Stellaris evasion cap. Does accuracy cap at 100 percent. Stellaris evasion cap

 
 Does accuracy cap at 100 percentStellaris evasion cap I have a modifier called 'Enhanced Ship Speed' which adds +15% Evasion and +15% Sublight Speed

And only 12. Subscribe. For best results use along with BB fleet, Destroyers go in first, while BBs pummel the enemy with extra damage (just like vette-BB strategy only far more superior). Well that's the start of an idea, if I know forums. Also, evasions is capped at 90. lol It depends on the ship behavior type you select. Large. 1. If you then give it another module that gives +100 base evasion, the final evasion is now 220. Many of the other strong modifiers, such as evasion, disengage chance, pop growth, and jobs/population are also capped at 5 or 10 levels if they would be otherwise overpowered. evasion has a different hard cap for each ships type and is dependant on your engines/aditional thrusters. Puzzled, I switch to observe more and after 30 minutes check the various empires: the result was they had doubled their fleets and gone way over their caps by the same amount. ago • Edited 5 yr. It can however be used without. r/Stellaris A chip A chipThe Stellaris Command Limit is just another phrase for how big your individual fleets can get. It reduces the accuracy of attacks made against your ships. Bah, that makes high track short range weapons useless (as at short range evasion does nothing). Aux: Regenitve Hull if at 90% evasion, otherwise afterburners. I have a modifier called 'Enhanced Ship Speed' which adds +15% Evasion and +15% Sublight Speed. - Compatibility with "Expanded Stellaris Ascension. Or for the gimmicky combo with Subterranean (80% max habitability, but you get 80% on every planet). Stellaris. 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. IG-JF-CF May 11 @ 10:06am. The cap needs to be increased and be increaseable, from 6 to 10 would be good because you can actually, you know survey systems and not have to axe your entire cabinet. Patch 3. A ship_size has a list of slots that can have sections attached to them. – All supporters. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…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. I do NOT like the move to a hard administrative cap with no way to increase it. Destroyers and Cruisers are typically useless in the late-game; they do. You need a lot of ships to make carriers worthwhile. See rule A for why having both is paramount. What do people do with extra resources, just sell them?. Big weapons have little to no tracking, meaning they do get the full. 9 “Caelum” update brings with it bug fixes, improvements to Gameplay, Automation, Performance, and. This page was last edited on 21 April 2017, at 08:46. 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. D) Shields are the best defence (due to free recharge), Armour is the most cost-effective (but must be repaired). I do disagree that it is combat speed. In 1 collection by Chirumiru ShiRoz. If 1 - {Evasion} / {Accuracy} is > {Accuracy} you do worse. 316. Utility slot should be set to Afterburners for maximum speed. I've noticed this as well. I've always used Afterburners as far as I can remember but only on corvettes, getting 90% evasion which I believe is the cap for it is really good, have a fleet of corvettes and you don't really lose that many unless you're throwing them at something you're obviously going to lose against. If this were a movie, Paradox would win the Oscar for best Game Update. I'd love to see in the ship designer all the math done right there. Also the major thing battleships are good at is putting a lot of power into very little fleet cap for a lot of cost. Basically, you cap Evasion at 90% at the time of firing, not before tracking. This means that there’s a 67% chance of the shot connecting and doing damage. 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. 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. No. I went and tested this with no mods and the issue still persisted. com]. I'm not a fan of this new type of ship parameter. 0. So here we get a CtH of 75 – 8 = 67%. Machine Intelligence. Paradox Forum. Last edited: Sep 30, 2021. -Traditional. mult modifiers increase or decrease the amount of a resource or attribute by a percentage. Stellaris 50419 Bug Reports 30727 Suggestions 19123 Tech Support 2883 Multiplayer 377 User Mods 4631 Stellaris AAR (After Action Reports) Console edition 1214 1 2Evasion is 90% cap. That bonus evasion is not needed to reach the 90% evasion cap of corvettes so it is useless. 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. The total evasion modifier that you need to reach the evasion cap on destroyers is 61%. This article is for the PC version of Stellaris only. reduction modifiers divide an amount of a resource or attribute by a set amount. Ran the command to research all techs and managed to get evasion up to 0. Removed criminals providing trade value in some cases. yes. darkestkhan Second Lieutenant. The AI becomes absolutely terrified of corvettes. This article has been verified for the current console version (3. All empires have a soft cap of 100 empire size. 3. Base 1, 1 more from edict, and 1. Reply. 8 (aka "Gemini") was released on 2023-05-09 alongside the Galactic Paragons expansion. Description. Renowned and Legendary Leaders can no longer be replaced with synthetic infiltrators. 9) of the game. Reply. It's become a. You can read the full patch notes on the Stellaris forums! Free Improvements. It can however be used without ACOT if you. Space warfare. 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. Destroyers can fit a bit more shields on, but still no armor worth using. After tracking is applied, the remaining evasion is subtracted from the weapon's accuracy, which is the final chance to hit. This only gets you to around 86% evasion. These three things are then used by a ship_design to formulate a complete ship. These penalties stack for every point you are over 100. Go to Stellaris r/Stellaris. That said, to a certain extent the evasion of Corvettes (by late game) combined with the hard-hitting nature of torpedoes/missiles means that they can punch battleship fleets pretty hard. 8. 3. Swarm computer. Smaller ship frames have higher evasion. Okay, it goes like this. Differences between Swarmer and Missiles lies in their differences in damage and evasion. 122. Defeating the guardian grants up to 6000 unity and the option to research what remains of the egg planet for the Gargantuan Evolution technology. There actually aren't any other modules that have useful in-combat effects, so there really isn't any competition from other options. Also made late game ships a lot more expensive and reduced general fleet cap gain (in 1. There actually aren't any other modules that have useful in-combat effects, so there really isn't any competition from other options. I assume the same has happened to habitats and ringworlds. Having the ability to choose their advancement is huge. Evasion used to be extremely strong, but it's been significantly weakened (by setting a cap to the value at 90%, before tracking gets taken into account). . Only a tiny bit slower. -3. Just swap the artillery core for the carrier core and leave everything else the same. Small. But the biggest factor are high level leaders. Evasion - tracking. +1 Admiral Level Cap −50% Cohesion Penalty For New Members President gets +5% Resources from Jobs Level 5. conflare. 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. With all these new reworks, and bug fixes, and updates. Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning). There are three types of modifiers. Later on carrier battleships replace cruisers with 50% more overall hanger slots, and with carrier computer type they do even better against smaller ships. When you go over the cap, your empire will start to incur penalties. The name of a leader can be changed at any time by. I'd love to see in the ship designer all the math done right there. I think, it is not as useful as the 5 % more evasion, as space amboebas get more and more insigifcant as the game goes on, but more evasion stays important. having dark matter tech also. A modifier influences a scope's gameplay state, be it a country, planet, etc. Component. 495 Health, near 14 Damage, +5 Fire Rate, +5 Tracking & 72% Evasion. (Naval Cap/Energy) than a comparable fleet, otherwise they won't make sense even in the most specific circumstances. "Line Cruiser" are better at accuracy vs foes with 44% evasion, while "Picket Cruiser" will have better accuracy vs foes with 46% evasion. States the average damage output is ~ 40 vs ~30. The habitability cap would have been so much better as a straight malus (-20%) so that you use the. 4. Shields are better than armor, but they'll still be paper thin. 90% evasion - 15% tracking = 75% effective evasion, 85% accuracy - 75% effective evasion = 10% chance to hit if evasion wasn't hard capped and only effective. Weapon components. S. Chance to Hit = max (0, min (100, accuracy + "Chance to Hit") - max (0, evasion - tracking)) is the correct formula. with a base of 1 allowed per empire; every 200 Naval Capacity increases an empire's Titan cap by 1, up to a maximum of 20 Titans at 3800 naval capacity. Stellaris Dev Diary #318 - Announcing Astral Planes. At start, most of the universe is sparselly populated with Space Monsters that you encounter very early. Your sacrifice against the FE. Ships are classified into civilian and military vessels, the former being controlled individually while the latter form fleets. Example fleet cap: In my mod I gave a modifier that gives a bonus to small empires that decays the larger you grow. But you CAN outrun your opponents. Hm. As I know evasion is caped at 90%. Which is better depends on the target. ago. So the only things that help are some of the modifications in the different Tradition Trees. SirVandal Necrophage • 3 yr. Ecumenopolis foundries or foundry habitat spam are needed at higher difficulty levels although some relics, civics and origins can mitigate this. I will use destroyers. Stellaris Real-time strategy Strategy video game Gaming. Devouring swarm increases naval cap by default, the only other hivemind civic that increases naval cap is subapace ephase. Psionic admiral gives 15% evasion, so from 80% you get 12 bonus, but cap is 90. I'd love to see in the ship designer all the math done right there. The Stellaris 3. From the wiki " Your ships' maintenance costs are multiplied by either 1, or naval capacity used / total naval capacity, whichever's greater. T. Destroyers can fit a bit more shields on, but still no armor worth using. Side notes not able to be timelined: All star bases should be with food and ship cap buildings. Tracking means how good a gun is at predicting where the enemy will move next and adapt accordingly. The crux of admin cap is that the part of the economy it affects changes significantly over the course of the game, and, as a result, the only reasonable way to treat is to (a. It can however be used without. I personally think its additive . Everything did go according to plan, with the patch going live on September 12. Ship. 1. Generic Leader ID numbers are generated in every new game as follows (tested on 5/18/16 version 1. Enterprise-C. A Destroyer's value is the L weapon, rest is inconsequential; it costs 2 Nav Cap, and a set of 4 is thus roughly equivalent to a Battleship without the X weapon, although of course the evasion is pretty massive for defense. These are still the strongest ships around by far ,. As I know evasion is caped at 90%. I believe 90% is the evasion cap for any ship. Inglorious_Muffin • 6 yr. I'm curious how the math works out for evasion going beyond the hard cap of 90%. CryptoAccuracy describes how good the weapon is at firing at an enemy ship in general. 23 =. In a 1v1 dual with low evasion we can still see either side dealing more damage to shield than the other side have. 6% instead of 60%. Trust Cap -50 Trust Growth -10% Colony Development Speed +25% Pop Growth Speed +10%. 3. Stellaris. Noticed also that speed was super high, at 6k. -Oscot, on Stellaris planets. If a ship does sit still it should be moments from exploding, or at least, have 0% effective evasion. )Galactic Paragons Expansion Features. Psionic admiral gives 15% evasion, so from 80% you get 12 bonus, but cap is 90. The Enigmatic Encoder now proves +1 Disengagement Opportunity rather than evasion. Advanced shields require Strategic Resource to make. 9 x . Your 20K fleet is a 20K fleet,. Best. 105 Badges. 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. S. Just be aware that I'm talking about fleets at/around Fleet Command cap, so ~8 corvettes per battleship. Leaders can also be appointed to the council in addition to and concurrent with their regular assignments. The problem in Stellaris is that every ship/weapon upgrade costs more than it is valuable. I use 2A/1S on my armor/hull-regen corvettes and split armor/shield even stevens on everything else. . 38. Stuck like chuck. - Savegame compatibility. 85 Badges. Sohei May 25, 2016 @ 5:13am. Really helps winning. Corvettes are useful since their high evasion lets them avoid being hit by heavy artillery weapons, but they are absolutely destroyed by carriers. 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. Some social techs, the ones which enhanced leaders previously. 1) command to find the id of leaders. Subscribe to downloadAncient Cache of Technologies: Extra Defines and Changes. I see why paradox caped evasion at 90% now. It only works against the crisis (Contingency, Unbidden, or Scourge). In detail: Nanite Fleets are small and have 3 types of weapons: - Massive RNG-gun on the mothership. Basics. Trade represents the transfer of goods or resources from one entity to another, usually with the intent of generating a profit from said transaction. You could have bonuses for tall empires, and maluses when exceeding the soft cap, so it is not worth colonizing too many planets. X branch. This game does a wonderful job of allowing us to tailor a sentient species how we wish. 0 unless otherwise noted. I put a 90% acc weapon on a Line ship (+10 acc) and gave it 2 Aux Fire Control modules (5 acc each). +20% Evasion +25% Shields +20% Upkeep : Flagships [edit | edit source] ENT: TOS: TMP: Pre-TNG: TNG: Post-TNG NX-01. 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 : My corvettes (and all my other ships as a matter of fact) have basically no evasion for some reason. Frigates are an advanced version. Use tweakergui debugtooltip (pre 1. If we look at the sections for defense platforms, Artillery gives 1 Large slot and Hangars give 1 Hangar slot. Crusader Kings II. However the nanite fleets look much stronger than they are. . That said, high evasion destroyers aren't that useful. Tracking reduces evasion. Evasion on corvettes is their best defense. The Fighter craft 2 has 5-13 100% acc and 90%. I can't express how fun the Leaders part of the new design is. Enterprise. Report. So they are boxed in like a Stellaris player, playing on a 1000 star system, GA, no scaling, who smartly chose to only run with 2-3 scouts and now he's boxed in by his neighbors. All cost reduction techs are capped at 5 levels, so it is not possible to reach 0 build cost or maintenance. We’ve heard your feedback on the leader cap, and we’ve softened up the penalties for going over the Leader Cap in 3. There are 2 ways Evasion can increase, Adding or Multiplying Thrusters and CPU are additive, Nearly everything else is Multiplicative. SuperluminalSquid • 1 yr. Noticed also that speed was super high, at 6k. LEADER_CAPACITY_BASE = 12 # Base leader cap. 2. . 9, exceeding the cap is less punitive. 0. 2 from Orilium Ore [its multiplicative to the post-shield cap total, NOT additive from the base]). Spithas Private. They’ll have an average 75% chance to hit, minus (evasion - tracking), to a minimum of 0, so tracking can’t grant extra accuracy. Cap is 90%. Devourin Swarms are Insane. However, evasion is up to 90%, and the formula for a hit is Accuracy - (Evasion - Tracking). The functional cap I do believe is 90%. Or, it's part of Paradox's ongoing struggles to make automation work. LHtherower • Shared Burdens • 1 yr. Stellaris is a sci-fi grand strategy game set 200 years into the future. ago. For swarms, it all depends on hitting the coveted 90% evasion cap. Any empire-wide evasion boosts you can get (Amoeba research project is the most common) Then you can get pretty high-evasion destroyers, pushing high eighties or even hitting the cap of 90. So if you have like psionics which give 15% to overall evasion, you build ships below 90 so they reach it with admiral. So, if the attacking ship has +4 to Tracking, that makes the Chance to Hit = 84%. I take you through every viable build currently in the game, why they work and the methodolgy behin. -Natural Engineers. Evasion isn't worth much on destroyers, if its worth anything. Does accuracy cap at 100 percent. Stellaris wiki has some good info on that topic. Leader cap is the best thing to happen to this game the whole time I've been playing which is over 2 years. I'd love to see in the ship designer all the math done right there. IIRC you can actually get >91%. I'd love to see in the ship designer all the math done right there. Does accuracy cap at 100 percent. Forum list Trending. I know that corvettes have no problem reaching the evasion-cap at 90%, and that cruisers+ can't get to relevant evasion numbers no matter what. A ship_size has a list of slots that can have sections attached to them. In theory it does also grant extra evasion, but as mentioned Corvettes will usually be hitting the cap anyways. Evasion - tracking. 로그인 상점. They are valued at an insane rate in trade negotiations and on top of that are infinite, but have a cap. 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. Easily one of my favourite space strategy games. Favors are broken. Accuracy x (1 - (Evasion - Tracking)) . This is separate from your Naval Capacity (shown at the top of the screen). . Does accuracy cap at 100 percent. I've cared more about leaders in the last couple of days of play than in the entirety of my Stellaris play since launch. 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. 2x regenerative hull tissue. Corvette have innate evasion % built in. Though ground warfare is necessary to achieve ultimate victory, landing armies is safer once the fleet has eliminated the threat of enemy vessels intercepting and destroying vulnerable troop transports. High evasion fleets neuter missile fleets compared to traditional weapons. They have 20-30 damage and 70% acc and 50% tracking and evasion. Remember to check it on a built Corvette. Yep, the component should be used for the regen, the admiral should have either the 33% disengage chance increase or the one that increases both fire rate and sublight speed, at least those are my top picks. However, evasion is up to 90%, and the formula for a hit is Accuracy - (Evasion - Tracking). 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. PeerawatZ/ShiRoz Stellaris Mod Collections. Yes, they let your Corvette move faster and get into firing range sooner. That way the part of the community that wants admirals to increase fleet cap can have their doom STACK(!) that has -100% ship fire rate and -100% evasion and I don’t have to see another post about admirals affecting fleet cap or else I’ll cry. 419K subscribers in the Stellaris community. Montu (youtuber) has done a bunch of simulations with various compositions. However, building a Titan requires the Apocalypse expansion, as well as a lengthy process that. Excess power for Advanced CPU & Autocannon upgrade (90+ power rating) Tier 1+ Missile Boat Corvette. 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. . Although I added the 2xSmall instead of 1xMedium because of the extra tracking they provide. 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. Low Tracking Ships will try to avoid shooting at evasive ships. Which makes this very difficult. Core components. 5 Defense platform cap. Stellaris Real-time strategy Strategy video game Gaming. Corvettes are zerglings (or rather marines, if we’re making Starcraft comparisons) of Stellaris, their main benefits are their sheer numbers, speed and surprising staying power (highest evasion in the game, plus if it does get hit by something serious most of the damage is essentially wasted as overkill). Stellaris' recent 3. Resilience. 4) of the game. Timing it for your third civic reform, which is also your general ascension point, will let you hit. Size, Ranges, and how evasion *should* work. Stellaris - [3. With all these new reworks, and bug fixes, and updates. 8, but going 2 or 3 or more over is supposed to be less punitive. Evasion seems to be hard capped @ 90% I ran a test with x10 BB with KA vs x100 unarmed vettes A + B fleets respectively. There's nothing wrong with an all-battleship composition. Gestalt Consciousness empires use nodes rather than council leaders. Mechanics [edit source]. 3 Base intel level. A ship is a spaceborne vessel controlled by an empire. Reduction of fleet size. Trust Cap -50 Trust Growth -10% Colony Development Speed +25% Pop Growth Speed +10%. Because in vanila Stellaris all that Swarmer missiles have is 100% shield pen, so they don't bypass armor. Maybe having the galactic community resolutions have an affect like "Hiring a Merc fleet increases your naval cap by X% of the fleet's size" Because right now hiring mercs almost always tanks your economy to the point that it can lose you the war, unless you keep your naval cap practically empty. The evasion cap is too small and tracking or accuracy is too easy to acquire. Paradox Forum. Are max evasion Destroyers the best ship design in Stellaris? Are they better than battleships? In this video we will find out! Lets look at how to assemble,. While bigger weapon slots on ships have higher damage and longer range, they normally also have lower accuracy. ANY amount of bonus evasion will always be better then amoeba's not attacking you. Then there is the one that decreases opponentsnshields by a substantial amount. Removed any mention of a 365 day calendar in Stellaris. May 23, 2013 104 174. Add a Comment. I have also noticted this. Excess power can get you around another 2%. The. PLEASE, just give us back the command cap per level, or remove command cap techs entirely and set base as 200, this is horrible. After that the side systems aren't really a threat and the factory system is impossible for the AI to. As I know evasion is caped at 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. Department of the Treasury’s Office of Foreign Assets Control (OFAC) is imposing sanctions on three entities and identifying as. Medium. Business, Economics, and Finance. Corvette has 60%, destroyer has 25%, cruiser has 10%, battleship has 5%. I really think evasion was programmed wrong. One thing I've noticed is that they simply crack out ships going way over their fleet cap. evasive: fleet retreats as soon as enemies appear. 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 is capped before tracking - there is no point in trying to boost evasion past 90%. Otherwise 95% accuracy and 100% accuracy would be pretty similar. Use tweakergui debugtooltip (pre 1. Ships being practically unkillable is kind of a bad thing for balance. E) You're in this to the win the war, not the battle, so make sure your fleets can escape if necessary. Subscribe. Fleet cap and navy cap also become limiting factors quite quickly (along with tech in general) so invest heavily in research. Make great raiders and. The empire build from that guide does seem pretty good tho. Substance Abuser. NSC makes carriers more worth running. Alright, it's been a "while" since I played (understatement) but this is what I remember doing roughly. Which is better depends on the target. Stacking evasion to 90% on Destroyers is valid mechanic and very doable, if you pick all right elements for it (e. 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. With all these new reworks, and bug fixes, and updates. If you had 110% evasion, and the enemy had 10% tracking, you'd have 80% evasion effective because it caps at 90%, and then subtracts the 10% from. Defender of the Galaxy does nothing against awakened empires. They aren't as cheap or disposable as frigates but last quite a bit longer. There need to be hard counter to missiles as they are a hard counter to shields plus have high accuracy and good tracking. ThePremiumSaber • 2 yr. After tracking (tachyon. 2): 1 - Admiral Pool Leader #1 ; 2 - Admiral Pool Leader #2 ; 3 - Admiral Pool. If you are going to use them, I would keep them in separate fleets. They aren't must grabs by any stretch of the imagination and 10 the leader cap limit is relatively fine considering you can easily go to 13 or 14 before the penalties outweigh the bonuses if you want a leader rush. If you're using Sapient combat computers then Picket Computer makes the most sense, as you're already hitting the evasion cap so Swarm does nothing for you. The option to build a starbase will now be available. In fact, you can even cap evasion on destroyers which makes them better late game in many situations. 0 unless otherwise noted. 9 "Caelum". We need to talk about "Picket" Cruisers: perhaps the best anti-Evasion ship in the game? r/Stellaris • Stellaris Dev Diary #303 - Stellaris with a Twist Community Event!As I know evasion is caped at 90%.