Advance time day by day, and note that armour on the damaged ships tick up by a bit less than 2 per day (2 on most ticks, 1 on a few) and hull by less than 1 per day (looks like about half that, but let's look closer). Stellaris Wiki Active Wikis. The L-Cluster is a cluster of stars located north-east of the galaxy and entirely inaccessible through the regular hyperlane network, experimental subspace navigation, or jump drives. Maybe have active-variants of defences for all weapon types and retain the basics Shields and Armour. I have done it several times. The ship dies when the hull hits 0. Cerebral Daemon Jan 5, 2018 @ 9:23pm. In this video I test out the new Armor Hardeners which is part of the new 3. Armor and shields should have alot higher numbers than hull - because hull is the important thing you want to protect with armor and shields! Otherwise penetration weapons, like the new missiles always will feel useless. Russia started the war using battalion tactical groups or BTGs, a formation of 800 or so men equipped—in theory—with armour, artillery and air defences. utility and armor components require higher. 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. Most warfare is settled through space combat. 50, vs Gamma lasers at 6. NERA advantages over explosive reactive armor (ERA) are its inexpensiveness, multi-hit capability, [1] and ease of integration onto armored vehicles. Most warfare is settled through space combat. Missiles can be useful in that they ignore shields, but since they have issues with travel times and being totally negated by PD, they are usually not worth the bother. A. The main idea is to try to break up the Unbidden fleets and take on each stack one at a time. Thread starter Lazerus Artificial; Start date Jun 3, 2016; Jump to latest Follow Reply Menu We have. That isn't worth the cost on a frigate, but keeping a Titan or jug alive is a big deal, plus you get pulse. Volatile Reactive Armor: 1 Volatile Motes +25% Armor hit points By enhancing our ships' armor with a reactive component, our ships are able to absorb more damage by reducing incoming. 311. Stellaris > General Discussions > Topic Details. Looking for a complete list of working cheats for Stellaris game? Our site contains all the existing codes and various tricks. In the wreckage on a small shard of the world, a lone figure sits quietly tending a small seedling growing between the rocks. While its main objective is to inform high-level policy decisions, this document should also be of interest to a wider audience, including armor technologists, acquisition executives, force structure planners, and land warfare strategists. Just remove any components giving hull regen. Armor is my focus because it is much easier/reliable to get the tier 6 version (artificial dragonscales). Civilian armored vehicles have a ballistic. As for regen hull, well if you have ever watched a firefight in the slower speeds just for fun you can see that during a firefight the damage will outpace the hull regen so in my opinion stacking these is. Armor/shield hardening is a counter for weapons that bypass that defense. Once you have the console open, you can enter any of the below codes to get the desired cheat to activate: activate_all_traditions – Activates all Traditions. Living Reactive Armor: 30 1: 25 +25% Armor Hardening: Threads of living metal react to incoming fire, rearranging itself to better resist penetrating weapons fire. ago. If you can, research more advanced. Armor components now grant twice as much armor as before. Reactive armour is a type of vehicle armour that reacts in some way to the impact of a weapon to reduce the damage done to the vehicle being protected. Shields are however weak to guns cause they paint the gun bullets yellow, so they mix with the blue shields to create green damage bubbles. In terms of raw numbers, Neutronium is better. Lasers tend to have slightly better neutral damage, accuracy and tracking than plasma with -50% to shields and +50% to armor. BETA: Shield Hardening. activate_tradition [tradition id] – Activates a specified Tradition. Armor is generally the better of the two, but it can depend on the AI's ship designs. Neutronium also has the advantage that it heals slightly faster with regenerating hull, and there. Content is available under Attribution-ShareAlike 3. Thread starter Lazerus Artificial; Start date May 21, 2022; Jump to latest Follow Reply. Sends a diplomatic command from the target to the player. Shields are able to because the energy dispersal is spread evenly along all layers of shields. Crafting Reactive Armor Catalyst. 85 -1 = 1. ENERGY WEAPONS. hardening * total. In 1. • 3 yr. This fan production is not endorsed by, sponsored by, nor affiliated with CBS, Paramount Pictures, or any other Star Trek franchise, and is non-commercial and intended for recreational use. If they are using shield damageing weapons or torpedoes that ignore shields, armor is more viable. 0/1 arguments filled. Cost more. component_template – #Components. The explosive reactive armor module mod!™ Tired of your tanks getting blown up by panzerfausts, bazooka's and other light anti tank weapons? Are your newly lend-leased tanks missing that little more protection that they so much deserves? Then this is the mod for you! This mod adds: ERA module; More ERA modules; EVEN MORE ERA. Ironically, there is an advanced armor option known as Dragonscale Armor. In this video I explore the effe. 1005ES / 80 Cooldown Recovery for Guard Skills / Molten Shell on 1. Shields can be stacked higher than armour with. The only fix for this is to lower the number of total armies in your empire, including defensive armies. Generally you should mount a higher ratio of armour anyway. Yes, shields will regen and so will your armor/hull if you have the appropriate resources/tech/items. 5 Stellaris Tech Id List – J to P. As you’re doing that, send in. Energy weapons can be divided into 4 categories: Anti-Armor, Anti-Hull, Anti-Shield and Penetrating. They won’t change, their strength is the same at day 1 and day 365. 67. But wait there's more. Hull vs armor vs shield: Most of the weapons has extra dmg against the shields and the armor mostly. 6 combat rebalance update. The planet has shattered into millions of shards, spinning in a silent void around the rapidly blackening star of Ro. Jump to latest Follow Reply. This page was last edited on 7 February 2022, at 03:20. 4 Stellaris Tech Id List – F to I. Thread starter HFY; Start date Jul 12, 2022; Jump to latest Follow Reply Menu We have. Negated and weakened outright by Pulsars and basically every enemy system with a starbase as AI loves to build the anti shield module. – #Global Ship Designs. They could just use the anti-hull torpedos and autocannons and shred your ships. Jump to latest Follow Reply. Description The Ultimate Sci-fi Army Pack is an upgrade of my previous mod, Better Army Types. View this video if you want to see just. Marauders are nomadic and militaristic FTL societies that have eschewed planetary dwelling in favor of living on ships and stations, subsisting largely on raiding each other and extorting tribute from settled empires. i. If they are about to die, they behave the same as if. The defense armies will need 50 -100 days (on paper and in their prime) to beat the cybrex warform. 3 What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia, Leviathans Story Pack, Apocalypse, Megacorp, Distant Stars, Ancient Relics, Lithoids, Federations, Nemesis, Aquatics, Overlord Do you. These three things are then used by a ship_design to formulate a complete ship. Always running out of energy. 4 per Pop per bonus 10%. Threads of living metal react to incoming fire, rearranging itself to better resist penetrating weapons fire. You can only get it by owning the dragons hoard planet. Whereas Naval Capacity determines how much ship power your entire empire can control overall, your fleet Command Limit determines how much each individual group. 50, vs Gamma lasers at 6. There really isnt a which one is better, its which one is better in this specific situation. Credits: Steam. But the opposite will be better in all other situations, and there are more of those than pulsars. Just look at the fleet itself and look at the first two numbers under the fleet name. 8, the author of that patch mod wrote, "as it is much more simple to add compatibility to the buildings and modules since Stellaris 3. #1. ago. Mods Early 2022. Stellaris Wiki Active Wikis. The AD-1 was upgraded with the new V-46-5M engine from the T-72. Sacrifice influence and a district slot to add specialist jobs. I tend to balance between both, but you can also over-emphasize one or the other depending on tech unlocked and weapons your enemy is using. 60 armor will reduce hull damage by 50% against 0% armor penetration, or 25% against 50% armor penetration. And no, if you make more alloys than you have the naval cap for, its more effiicent to just go over cap and use those resources on more ships, or build some. Ships are classified into civilian and military vessels, the former being controlled individually while the latter form fleets. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. Xenomorphs. Description Can't place reactive armor in ship A slot Game Version 3. Homeworld: Conquest Jun 30 2022 Released 2018 Grand Strategy A total conversion mod for Stellaris set in the Homeworld universe. This rift leads to a bleak prophecy of the end of existence. While neutronium is extremely dense, simply having it on a ship might not produce an enormous gravity. First up: welcome to Stellaris and the community. Report. 1 just as Arc, Proton Torp, Flak, Artillery and Swarm). The ship has only 50 hull left. This was an improvement over Kontakt-1–which used an add-on array of explosive filled shingles. Armor is still very effective at countering them than shields. The scourge has cropped up, and I had 200k fleet power spec'd for 100% armor with armored torps, neutron launchers, and plasma cannons, with scouts fighters, PD, and flak. If a ringworld is built inside the L-Cluster, the uninhabitable sections. The shields make sure my ships dont get chipped down with multiple fights and the extra hull really is worth it if you meet a. If you had it, all your ships will regenerate armor and health even if they didn't have special modules. . Dragon Breath, Faster Than Light (instrumental), and Infinite Being are runner-ups. Universal Wasteland Expansion sets out to expand the world of Kenshi in many ways. I recommend the Extra Ship Components mod, it adds an upgrade version Repair Drones which consumes a bit of power but gives a percentage repair. I am probably not going to even boot this game again. ; About Stellaris Wiki; Mobile viewIronically, there is an advanced armor option known as Dragonscale Armor. Thread starter CocoCincinnati; Start date Dec 17, 2022;. The technology for reactive armor (tech_armor_hardeners_1) has Exotic Gas Refining listed as a. Speaking of titans. com] "Extra Ship Components" aims to provide an extended and expanded technology tree, adding advanced weapons, shields and armor. In conjunction with the in-game tutorial, this beginner’s guide serves to help new players learn the basic mechanics of the game and provide. Welcome All Jumpers! This is a Sister subreddit to the makeyourchoice CYOA subreddit. Edit: the fleet composition I used (mix of all ships) works fine loaded up with weapons detailed below. Space warfare. cake_flattener5 Corporate Dominion • 11. 2 Erudite - Intelligence 2. If you mean by penetration resistance, then yes. They have their own armor - which is weak 2. 8 armor/day (round to 35 to make math easy). I think I've heard 1/5. Donning a specialized custom cyborg body,. r/Stellaris. Reactive Formations 90->112. If i recall And armour rating of 150 or 160 is the amount one would stop at due to that being the "limit" in which armour will be at its max. 3 'Cepheus' release of Stellaris. Second level plating is awsome, but hard to find. 8. 6 update). The way they work is that any damage you take is subtracted from shields first, and only when all shields are gone, armor will be damaged. Shield hardeners are a new defensive technology in the upcoming 3. They affect various aspects of pop behavior, such as growth, migration, faction attraction, and resource output. 25x1. These IDs are usually used with the research_technology tech ID command. What is Explosive reactive Armour. )DS adds one of the most advanced Nomad-origins of Stellaris. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. A complete and up-to-date searchable list of all Stellaris technology IDs. I'm not sure of any way to count how many armies are in your empire, or at what point the overflow triggers, but if assault armies no longer appear. Playing Stellaris and EU4 Links updated for new forum March 31, 2015 Download the Fix-it-Yourself Pack for HoI. . Agonarchartist. Armor provides an anti-kinetic layer of protection, based on the type of Armor component added, and tech bonuses. I think the only guarantee from killing the drake is a system with a lot of minerals/energy and the relic. It lacks the bonus to hull damage lasers have. ago • Edited 6 yr. TLDR; Armor is better than shields the vast majority of the time. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. This is a very important thing to note because nanobot clouds give a %hull repair from. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. 3 and was established from the information. Your ships are armed with missiles, and you run Volatile Explosives/Volatile Reactive Armor when you declare war (which is as often as possible). His name was derived from the wind condition that occurs in Southern California. ago. 310 AP has no chance of going through the lower plate or superstructure; I had to load 395 apcr to contest him, even less effective as the player immediately activated reactive armor. Is Regenerative Hull Tissue worth it in Stellaris? Are there other options that are better? Should we only use starbases for fleet repair?Lets dive in and fi. I never seem to have enough and I have no idea how to stay in the black. If you know your enemy is using missiles, you run as much PD as you. Sacrifice influence and a district slot to add specialist jobs. A ship with 1000 hull/armor/shield with 50% shield hardening when fired upon only by missiles will die in exactly the same amount of time as the same ship but with 100% shield hardening. 1. 4 Stellaris Tech Id List – F to I. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. If it was a one-off cost of living metal to build it, the bonus should be smaller than if it was an upkeep cost. You can also use it against enemies who use only disruptors: one reactive armor and one shield hardening should divide their damage effectively against multiple sources. Shields are more cost-effective than armor, which makes corvettes cost more alloys Use a Swarm computer setting, for an evasion bonus, as you get no bonus evasion from Picket setting (lowering survivability more than keeping a 30 range distance)FreeMe May 12, 2020 @ 3:27pm. The second number is your Command Limit— which should the same for all your fleets in that round of Stellaris. They cannot be built in orbit of a celestial body that has an. I personally play cooperative multiplayer and that’s the most of it. Extra tips: + bigger gun -> bigger dmg. 6 update. There are only three small slots to work with, so things aren’t too. First level crystal plating is okay. . 2 thirds armour 1 third shield. Returning Player Armor Hardening. . 6. They don't take up naval cap, they can be configured as speed bumps and reactive armor to protect the station (point defense standard platforms, ion gun platforms + range module in station), and their armor can be improved through rare techs. What is better depends on the enemy in question. This densely-slatted secondary. For the purposes of the simulation, it was scaled because the comparative simulation was perf. The RPG-30 has 105mm tandem warhead reckoned to be capable of penetrating over 650mm of steel armor behind reactive armor. We also need nobility clothing. Tier 1 – 3 are typically unlocked near the earlygame to the midgame Tier 4 – 5 typically near to after endgame. You deal 3. The huge amount of armor prevents proper FOV for the driver and navigator. It adds +40%. Regen bug kind of out off control. 00, accuracy: 100%, tracking: 0%, range: 0, average damage: 1000] I use a bunch of mods but i dont know which on does this. But you can shrug off kinetic artillery and auto cannons. Once you have 10-20 repeatable. 4. They're like 40k bolter rounds. Weapons aside, I usually go with 5 small/small, 5 medium/medium, and 10 large/large. Power Armor is a very specific application of powered exoskeletons, in which the skeleton supplies the strength to move in armor that a normal man would collapse under. Simply, shields grant total damage mitigation in a small pool. Losing hull points but not armor points [SOLVED] I'm looking at fleet that just survived combat almost entirely intact, no lost ships, shield percentage is already 100%, armor value is 100%, BUT the hull value is 97%. Stellaris - [3. S. Turn conquered pops into. Copy. Based on pre-2. Unfortunately no, the dragonscale armor is tied to an event after place a mining station over the dragons hoard, if it doesn’t happen after the meantime you can delete the station and rebuild it until the event fires. [OUTDATED]. Through illogical space magic the 'mass reactive' warhead of a bolter shell somehow knows when it has penetrated into a target, despite targets having wildly varying outer layers ranging from all types of armour and clothing to bare skin which can also be of wildly varying density and toughness, and. 8. Originally posted by Danny: Careful with the event, pick the wrong option and you just get some minerals. Volatile Reactive Armor : Add Reactive Armor, no mote cost : - +10% Armor hit points Add Advanced Reactive Armor , mote cost : - +20% Armor hit points Other Changes :. Lasers now strip shields and struggle against ablative armor (dealing EM+thermal damage). Koweezo. Most warfare is settled through space combat. The game was good though. Megastructures are colossal constructions. IF the Proton Torp would actually be a T3 Missile-Tech, then. section_template – #Ship Sections. Gun batteries. You should still need to refer to the complete description of the research in the objective based sections to get a full overview of the other bonus and penalties of this research. 60 armor will reduce hull damage by 50% against 0% armor penetration, or 25% against 50% armor penetration. The world of Norrath lies in ruins. A ship_size has a list of slots that can have sections attached to them. However 100% hardening is not necessary unless you are making some supertroll late game multiplayer build. These images also show the M1A2 equipped with both Trophy and the new Abrams Reactive Armor Tile (ARAT) kit mounted on the tank's flanks and skirt. Stellaris. If you use armor-shield piercers to bring it to 0 while the armor and shield are at full, the ship still dies. The only logical explanation is that your empire are dressing up their mascot with totally cute armor and totally pretty crystals made out of whatever spare materials they have, and feeding it its favorite Exotic. 5. Prefer weapons that do increased damage to one layer of defence and hull over weapons that target just a layer of defence. •. We could have had some interestign things with 90% evasion vs 90% armour damage reduction playstyles. the problem I always had with crystal armor is the fact that you're ships get worse the lower you're hull points get so adding more armor before they start hitting the hull is better then adding hull points. Generally this is what you need to do to get 100%, Four would get you 80% + 25% from living Reactive armor (15% for the Reactive armor) netting you the 100% needed for full armor hardening. e. This means youre amount of hull points are still fairly low compared to say the max 8 to 9k hullpoints you could get with a battleship. Strategic resources are rare resources required to both build and maintain advanced buildings and ship components. Unorthodox manufacturing techniques allow us to closely emulate these self-repairing structures. Winning battles across the stars is about adapting to the enemy's loadout and. A complete and up-to-date searchable list of all Stellaris technology IDs. I have both the K13 Engineering DOff, as well as different quality Research Lab DOffs, but none of them are populating into the DOff slot for the project. They are valued far more than the common basic resources. 05% hull and 0. 33 Badges. Regen definitely helps in battle, but you won't notice the numbers. Damage +100% Bulwark Tier 3 +75% Bulwark Tier 2 +50% Bulwark Tier 1 +50% Bulwark with A Voice for All Resolution +33%Description: A singularly developed mod with one vision and executed by one person. The area provides access to several key points, including: additional research capabilities, strategic resources reveal, point-defense & energy weapons, improved FTL capabilities, improved energy production & storage, and more. It's useless (but expensive, so maybe not that useless. You can also use it against enemies who use only disruptors: one reactive. Nov 16, 2023It's good against the prethoryn, who wreck your shields and have partial penetration against armor. If you're going for clone ascendant, you really don't want to be slavers on top of that, otherwise you're just locking yourself to 5 planets until you research synthetics. 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. The mod might not mention it for some reason, for example because it is not available to the player, or it might fail to mention it as an oversight. Space warfare. How any hitpoints per armour point? Its the same as the cost effectiveness for T1. the wiki claims that armor penetration directly affects the damage reduction, not the integer armor value that is translated into damage reduction. Shields in stellaris can even regen in combat as long as the particular ship using them isnt shot at for awhile, which admittedly is fairly uncommon but. Originally posted by SkiRich: All aux slots can stack. E. How does a fleet lose hull points without. Stellaris cheats and commands. Use the main version of ESC NEXT if you are playing later versions of Stellaris! GitHub: ESC NEXT git repository [github. Geniuses out there: do shield or armor hardeners do anything vs torpedoes? More exactly: I have available an "Advanced Shield Hardener" and "Living Reactive Armor" (and, BTW, Crystal-Forged Plating). You can see the effect directly if you put two afterburners in and watch the numbers. . Stellaris Wiki Active Wikis. . It lacks the bonus to hull damage lasers have. The command in question is research_technology [technology id] There is a website related to all that but it's pretty much outdated. They could just use the anti-hull torpedos and autocannons and shred your ships. As the planet grows you will reach critical points where you get to decide the future of the living planet. Shahadem Jul 7, 2017 @ 5:14am. Javelins defeat reactive armor by using their first warhead to disperse the reactive tiles, then punching through the enemy’s main armor layer with the second warhead. They're like 40k bolter rounds. Stellaris is a Grand Strategy Game that uses aspects of every known Sci-Fi fantasy that humanity can ever come up with, crammed into one game that strives for balance. While cloaked, ships can. So lets say you have weapon with 3-6 damage with 100% armor pene. This is solely due to the addition of crystaline armor in youre case. Does the description mean that 25% of the Armor value of the ship is added to the shields? Does it stack? Archived post. Unbidden fleets are glass cannons, fragile if you have the right counters but capable of devastating firepower. For example the ancient laster (Cavitation Collapser), resembles normal lasers. The Ukrainians have mitigated this imbalance by adding blocks of Kontakt-1 reactive armor to the BMPT-62’s hull and turret. The Armor Factory is neccessary for the construction of advanced armored units, such as the Valkyrie Gunship. None (default), ECM, Reactive. BlackUmbrellas Field Marshal. Stellaris. And, for Stellaris, the armor values required to reach those reduction percentages are: 0% - 0 armor 25% - 20 armor 50% - 60 armor 75% - 180 armor (Unless I've failed horribly at the maths) Every additional percentage may be twice as powerful, but it also takes twice as much armor to get there. ago. There's about a 10 day delay though. Yes, I killed the dragon and reanimated him, getting both a super early dragon to destroy my enemies with as well as the dragonscale armor (after killing him, 3 small dragons attacked the neighbouring system and their debri had the armor), so the only thing I missed out on were the small dragons, but lets be honest they are crap anyway and require living metal. since Stellaris doesn't have many super rare resources. The Cybrex needs 100-200 days to kill them all, and will not suffer any ill effects from damage. Volatile Reactive Armor: 1 Volatile Motes +25% Armor hit points By enhancing our ships' armor with a reactive component, our ships are able to absorb more damage by reducing incoming damage in a controlled counter-explosion. 0 unless otherwise noted. View this video if you want to lea. The ship cannot take damage for a whole 10 days before it regens. Crystal-Infused Plating: tech_crystal_armor_1. Each level of extra armor gives the ship more armor, but also increases its cost and will affect its maneuverability (it becomes heavier, so more inertia). And if they have, armor is better than hull against kinetic batteries. 5. Stellaris cheats and commands. Which is the cause of the problem. so if you are already at 100% hardening, and you reduce hardening by 15%, but in return are able to get 0. We design and manufacture the energetic compositions, LF-2/LF-2 XA, used in many U. 60 armor will reduce hull damage by 50% against 0% armor penetration, or 25% against 50% armor penetration. Don’t let all the RPers disturb you, it’s just a thing. It is a good idea to visit stellaris wiki for its console command and id pages, for faster generation of ships and technologies, reducing workload involved. For best experience, use Neutronium armor and activate the "Volatile Reactive Armor" edict. More things penetrate shields, but if you're fighting something with only weapons that pierce armor and shields, armor hardening is probably better since armor has more HP. Build Starbase at choke points, not on all outposts. climbingeastofwinter Aug 24, 2019 @ 1:18pm. The Game does not see Neutronium Armor as obsolete after unlocking Dragonscale Armor Game Version 2. Relikt ERA features two reactives plates of the same thickness. As accidental fly into a pulsar system means if you have the other way you get wrecked. Douglasjm. Armor in Stellaris works exactly like shields. Armor makes your hit point pool resist more damage. These are also easily moddable via its file, see #Tiers . Play like a virus-empire & infect enemy pops, or cause xeno outbreaks with your gene-mutations. Only larger weapons, medium and Large types get a small increase to armor penetration. Missiles pierce both cause fuck you. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. It is always heavily defended, and cannot be destroyed until all the Unbidden's Dimensional Anchors are neutralized. ATM they die the second any stronger fleet engages with them. All Cheat Codes in Stellaris. hardening * total. Once you've got everything right, hit the Copy button and paste it into the console in Stellaris. Only way to replenish shield is the upgrade exploit. Even more subdued stuff that’s still clearly noble - Olgierd’s outfit from Heart of Stone (one of The Witcher 3’s expansions) was based on Polish nobility. 2. This means it now has 90-50=40% as the penetration just subtracts armor percentage. I know that food is only consumed and i should aim to be at +-0 per Month. In short, this mod is somewhat similar to Active Humans, but not glitchy. Reactive humans do nothing when nothing is happening. Just use a balanced approach when it comes to shields and armour. Certain types of weapons will. Armor level : There would be 4 levels of armor: none, low, medium, and high. As for the reactive armor, yes the hardening modifiers stack. They are the primary way of interacting with objects and entities in the galaxy via specific ship orders. 67. Relikt ERA features two reactives plates of the same thickness. I'm not a fan of this new type of ship parameter. After activation may still need repairs and upgrades (even if it was put in mothball after you got to repeatables and have same fittings as active fleets), reactivated fleets should be refit before being 100%. The effective health pool of armor is just quite massive against those go to weapons. Each faction, including the misc, has a single trait that will enable all the. Some weapons do bonus damage against shields. Jump to latest Follow Reply. The Star Hold is now idle and can't move, so the attacker can attack it without any danger. As for regen hull, well if you have ever watched a firefight in the slower speeds just for fun you can see that during a firefight the damage will outpace the hull regen so in my opinion stacking these is. Lets break down the weapon and defence components available in Stellaris. Reactive Armor Set | Elder Scrolls Online Wiki. 0. 1 Large Neutron Armor gives 1740 armor. ago. Go to Stellaris r/Stellaris. 2x regenerative hull tissue. It'll be worth more in 3. 0 unless otherwise noted. But i wonder, is there ever an Amount of planets, empire size etc.