter shield stacking. 3. Domes require sustained siege pressure. 4. Mixed fleets reduce inefficiency from overkill. 5. Support ships survive longer due to priority layering.
* Domes matter on well-defended colonies β€” stripping soak domes opens the rest of the yard.
* Soft turret walls only matter if their shots '''reach hull''' after the attacker’s shared shield pool β€” RF on flak/rockets does not help if everything is eaten by shields twice.
* See [[Rapid Fire]] and [[Targeting and Priority]] for how shots are aimed and how RF adds extra shots (overkill is not splash).


Damage efficiency is not only about attack value. It is about interaction between shield, HP, targeting, and Rapid Fire.
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== Related Systems ==
== References ==


* [[Rapid Fire]]
* [[Fleet Combat]] Β· [[Rapid Fire]] Β· [[Targeting and Priority]] Β· [[Defenses]] Β· [[Battle Looting]] Β· [[Fleet Stun]]
* [[Targeting and Priority]]
* [[Defenses]]
* [[Fleet and Ships]]

Latest revision as of 10:00, 5 October 2026

Damage and Shields

Fleet battles in Per Regna resolve over a short series of combat rounds. Shields absorb before hull; planetary defense domes further reduce damage to turrets.


Combat rounds

  • Battles run up to 6 rounds (about 10 seconds of report timing per round).
  • Combat can end early when one side loses remaining combat power.
  • Each round applies a small damage variance (about Γ—0.95–1.05).

Fleet shields (side pool)

Each side maintains a shield pool from its ships. Incoming fire hits that pool before hull.

One pool per side

  • Attacker β†’ defender: all fire at the colony (ships + defenses as targets) shares the defender shield pool.
  • Defender β†’ attacker: colony ships and planetary turrets fire into the same attacker shield pool each round β€” one absorb pass after both volleys are merged. They do not each get a fresh copy of the full shield budget.

Priority before absorb

After ship + turret damage is merged toward the attacker, it is re-aimed with the same target priority tiers used for fleets (front screen before mid/rear), then the shared shield absorb runs. That matches the idea of dome-first ordering when defenses are the targets: one ordered distribution, then soak.

Degradation

  • Shields degrade over the fight: a base per-round loss plus extra degradation as the pool takes hits (effectiveness can drop substantially across a long fight, capped in the combat model).
  • Surviving ships regenerate shields between rounds, then degradation is applied again.

Strong shield fleets (and Shield Technology / related research) delay hull losses; once shields collapse, hull melts faster.


Defense domes

Colony defenses can field dome structures:

Effect Player feel
Planetary barrier field Roughly 20% less damage to defenses (incoming Γ—0.80)
Small / Large Shield Domes Additional absorption layer (about Γ—0.92 while domes are alive) β€” stacks with the barrier
Dome-first targeting Soak domes tend to absorb before individual turrets take hull (see Targeting and Priority)

After battle, 50% of destroyed defenses auto-repair, plus the Defensive Logistics restoration bonus. Exact structure names are on Defenses pages (Small Shield Dome, Large Shield Dome, Planetary Dome, etc.).


Support repairs

Support Vessels can repair friendly hull during the fight. Each surviving Support Vessel restores at most one combat ship per round. The hull budget is shared across all surviving vessels, so several of them can together restore one heavy hull. Repair efficiency rises across rounds and is strongest on the final round.

In battles with several players on one side (FCS attacks, stationed guardians), each player's own losses come first: up to 80% of their Support Vessels repair their own ships using the player's full repair capacity, and the other 20% repair allies with the capacity left. Nothing is wasted on the split: a player who brings only Support Vessels repairs the allies' fleets with everything, a player alone or with no allied losses repairs only their own ships, and capacity allies cannot use returns to the owner.


Practical tips

  • Bring shield-capable combat lines when you expect long fights against heavy RF or defense yards.
  • Domes matter on well-defended colonies β€” stripping soak domes opens the rest of the yard.
  • Soft turret walls only matter if their shots reach hull after the attacker’s shared shield pool β€” RF on flak/rockets does not help if everything is eaten by shields twice.
  • See Rapid Fire and Targeting and Priority for how shots are aimed and how RF adds extra shots (overkill is not splash).

References