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Damage and Shields: Difference between revisions

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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.
Β 
1. Shield absorbs damage first 2. Remaining damage is applied to structural HP 3. If HP reaches zero, the unit is destroyed
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Understanding this sequence is critical for fleet design and defensive planning.
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== Damage Resolution Order ==
Each attack cycle follows this logic:
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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.
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Shields always take damage before hull integrity.
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== Shields ==
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:
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A ship has: Shield = 500Β  HP = 2000
Β 
Incoming attack = 800


Shield absorbs 500.Β  Remaining 300 damages HP.Β  New HP = 1700.
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== Structural HP ==
== Combat rounds ==
HP represents the physical durability of the unit.
Β 
Once HP reaches zero:


* The unit is removed from battle.
* Battles run up to '''6''' rounds (about '''10 seconds''' of report timing per round).
* Rapid Fire may trigger for the attacker.
* Combat can end early when one side loses remaining combat power.
* Destroyed units do not regenerate during combat.
* Each round applies a small damage variance (about '''Γ—0.95–1.05''').


HP does not reset during battle.
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== Overkill Damage ==
== Fleet shields ==
If an attack deals more damage than a target’s HP:


* The excess damage is transferred to next unit.
* Ships contribute a '''shield pool''' that absorbs damage before hull hit points.
* Each attack instance may affect multiple units.
* 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.


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


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:
Β 
* Shield-heavy targets
* Dome structures
* Capital ships


However:
{| class="wikitable"
!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
|}


Small rapid units can overwhelm large weapons if shield cycling favors them.
After battle, a large share of destroyed defenses can auto-repair (about '''70%''' in the default model). Exact structure names are on [[Defenses]] pages ([[Small Shield Dome]], [[Large Shield Dome]], [[Planetary Dome]], etc.).


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. Repair efficiency rises across rounds and is strongest on the final round.


* Provide large shield pools
* 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.
* See [[Rapid Fire]] and [[Targeting and Priority]] for how damage is aimed and multiplied against soft screens.


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]]

Revision as of 07:19, 13 September 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

  • Ships contribute a shield pool that absorbs damage before hull hit points.
  • 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

After battle, a large share of destroyed defenses can auto-repair (about 70% in the default model). 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. Repair efficiency rises across rounds and is strongest on the final round.


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.
  • See Rapid Fire and Targeting and Priority for how damage is aimed and multiplied against soft screens.

References