stellaris armour hardening. • 1 yr. stellaris armour hardening

 
 • 1 yrstellaris armour hardening 6;Mix Frigates in, that have a bit different behavioral profile

100% armor and shield hardening is already awesome, but +500 armor and shields on top is pretty crazy. 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. 1M I wanted to know if strike craft/swarm craft(not sure witch is best of the two) where the best at dealing with AI fleets so I gave it a try. A lot of good weapons bypass shields where as only a few bypass armour. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. 01 to shields Armor/shield hardening is a counter for weapons that bypass that defense. 2% armour/day, or 122-123 out of 6444, and 1% without Titan. Also, hardening techs and disruptors are both tier 2 techs, so you can get both around the same time. Can I just get a basic, idiot's guide (with the current meta) of good fleets to build (tech, ratio of ship types, etc. The +10 adaptive trait is better if you combine with happiness to get 90 on your same biomes as homeworld. The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. It looks like tier 5 armour is better than crystal, maybe even tier 4. You can get some hardening on day 1 from Admiral traits. But that is only even taking into account the enemy damage types. For those unaware, Shield Hardening is a new ship stat that is given by a new module, Shield Hardener, which give a percentage for shields to apply to weapons that would. Side bonus of 80% shield hardening and 400 extra armor and shields. No. +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. They are capable of passing through shields and armor to wreak havoc directly on enemy hull and crew. Tactics Forever, before the dev put it on Steam and then gave up on it. Torpedos now deal more damage the bigger the target. 2. 6 "Orion" open beta. 0 unless otherwise noted. It looks like tier 5 armour is better than crystal, maybe even tier 4. Are extremely powerful vs AI. Psychics and Synthetics have 10% shield/armor hardening respectively. The new shields and weapons etc in the coming DLC are really cool, but hinge completely on the AI actually being able to use them. Add a Comment. So if my ship has 100 shields and 15% shield hardening, then, entering into neutron star system, they will still have 15 sields (hardened shield so still. I play with 60+ mods, and I've spent a few hours disabling groups of those, then restarting to see if Armor got fixed and no luck. Stellaris Wiki Active Wikis. Losing 100 Ar or 125 Sh to get 65 Hull. Not on corvettes though. Owning the dragon's hoard and having a mining station over it, gives dragon scale armour (only source of tier 6 armour) and a dragon egg. 2 Answers. Please. For both builds, have a balance of shields and armor, and 2 hardeners (for cruisers and battleships) + AB (for all ships) in the utilities. Architect of War −10% Military Ships Build Cost +30% Military Ships Build Speed +25% Voidcraft Research SpeedIt looks like tier 5 armour is better than crystal, maybe even tier 4. Stellaris. As for the aux slots Always use the accuracy bonus. 5% There is titan aura which can remove 20% of enemy shields for the whole fleet. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. disruptors late game might be worse now. Shields are very difficult to bring down when you don't have a steady amount of damage done to them. The engagement range of the entire fleet is based on the longest range weapon in that fleet, as you say. Like missiles, you should only use disruptors if you're not using other weapons in the fleet - there's no point using other weapons to damage shields and armor if the enemy dies before they can. So if my ship has 100 shields and 15% shield hardening, then, entering into neutron star system, they will still have 15 sields (hardened shield so still. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. 1. The other version is "%chance to reduce any damage from penetrating at all" but I. 6 “Orion” update includes many changes to combat. NagolRiverstar • 1 mo. reactive armor: armor hardening +15%, reduce all weapon damage bonuses to armor by 10% (plasma's +100% damage to armor becomes +90%; laser's +50% damage to armor becomes +45%). " Stellaris Mods Used: Extra Ship Components 3. About this site. Although, in 1. Reactive Armor: 10 1: 15 +15% Armor Hardening: Incorporating a crystal lattice in our ship's defenses provides some resistance to weapons that normally cut through armor. 10. Depends on who you're fighting. Here are the complete notes for Stellaris 3. 7% shields/day, or 250 out of 35834. I think I will hold off on Stellaris for a week and see if the various mod updates for Orion include a fix for the armor issue. I would simply: - Swap Fleet Supremacy edict (which fits better into the Tradition Tree) and the War Doctrines policies, which would be unlocked by tech. Fairly sure this was handled via just slapping a static modifier on a ship via the on_ship_built on_action. Is crystal armour no longer good? Is it just an advantage for early game?It looks like tier 5 armour is better than crystal, maybe even tier 4. Of course you have to actually build the platforms for that to matter. Attacking Armor a in the presence of armor penetration p reduces hull damage by a percentage {a}/{a + 60} * ( 100% - p% ) I. Cheaper Alloys cost than armor. 67. 9 ‘Caelum’ Patch. Current Stellaris Ship Meta (for v3. +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. . As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". Armor also is notably more expensive than shields, and being able to equip a cheaper reactor doesn't come close to making up for the increased costs. 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. i. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. (Mind, I'm not actually sure if this would preserve the clone army trait. 6x Crystal plating - 1650 HP. is it worth it do you think?In endgame between your other bonuses, gateways, and tech, they become less and less useful and +10% shields (especially if you have the psionic shields tech and are facing an Overwhelming Unbidden invasion) or hull/armor regen (useful against the Scourge or for protracted campaigns in massive enemy territories, don't invade Russia in. This is separate from your Naval Capacity (shown at the top of the screen). • 1 yr. It worked much better as a LAN game, because the games were shown on a projector and everyone could see what was happening; you'd get all sorts of trash-talking and cheering as people would head back to their computers to tweak their ship design and its basic AI instructions. Content is available under Attribution-ShareAlike 3. Shield hardeners are a new defensive technology in the upcoming 3. +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. Ancient Pulse Armor (and other ancient armaments) are impractical. Community Hub. . And shields are better since you don't have to go back after every fight. except corvettes since they only have 3 slots, they use 2 armor 1 shield. 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). 5. 0 (Actual), Amazing Space Battles, UI Overhaul Dynamic, UI Overhaul Dynamic + Tiny Outliner V2, Tiny Outliner V2 (note need last two for Tiny Outliner to function). You can indeed achieve 100% hardening, but all that does is stop shield penetration. Wooden-Many-8509 • 22 min. i would say its not good since most starbases you capture in war is nearby. Is crystal armour no longer good? Is it just an advantage for early game? เข้าสู่ระบบ ร้านค้า. This would make it very useful on fleets and starbases based in Pulsar systems as well. A weapons intrinsic hull/armor/shield damage/bypass applies to the base damage first, before any other modifiers. Reactive Armor: 10 1: 15 +15% Armor Hardening: Incorporating a crystal lattice in our ship's defenses provides some resistance to weapons that normally cut through armor. We’ll just have to seen Thursday An interesting note is that armor values and damage reduction are 1:1 at 38, 39,and 40 armor. If you're using disruptors they also bypass armor (basically direct hull damage). 60 armor will reduce hull damage by 50% against 0% armor penetration, or 25% against 50% armor penetration. Is crystal armour no longer good? Is it just an advantage for early game?It looks like tier 5 armour is better than crystal, maybe even tier 4. 0. Stellaris is a sci-fi grand strategy game set 200 years into the future. 0 unless otherwise noted. g, 100% penetration vs 75% hardening means 25% of the damage goes through. Also, shield/armor hardening could make a disruptor. Q2. Meaning you can get 100% hardening on a large ship, pretty easily. bonus kinetic damage or armor plating if built at a starbase with a netronium building. 25 days. Guaranteed Ascension Tech 3. ; About Stellaris Wiki; Mobile viewAdded Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Out of combat, hull and armor regen is multiplied by 5, just like shield regen. 6 update. If you think you can destroy an smaller fleet that got split from the main doomstack with your cloaked ships do it and then retreat for 120 days until you can cloak again. • 5 mo. Just what it say on the tin. 6 is now available on PC. Armor hardening is utterly useless if you don't even try to bypass them, and there are plenty of weapons with excellent bonuses to melting armor. 0. does it work & what does it do? (have 4 25% armor hardeners on) does it prevent any damage to hull before the armor breaks?and a huge stack of armour. So raw HP gives you better or same than the others, and always works. As such, the #1 strategy is to spy on enemies until you can see their fleet designs, and then build (and/or upgrade your ships) into an effective counter. Generally I do full armour except on one slot, which is shield. • 3 mo. +10% Armor Hardening from Ancient Rampart starbase modules +33% Effects from Starbase buildings unlocked by Archaeostudies Archaeostudies technology 4. Between armor hardening (which only helps vs Disruptor) or Shield Hardeners, shield hardener is obviously. Regeneration is useless since the starbase already provides repair services to the defense platforms out of combat and the in-combat healing rate is very. WolfsunEvasion: chance to negate any damage in combat. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. Is crystal armour no longer good? Is it just an advantage for early game?It looks like tier 5 armour is better than crystal, maybe even tier 4. Now countered by armour, or by shield hardening, so best used paired with Plasma. Replaced Bulwark defence platform cost and upkeep reductions with inherent shield and armor hardening as they level up. Ways to Obtain Living Metal. 75 to armor and 6. Its DPS is 4. It's logical given how common armor penetration is toady, and that armor must absorb the energy rather than deflect it as shields do, while armor absorbs the energy some will inevitably pass through. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. Some weapons do bonus damage against shields. And it gets better: With Archaeo-Engineers AP, all archaeotech weapons does +33% more damage, promoting the Ancient Cavitation Collapser to Gamma Ray Laser levels of. It only helps against Disruptors, Lightning, and Arc Emitters (plus a few scourge weapons, to a small extent). Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Now say, 30% shield hardening cuts Disruptor damage by a third. . 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. I think the drake was +10 happiness to all planets. . There is no better - you need to figure out what your enemy uses and try to counter it. The Stellaris 3. Unorthodox manufacturing techniques allow us to closely emulate these self-repairing structures. E. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. The. r/Stellaris. Artillery/Carrier remains a powerful fleet design in 3. The ship components look nice and ll but in the end you have weaker ships. Stellaris. This page was last edited on 7 February 2022, at 03:20. And if they have, armor is better than hull against kinetic batteries. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. *) Fix the modifier issue after the 2. I'm not a fan of this new type of ship parameter. while the Living Reactive Armor provides ships with a 25% armor hardening bonus, countering weapons that bypass specific defenses. TTundri. Stellaris boasts 16 different resources to manage, split into two distinct categories: material and abstract. I prefer armor Regen and have a slight armor favoritism. There are like 4 Leader traits that give the various hardening bonuses, Suspension Fields give free hardening while being as protective as Hypershields (with an ascension perk), plus you don't specifically need. Over time they became the only remaining force that mattered with well over 100K fleet power. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. Stellaris has now only Armor and Missiles. Also I think the best combination is to use armor + hull utility slots, and not using any shields. Been kinda curious but theres nothing that actually shows the effect when equipped in ship designer and the wiki isnt any help on this either - increase resistance could be anything. But competitive Stellaris, is complete toss. All three can beat pretty much anything the singleplayer game will throw at you, although I'd recommend (2) for fighting 25x or stronger crises. An example would be the 100% shield bypass ability of missiles, physical torps, and fighter craft. Below is an example of what I found out while testing ship combat. the AI doesn't come back with 100% armor and armor hardening to counter it, along with long range tach lances (no shields on that star anyway) and proton torpedos to counter the long range and defensive type, it just sents the 10th ♥♥♥♥. 0 - Orion #####. I'm putting them together with PD destroyers, pure missile cruisers and some battleship-hull carriers. Stellaris. The reason is, because the shields are taking a lot of energy from the reactors. Small. 8 FogeltheVogel • 7 mo. Kranchan. Early game of course I do the classic hangar DP, since they easily counter small ships. Shields are already treated worse than armor, why this hardening could not just work a little better? Like shiled points equal to % of hardening will be not nullified because of weather. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. I feel like ship designs are more important in the very early game, when your fleets are more or less evenly matched. to enjoy the quite sizable amount of written content in Stellaris. The downside if that they use power and missiles/torpedo bypass them entirely. Negated and weakened outright by Pulsars and basically every enemy system with a starbase as AI loves to build the anti shield module. This would make it very useful on fleets and starbases based in Pulsar systems as well. Stellaris Real-time strategy Strategy video game Gaming. gautam_jat • 6 mo. Below is an example of what I found out while testing ship combat. Later on the AI has a fascination with Autocannons, so Armor is undoubtedly the way to. Also adds passive repairs and minor amounts of armour hardening. Hardening, instead of subtracting from penetration, can scale it down; a ship with 20% shield hardening reduces 100% penetration to 80%, and 10% penetration to 8%. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. i would rather the auxiliary slots to be used for accuracy for artillery ships and speed boosters for screen ships, or. 3. Stellaris. View this video if you w. Lets use small weapons as an example. Losing 100 Ar or 125 Sh to get 65 Hull. ago. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. r/Stellaris • 6 mo. and a fair amount of sheild and armour hardening. About this site. Perhaps if Stellaris introduced manpower, it could make things work better. 7 Jobs List (WIP) Original code by bipedalshark Parser code : Github Website code :. It just misses an icon. gautam_jat • 6 mo. A disruptor fleet can absolutely wreck an artillery/torpedo fleet 4x its fleet power, but defense platforms can wreck a disruptor fleet 2x its fleet. Unorthodox manufacturing techniques allow us to closely emulate these self-repairing structures. Way more! And if you get some unique components, you can get armor regen up to 10%! Shields will always have regen around 0. And by year 40-50, because higher level leaders cost more unity, flat resource generation traits are actively costing you resources. It makes no immersive sense. Is this a good strategy for winning battles right now?It looks like tier 5 armour is better than crystal, maybe even tier 4. -Hives now have 20k hull and armor, full armor hardening, and very small hull and armor regen. Equip an ancient suspension field 2. If your post has been moved here from another thread, please re-read the thread rules and feel. Though these ship parts are too expensive to equip your entire navy with. Either don't use shields at all and go just armor, or use positioning and long range to make sure you regain shields before the enemy hits back. From wiki. 01 base, 12. --Strikecraft are not too far off from their base version, mainly gaining speed, regen, firing rate, and range. Like this: Unbidden have 75% shield hardening, Prethoryn have 75% armor hardening, and Contigency have 50% shield and armor hardening. Sprinkle in 10 or so swarmer dds if possible to help overwhelm PD and pick off smaller ships. 2x regenerative hull tissue. Stellaris has always had an interest dynamic between the Tall vs Wide approach. Total HP = 2853 with 5. E. In PvE you don't need to worry about timing - the AI tends not to use hardening components, so disruptor corvettes never stop being good. Hardening, instead of subtracting from penetration, can scale it down; a ship with 20% shield hardening reduces 100% penetration to 80%, and 10% penetration to 8%. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. Yes they stack. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. Large. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. Archeotech Makes Juggernauts Waaaaaaay More Tanky. TLDR; Armor is better than shields the vast majority of the time. Armor hardening is utterly useless if you don't even try to bypass them, and there are plenty of weapons with excellent bonuses to melting armor. 1 comment. Also, shield/armor hardening could make a disruptor-based. I have 9 fleets all consisting of- -1 titan -1 hanger cruiser -26 max hanger battleships -all with 3 shield hardening -max shields -all with a fleet power of 1. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Disruptor weaponry will bypass *both* shields and armor, even though it's highly variable, and lower raw damage overall. For those unaware, Shield Hardening is a new ship stat that is given by a new module, Shield Hardener, which give a percentage for shields to apply to weapons that would otherwise bypass shields, like Missiles and Torpedoes. They can kill most enemies if they uncloak right on top of the enemy. Try it out, it'll bypass shields. #15. Think about it, your have more than enough shield and armor slots to reach 100% hardening on the shields and reach 60% hardening on the armor thanks to having four utility slots. Stellaris. g, 100% penetration vs 75%. At which point it still doesnt offer enough to be valueable. . When needing to mass produce fleets to fight enemies with and quickly replenish, it's best to rely on something solid like Alloys or even some of the rarer resources since those are relatively inexpensive (the highest you'll see in a big fleet size is roughly ~200 per one resource). Armor hardening is mostly a waste, it's only use is against disruptors but the AI doesn't spam those. questionable at best. Darvin3. Carrier ai can increase that and thus can increase engagement range. It is now possible to get 100% of both shield and armor hardening using councillors only. Living metal can be used in a ship component that provides a lot of armor hardening, or in a certain powerful edict, Nanites can be changed into rare resources with a building or used for a research buff, think there was also a ship component but I never used that one. Invest in tracking bonuses on top of that and you could have the closest thing that should exist to an Artillery-range anti-Destroyer weapon as well as a gun that doesn't really get penalized by Armor's raw potency and is rather countered by hull regen and/or armor hardening, two stats that compete with afterburners for aux slots. It looks like tier 5 armour is better than crystal, maybe even tier 4. Other than Armor Hardening, it's just the edict to speed up megastructure construction. Ironically, there is an advanced armor option known as Dragonscale Armor. Architect of War −10% Military Ships Build Cost +30% Military Ships Build Speed +25% Voidcraft Research Speed BoydofZINJ May 14, 2016 @ 7:43pm. I believe one of the fallen empires are very into disruptors. That’s how badly hardening gimps penetration weapons. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. There's a reason conventional bypass weapons do an order of magnitude less damage than the others. 2x Shield III - 430 HP or 473 HP with 1x shield capacitor. As a rare tech, Basic Cloaking Fields has a small chance of appearing. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". Some weapons do bonus damage against armor and have armor penatration. Extra tips: + bigger gun -> bigger dmg. 8 FogeltheVogel • 7 mo. 0, they are abjectly worse than armor, however because of how slow everything is, being able to avoid going back to base is quite the boon. Every single competitive multiplayer game I’ve seen videos on is essentially a couple empire types outright banned, and then the rest of the players essentially are all the same exact thing with small variations. 1 comment. Idiot's Guide to 3. Discussion So which one is best based on your experience with the game so far. You need DLC to use this item. 1. Go to Stellaris r/Stellaris. . 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. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Sohei May 14, 2016 @ 7:44pm. With proper combination archeotech weapons and modules in ship are really good, especially pulse Armor and giga canon version of archeotech. 50, vs Gamma lasers at 6. An edict to specialize in a branch of research sounds fantastic. Refitting used to do weird things to this, too, letting you take ships from other places and refit them at a neutron forge station to get those. I've put about 100-150 hours into the game but have been slacking. View this video if you want to see. Paradox recently added Armor Hardening and Shield Hardening components that utilize them, but it's still pretty common you won't have much to use these on. Unfortunately with the new 3. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Stellaris does neither of these which results in the. Side bonus of 80% shield hardening and 400 extra armor and shields. But if some torpedoes do get by, I. So in a stat point of view the ascension perk is kind meh, but if you are doing a "role play" sort of game it aint bad. Dragonscale Armor Ether Drake or Sky Dragon outcome The Ether Drake's scales are made up of multiple layers of unique mineral nanostructures. There's not really that much you need in terms of utility components. You basically end up trading off shields and armor for hardening, that is IF you can meet the power requirements. The other version is "%chance to reduce any damage from penetrating at all". For Synthetic, your admirals would gain the Synth trait instead. 10. 64. Inversely scale hardening module impact against hull size. Often having a bit less than 100% is actually better, because it doesn't change effective HP and repairs take less time. Legacy Wikis. Is crystal armour no longer good? Is it just an advantage for early game?It looks like tier 5 armour is better than crystal, maybe even tier 4. #1 corisai Jun 16 @ 4:54am Originally posted by Bumc: Often having a bit less than 100% is actually better, because it doesn't change effective HP and repairs. My enemy has mountains of torpedoes (no neutron launchers). 34. . Related Topics. . If I have a shield nullification (pulsar system or zroni caster) I make full armour laser artillery with armour hardening. Q1. It is developed by Paradox Development Studio and published by Paradox. I really don’t remember. Admiral: +10% Damage, +10% Armor Hardening; General: +5% Army damage, +10% Army collateral damage;. Content is available under Attribution-ShareAlike 3. 8 Fleets. Reply reply RisingShieldEro • I'll have run pure fighter starbases tho naked ones, they drop fasr. 1 ironsasquash • 7 mo. Armor could give you lots of hit points, doesn't use power, but reduces evasion. PvP is where the fleet composition you use matters a lot more I think. Do not leave feedback in this thread. 6 “Orion” update includes many changes to combat. *Archeoengineering should allow the acquisition of null-void beams. It felt really bad that it was almost always better to pick armour late game because only scourge strikecraft have 66% armour bypass. But it also penetrates armor by 50%. that means, if the shield hardening stacks, you need 7 of those for 100% shield hardening. Hardening doesn't add a negative but it removes the entire reason to use penetrating weapons. Weapon will bypass shields entirely and damage the hull directly (mitigation from armor will still apply). Legacy Wikis. Stellaris/commonfederation_perks. 5. Way more! And if you get some unique components, you can get armor regen up to 10%! Shields will always have regen around 0. 25 and armor takes. And balance of anti shield and anti armour weapons set up as well. It gets shot by a 50% penetrating shot. I'll do that then ~ and thanks; the. But in reality it's very expensive to get 100% value (using all slots for hardening is not efficient when playing against AI), so if you're. ago. Armor does not reduce damage to shields. So I think that it would be fair to nerf all the sources rather than to remove them entirely, like some minmaxers seem to be suggesting. Guns are still damaging to armor, just weak against it. 100% is ideal value - as it would protect you from penalties from hull damage. (Cruisers and above) that have shield/armor hardening Weaknesses: Hard loses to everything Techs needed: Autocannons, Plasma Cannons (optional: better Thrusters, Afterburner) Required Components: best Thruster,. +30% Armor hardening +30% Shield hardening +150% Army morale +75% Army health −85% Army collateral damage +2 Planetary combat width +25 Years leader lifespan +40 Monthly research +25% Sublight speed; −50% Time spent missing in action +75% Archaeology excavation speed +25 Years leader lifespan +50 Monthly society. Battle ships are your heavy carriers and artillery weapons. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. I've had trouble figuring this out exactly, but this is what it looks like. is it worth it do you think?and a huge stack of armour. I do not see a single reason why. I personally play cooperative multiplayer and that’s the most of it. Thanks!Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. I really hope they change hull regen to be daily in 1. Larger ships have more.