stellaris evasion cap. Thread starter StrangelySmooth; Start date Sep 21,. stellaris evasion cap

 
 Thread starter StrangelySmooth; Start date Sep 21,stellaris evasion cap 8

section_template – #Ship Sections. 21 Badges. So in your case it should only be an only an actual 13% chance to hit for every weapon. This for Gestait Consciousness Empires, can't confirm if same for others as I don't play other empire types. 9 ‘Caelum. This means that there’s a 67% chance of the shot connecting and doing damage. High Tracking Ships. EC is the real cap on amount of ships. Base 1, 1 more from edict, and 1. One can also add flak/PD Destoyer version to fleet if enemy using missiles/fighters. 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. Both the final numbers leave me at 54% and 40% Evasion respectively, which is still under the 90% actual cap, hence my curiosity. - Smaller long range guns, slight penalty. If the attacker's tracking is higher than the defender's. If I'm even remotely correct about how evasion works, then that means that corvettes are extremely op and there should be a counter to evasion such, as a temporary tractor beam or capable of disabling the engines. A well-designed 60k fleet should suffice. Best. 30. (Note: patch 3. For example, when you got a 40% evasion, a base 80 acc weapon would lose 50% of its DPS (from 80% to 40% acc). With all these new reworks, and bug fixes, and updates. There is also a cap on how many of these megastructures can be built simultaneously, which is 1 but can be increased to a max of 4. Maybe just add evasion at ranges more than 40? Ie, of range>40, evasion=evasion*range/40. The evasion cap is too small and tracking or accuracy is too easy to acquire. Enterprise-C. (Naval Cap/Energy) than a comparable fleet, otherwise they won't make sense even in the most specific circumstances. The MacroCanon's situation is that it offers L-tier anti-shield burst damage at a. Also, I do think there should be a flat boost to the repeatables for fleet cap to a max of 300. Also, I do think there should be a flat boost to the repeatables for fleet cap to a max of 300. I haven't played since some version in the 2s and I am having some trouble understanding how all of the 3. - Savegame compatibility. Titans are absolutely worth building, the fleet wide bonuses and the titan-specific weapon is really good. These include new negotiation mechanics for subject and overlord Empires, three new Megastructures, and three new Enclaves. Stop complaining about the people complaining about the new leader cap. Utility slot should be set to Afterburners for maximum speed. Tracking reduces evasion. 8 (aka "Gemini") was released on 2023-05-09 alongside the Galactic Paragons expansion. Now, it is off the charts fun. ask questions and/or talk about the 4X grand strategy game Stellaris by. I always thought that Stellaris should have something like a fleet control or academy on planets. So you'd take (raw evasion - weapon tracking) and if the result was over 90, cap it at 90. ThePremiumSaber • 2 yr. Since late in the game, it's possible to give corvettes their maximum 90% evasion with just impulse drives does this make afterburners and enigmatic. Usually it would be 70% or 90%. ago Before. Report. And I have 2 questions. 1; Reactions: Reply. Schmeethe • 3 yr. 00). 4 items. . Once you reach the point that you can hit the 90% evasion cap without swarm computers (which usually means hitting only about 75%- 82% in the ship designer, because you can squeeze another 10%-15% out of Flagellating Movement + Gale-Speed/Mercenary Admiral, and the external bonuses are one of the few things that stack multiplicatively rather. Originally she lost her psychic trait, but when another empire with my species as founder ascended she regained it. Make some more fortress worlds if they are available. I've noticed this as well. Go to Stellaris r/Stellaris. I have a modifier called 'Enhanced Ship Speed' which adds +15% Evasion and +15% Sublight Speed. 3. I have tried removing the evasion cap. I've cared more about leaders in the last couple of days of play than in the entirety of my Stellaris play since launch. Psionic admiral gives 15% evasion, so from 80% you get 12 bonus, but cap is 90. Ships are classified into civilian and military vessels, the former being controlled individually while the latter form fleets. Subscribe to downloadAncient Cache of Technologies: Extra Defines and Changes. Ships will take a bit longer to build, be a bit more expensive, and a bit more powerful. Admirals are twice less likely to die in combat. With all these new reworks, and bug fixes, and updates. 23 =. As I know evasion is caped at 90%. No. Members. ago. New posts. I think living metal is honestly kind of overrated. In the late game it's super easy to cap evasion on corvettes. In terms of content, we can expect additional "changes to leader traits and some of the. ago. 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. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. The problem is once an ai claims another, they get a negative opinion…Mercenary Enclaves are a late-early game investment. 9 x . If you have a 50% armour piercing weapon, that armour becomes 45% effective, no matter how much over 90% you had in excess armour. Description. During the Chosen One Shroud event, his name showed up. This game does a wonderful job of allowing us to tailor a sentient species how we wish. evasion, hull, hull_damage, hyperlane_range,. Small. That bonus evasion is not needed to reach the 90% evasion cap of corvettes so it is useless. Corvettes can’t really win, which is sad because they should be the scissors in the rock-paper-scissors trio. And in this case I actually believe that a single corvete can avoid being shot down for years, if stars align and RNGesus blesses. WilliamTheIII Second Lieutenant. Component. These three things are then used by a ship_design to formulate a complete ship. New game needed only for civics - Compatibility with "Unique Ascension Perks". Example of console command: "add_trait_leader 4 leader_trait_adaptable". Tracking means how good a gun is at predicting where the enemy will move next and adapt accordingly. The military power calculation is calculated based on 0% tracking so it thinks that a 100% evasion corvette is godlike. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter:. +20% Evasion +25% Shields +20% Upkeep : Flagships [edit | edit source] ENT: TOS: TMP: Pre-TNG: TNG: Post-TNG NX-01. 3. It makes all your pops generally good at everything, let's them live anywhere, etc. Evasion of Menacing Corvettes. The attacker's counter to evasion is Tracking. 95% and 100% evasion corvettes have insanely high military power. Later on carrier battleships replace cruisers with 50% more overall hanger slots, and with carrier computer type they do even better against smaller ships. Remember to check it on a built Corvette. 5 Defense platform cap. Edit: in your example chance to hit is 80. Each star fortress can give (4+2)×6= 36 capacity. If you cap. reduction modifiers divide an amount of a resource or attribute by a set amount. Inglorious_Muffin • 6 yr. Once a battle is initiated, both fleets are committed to the encounter until one side retreats or is destroyed. The name of a leader can be changed at any time by. Destroyers can fit a bit more shields on, but still no armor worth using. Forts can't evade. I just can't find a reason to build this ship type, yet AI insist on building lots of this useless thinginto my federation fleet. Evasion isn't worth much on destroyers, if its worth anything. 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. +5% Evasion, +25% Engineering Industry- Organic Silicon Processing: Minerals from Farming Jobs +4, +25% Engineering. How Battles Begin. You can encounter them, but then wait to also find. They can protect your battleship fleet from torpedo corvettes. Enterprise. a battleship costs about the same. 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. The 3rd way is to get the Lost Amoeba anomaly BEFORE you finish the first contact process with Amoebas and adopt Bubbles Euka, and this is available to all empires that can take that option. Aux: Regenitve Hull if at 90% evasion, otherwise afterburners. Shield components now grant +50% more than before, but regen remains the same. This only gets you to around 86% evasion. Evasion Regular: 0-99: 0: 0: 0: Experienced: 100-999. It also adds a fully populated stellarite tier of buildings. Devouring swarm increases naval cap by default, the only other hivemind civic that increases naval cap is subapace ephase. Everything did go according to plan, with the patch going live on September 12. 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. This is the best shield dps a corvette can do. . Noticed also that speed was super high, at 6k. A ship_size has a list of slots that can have sections attached to them. Tracking negates evasion, so no. 1) or debugtooltip (1. I take you through every viable build currently in the game, why they work and the methodolgy behin. Menu. With the aforementioned common 75% in bonuses, those 2400 become 4200, more if you can stack further bonuses. Is evasion, adjusted by weapon tracking, subtracted from the weapons accuracy and a single calculation then. 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. This article is for the PC version of Stellaris only. Stellaris Wiki Active Wikis. Naval logistics offices give 2 extra capacity to each Anchorage on the station, so the original 4 + 2 comes out to a 50% increase. Big weapons have little to no tracking, meaning they do get the full. Ok I. I believe 90% is the evasion cap for any ship. Build fleets in a 1:1 ratio to each other. 400K subscribers in the Stellaris community. Launcher. The Fighter craft 2 has 5-13 100% acc and 90%. The influence cost is a base of 75, multiplied by the number of hyperlane jumps, including bypasses, between the target systems and the empire's closest owned. Excess power can get you around another 2%. paradoxplaza. In 1 collection by Chirumiru ShiRoz. I haven't played that much Stellaris in a while but I played my first game of 3. SirVandal Necrophage • 3 yr. ago. You and the AI (or human) opponents are in a race with the same bear. 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. So then the only thing I can guesstimate is that if the +1 to Chance to Hit was applied instead of the +2 or +4 to Tracking, it would go something like this: +X CtH Bonus (Chance to Hit = Accruacy - (Evasion - Tracking)) (90% - 1 (70% - 60%) = CtH) +1 CtH B. Missiles have better tracking, giving them an edge against high-evasion targets (corvettes). . Assuming L-Lasers (aka: 5% tracking), your breakeven point with Tachyon Sensors is 45% evasion. Basically, you cap Evasion at 90% at the time of firing, not before tracking. Meanwhile, admin buildings, but even then it will probably be over the cap until you get new tech. Missiles feel really hit or miss. R5: it is now possible to have 90% evasion cruisers! You need admiral with guerrila tactician (50% evasion), titan with Ancient target scrambler (+5 flat evasion), subrefuge tradition (+5 flat evasion), boon of the shroud (+40% evasion) and streamlined algorithms (+10% evasion). If you are going to use them, I would keep them in separate fleets. or. I've cared more about leaders in the last couple of days of play than in the entirety of my Stellaris play since launch. Go to Stellaris r/Stellaris. Otherwise, use NSC and run 18 fighters on a single ship, 27 on your flagship, and laugh. How Hit vs Evasion work is a little unsure. 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. Evasion - tracking. In the meantime I found a bug. R5: A 90 evasion destroyer, attained through extreme luckiness. After tracking (tachyon. Thread starter nightraven1901; Start date Oct 29, 2022; Jump to latest Follow Reply. 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. 95% and 100% evasion corvettes have insanely high military power. Medium. Can't remember which ones and the wiki doesn't specify. To meet this requirement without a chosen one admiral you also need to have gotten the Neural Symbiosis event and made your pops brain slug hosts. 0 was only released as a beta, making patch 3. Well that's the start of an idea, if I know forums. 4 "Gemini"! Please see the patch notes for more details. 2): 1 - Admiral Pool Leader #1 ; 2 - Admiral Pool Leader #2 ; 3 - Admiral Pool. Even with 50 normal fortresses (100 jobs) you get 1050 cap, which is the equivalent of ~130 battleships, or 5 full fleets. Leaders can also be appointed to the council in addition to and concurrent with their regular assignments. Otherwise, use NSC and run 18 fighters on a single ship, 27 on your flagship, and laugh. 4 items. As I know evasion is caped at 90%. I want some advice on how. Because in vanila Stellaris all that Swarmer missiles have is 100% shield pen, so they don't bypass armor. Stellaris Real-time strategy Strategy video game Gaming. Evasion +10% Sublight Speed +15% Leader Level Cap -1 Research Speed -20% <Uncontrolled Birth Rate>390K subscribers in the Stellaris community. States the average damage output is ~ 40 vs ~30. Component bonuses: * Sapient picket computer: +10% * Enigmatic encoder: +20% Repeatable techs play a role. Lots and lots of soldier jobs, plus the usual things like traditions, edicts, perks and tech. Reply. Obviously to each individual weapon on the ship. I really think evasion was programmed wrong. Select a construction ship and right-click the system in the galaxy map. 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. Psychic gives + 10% ship weapons damage, and evasion 15%. However, the Auxiliary Fire Control is always a strong option. I do still use destroyers, but as a reduced role of a highly efficent point defense to counter those. PeerawatZ/ShiRoz Stellaris Mod Collections. It can however be used without. 0 unless otherwise noted. The fleet power calculation bugs and cannot handle it. it's probably a bad idea, and there's. 50 navy cap is feasible, & command cap is likely to be 50 also. As for the indicated maximum and minimum ranges, I would. This is a problem. You see, they cap out at 10 favors, meaning you can only have a max of 10 favors to collect or to give to or from another empire. Evasion on corvettes is their best defense. com]. Smaller ship frames have higher evasion. X branch. With the amount of HP a Behemoth Planetcraft has in the Gigastructural Engineering and More mod, I'm thinking of speccing it for speed - stacking % bonuses from Advanced Afterburners would give it a fair amount of NYOOOOM. Tracking means how good a gun is at predicting where the enemy will move next and adapt accordingly. Some social techs, the ones which enhanced leaders previously. Make great raiders and. 1. You can read the full patch notes on the Stellaris forums! Free Improvements. For corvettes sapient is better if it doesn’t take you past the evasion cap, but if you are already past the evasion cap (which you very likely will be with Admiral traits and other ship upgrades) precognitive is strictly better. No corvettes are not useless in endgame, but you need to use them wisely, and in force. 9 “Caelum” update brings with it bug fixes, improvements to Gameplay, Automation, Performance, and. Subscribe. In 1 collection by Chirumiru ShiRoz. . All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. r/Stellaris A chip A chipThe Stellaris Command Limit is just another phrase for how big your individual fleets can get. 8. 9 “Caelum” update brings with it bug fixes, improvements to Gameplay, Automation, Performance, and the Leader Cap, on top of adding new content for many of our previously-released DLCs. Advanced shields require Strategic Resource to make. Leader Cap Rebalance. 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. Example of console command: "add_trait_leader 4 leader_trait_adaptable". This thread is archived. +20 Years Leader Lifespan if not robot. And for the record, here is how i structure my fleets: Battleships focused on artillery and tanking damage. 85 Badges. Wiki. . Does accuracy cap at 100 percent. Second, as accuracy and evasion are additive, not multiplicative (Hit rate = Base Acc + Acc bonuses - Enemy Evasion), the smaller the base Accuracy is, the more sensitive to Acc Bonuses and enemy Evasion the weapon is. 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. High Tracking Ships will target high evasion ships much more often. Evasion shouldn't be capped at 90. . The modifier is shown in the government tab and the only other modifier i have is Amoeba Extirpator which adds +20% damage vs space amoebas. 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. Just swap the artillery core for the carrier core and leave everything else the same. You can reduce empire size through planetary ascension, certain traits, certain governmental setups, and certain traditions. I believe 90% is the evasion cap for any ship. 0. Differences between Swarmer and Missiles lies in their differences in damage and evasion. For the swarm one, you mostly use it for corvettes and the difference is that precog has higher sublight speed while the sapient has higher evasion. My battles were always as a militarist with no retreat policy, this way you have less casualties cause their ships die faster. BadAtVidya92 • 1 yr. In 1 collection by Chirumiru ShiRoz. add modifiers add/substracts a set amount of a resource or attribute to a scope. 9%. Evasion is directly subtracted from accuracy when calculating hit chance, and corvettes can pretty quickly hit the 90% evasion cap with afterburners and decent engines. If you double your leader cap, xp gain will be zero. naval cap does not really matter. Stellaris 3. If you then give it another module that gives +100 base evasion, the final evasion is now 220. 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. If your evasion is higher than the enemy's accuracy then you can't be hit at all, at least not by that weapon. So after you give another empire the max amount of favors, they should lose their value. The military power calculation is calculated based on 0% tracking so it thinks that a 100% evasion corvette is godlike. I generally prefer the precog interface. This government is a spiritualistic form of democracy, where a religious council supervises the democratic process and serves in an advisory role. Gestalt Consciousness empires use nodes rather than council leaders. Add a new Industrial Designation for colonies in Stellaris. 9) quite a lot. Does accuracy cap at 100 percent. Ships' combat behavior is. However, there are some situations where it's still decently strong. Thread starter glee8e; Start date. Does accuracy cap at 100 percent. I will use destroyers. 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. Description. This is before introducing Shield repeatable. Open menu Open navigation Go to Reddit Home. Shields balanced with armor, shield capacitor and regenerative hull tissue as auxiliary slots. 4 items. When you research the special project to identify them, you are usually presented with a few options as how to approach them. 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. This also skews your "power vs small" since H slots have 100 Tracking and absolutely shred high evasion targets. Ran the command to research all techs and managed to get evasion up to 0. Description. . 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. Flak does less damage per shot, in contrast, but is far better at tracking, which makes it better at destroying highly evasive targets. Tracking depends on the weapon size and type, computer and sensors. I'd love to see in the ship designer all the math done right there. T. This ACOT Submod make changes to various defines and vanilla repeatables to make Stellaris fit with ACOT more. There are three types of modifiers. 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. Yes, they let your Corvette move faster and get into firing range sooner. Ship. NSC makes carriers more worth running. corvettes with 40% evasion: 51% hit rate corvettes with 20% evasion: 75% hit rate. This article has been verified for the current console version (3. . evasion has a different hard cap for each ships type and is dependant on your engines/aditional thrusters. I don't know if my build had anything to do with it, but I was playing as Fanatic Xenophile-Egalitarian Master Crafter Ringworld. E) You're in this to the win the war, not the battle, so make sure your fleets can escape if necessary. All cost reduction techs are capped at 5 levels, so it is not possible to reach 0 build cost or maintenance. Space fortresses are useless because they have no evasion. So here we get a CtH of 75 – 8 = 67%. Like, even my BB's with shield cap. So civics and species traits that offer it are pretty worthless in most situations now because 10 is such an easy number to hit with tech, traditions etc. Shields can be stacked higher than armour. Alright, it's been a "while" since I played (understatement) but this is what I remember doing roughly. With other empires, there are mitigations for Empire Size with Bureaucrats, but I don't see them applying to Coordinators for Machine Empires (Uplink Node). This gives a 3:2 ratio, and is roughly balanced with the 3 L weapons being better against low-evasion targets and 2 H weapons being better against high-evasion targets. Those were the two key parts of the strategy- cannon-fodder ships and not minding losing them- but crisis level 3 gives 50% ship build rat and boosts menacing corvette evasion (nice) and withdrawal (functionally useless here), while level 4 gives 50% ship weapon damage. • 5 yr. What this means is that, for example, if your fleet takes up 50% more naval capacity than your empire's total naval capacity, then each of your. Trust Cap -50 Trust Growth -10% Colony Development Speed +25% Pop Growth Speed +10%. Like, even my BB's with shield cap. Stellaris. Obviously to each individual weapon on the ship. R5: it is now possible to have 90% evasion cruisers! You need admiral with guerrila tactician (50% evasion), titan with Ancient target scrambler (+5 flat evasion), subrefuge tradition (+5 flat evasion), boon of the shroud (+40% evasion) and streamlined algorithms (+10% evasion). Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning). Stellaris: Suggestions. Industrial Designation. Adventurous Spirit. The only way that missiles could have 100% accuracy is that it's a 0 in the equation for calculating whether a shot hits. This building, dependend on tier and pops, increases the cap. 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%. 1) or debugtooltip (1. - Smaller long range guns, slight penalty. Even better up against no retreat fleets. Edit: Quick search to. – All supporters. 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. Enigmatic Encoder. This is separate from your Naval Capacity (shown at the top of the screen). May 15,. Trust Cap -50 Trust Growth -10% Colony Development Speed +25% Pop Growth Speed +10%. Take exceptional care when designing fleets and takes into account their stats first. This only gets you to around 86% evasion. Having two titans in this fleet or in one engagement makes you likely to dominate. lol It depends on the ship behavior type you select. Leader Cap Rebalance. 2. The 3rd way is to get the Lost Amoeba anomaly BEFORE you finish the first contact process with Amoebas and adopt Bubbles Euka, and this is available to all empires that can take that option. Can anyone tell me what “chance to hit”, “chance to evade”, “tracking”, “evasion”, and “accuracy” are, and how they all relate to each other? Title says it all… I can’t find clarification on those stats anywhere Related Topics. conflare. R5: A 90 evasion destroyer, attained through extreme luckiness. I'd love to see in the ship designer all the math done right there. The evasion on the ship designer doesnt include all the bonuses. With how many tracking bonuses there are easily available in game it is very possible to reliably hit a 90 evasion corvette with a spinal mount weapon. The flesh is weak, as a perk to get cybernetic, is not worth it, but as a way to get to synth ascension it is. I haven't done combat testing to verify wether it's a typo or it's the real stats. -At least one or two of the new traditions increases the caps. -Intelligent. Does accuracy cap at 100 percent. 296. Removed criminals providing trade value in some cases. Call of War: World War II. Missiles, and you’re gone. • 6 mo. 3. – #Global Ship Designs. You could have bonuses for tall empires, and maluses when exceeding the soft cap, so it is not worth colonizing too many planets. I believe 90% is the evasion cap for any ship. 8.