Stellaris armour hardening. Discussion So which one is best based on your experience with the game so far. Stellaris armour hardening

 
 Discussion So which one is best based on your experience with the game so farStellaris armour hardening  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

" Stellaris Mods Used: Extra Ship Components 3. Is crystal armour no longer good? Is it just an advantage for early game?Vote. At which point it still doesnt offer enough to be valueable. 6 is now available on PC. Content is available under Attribution-ShareAlike 3. 2x Shield III - 430 HP or 473 HP with 1x shield capacitor. • 1 yr. I personally play cooperative multiplayer and that’s the most of it. . that means with armor you can potentially have a more cost-efficient ship due to lower-tier reactors, or have excess energy which translates into ever so slightly better evasion. 6 update. 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. In order to do this, and for the sake of fluidity in the representation, specially while playing at low speeds, each day (turn) is split in equally long sections or "ticks". Add a Comment. From wiki. But if some torpedoes do get by, I wonder what is the best defense on my large ships? The. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. Early game of course I do the classic hangar DP, since they easily counter small ships. Some weapons do bonus damage against shields. 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. Carrier ai can increase that and thus can increase engagement range. For both builds, have a balance of shields and armor, and 2 hardeners (for cruisers and battleships) + AB (for all ships) in the utilities. 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. 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. View this video if you w. 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. 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. Are extremely powerful vs AI. Unfortunately with the new 3. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. I believe one of the fallen empires are very into disruptors. Strike craft know they are good against armor and will anoyingly retarget to other ships once the armor of a ship has been stripped even if the ship is on the other side of the system. 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%. Large. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Psychics and Synthetics have 10% shield/armor hardening respectively. 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. Is this a good strategy for winning battles right now?It looks like tier 5 armour is better than crystal, maybe even tier 4. 10. E. It looks like tier 5 armour is better than crystal, maybe even tier 4. Try it out, it'll bypass shields. Also adds passive repairs and minor amounts of armour hardening. csv Looks like they have potentially powerful shots but no. Unorthodox manufacturing techniques allow us to closely emulate these self-repairing structures. Not on corvettes though. • 5 mo. Interact with diverse alien races, discover strange. +10% Armor Hardening from Ancient Rampart starbase modules +33% Effects from Starbase buildings unlocked by Archaeostudies Archaeostudies technology 4. ) This trait gives +10% fire rate, +10% armor hardening. The Ether Drake guards the planet known as Dragon’s Hoard and is one of the guardian creatures of Stellaris. 85 and they have 100 range, they're basically long range disruptors. I've had trouble figuring this out exactly, but this is what it looks like. *Archeoengineering should allow the acquisition of null-void beams. Stellaris is a sci-fi grand strategy game set 200 years into the future. About this site. 1 comment. and a fair amount of sheild and armour hardening. Equip an ancient suspension field 2. Yes it's worth it. • 3 mo. Side bonus of 80% shield hardening and 400 extra armor and shields. i would rather the auxiliary slots to be used for accuracy for artillery ships and speed boosters for screen ships, or. #15. Armor Hardening Adaptive Armor Hardening; weight_modifier and ai_weight check if the physics research leader has Expertise: Materials, instead of the engineering research leader. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. Stellaris does neither of these which results in the. A lot of good weapons bypass shields where as only a few bypass armour. But that is only even taking into account the enemy damage types. Shields are generally better for long campaigns while armor is better for that big battle. Like this: Unbidden have 75% shield hardening, Prethoryn have 75% armor hardening, and Contigency have 50% shield and armor hardening. Often having a bit less than 100% is actually better, because it doesn't change effective HP and repairs take less time. and a huge stack of armour. Do generally aim for a 50/50 blend of Shield and Armour slots * On your Corvettes, try Flack + Lasers => Flack + Auto-cannon (once you have the tech) + Laser, with Afterburners and Swarm. Stellaris. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. The amout of armour one can put on a ship is determined by the armour rating and the percentage. Admiral: +10% Damage, +10% Armor Hardening; General: +5% Army damage, +10% Army collateral damage;. 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. • 3 mo. #1. 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. Between armor hardening (which only helps vs Disruptor) or Shield Hardeners, shield hardener is obviously. Cheaper Alloys cost than armor. 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. 6 “Orion” update includes many changes to combat. bonus kinetic damage or armor plating if built at a starbase with a netronium building. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. However, they will regenerate these very slowly under normal circumstances, only significantly healing when eating a planet, at a flat or percentage based amout per size consumed. Thanks!Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Guaranteed Ascension Tech 3. 34. For just shield piercing, strike craft and missiles which are a lot more prevalent in AI fleets. 9 that merges the various incompatible game rules and scripted triggers added by mods. 2. Apr 4, 2019 683 24. If your post has been moved here from another thread, please re-read the thread rules and feel. PvP is where the fleet composition you use matters a lot more I think. Is this a good strategy for winning battles right now?Stellaris Wiki Active Wikis. PvE I really don't think you need to protect your artillery ships, point defenses on massed Battleships will take care of the few missiles that get through, and with shield hardening mods and massive amounts of shield research nothing will really be able to touch you anyway. 0. It just misses an icon. It looks like tier 5 armour is better than crystal, maybe even tier 4. 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). NagolRiverstar • 1 mo. Fairly sure this was handled via just slapping a static modifier on a ship via the on_ship_built on_action. (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,. 1 comment. You basically end up trading off shields and armor for hardening, that is IF you can meet the power requirements. There's not really that much you need in terms of utility components. Also, shield/armor hardening could make a disruptor-based. Q1. 7% shields/day, or 250 out of 35834. 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'm putting them together with PD destroyers, pure missile cruisers and some battleship-hull carriers. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. The reason is, because the shields are taking a lot of energy from the reactors. -Hives now have 20k hull and armor, full armor hardening, and very small hull and armor regen. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Also I think the best combination is to use armor + hull utility slots, and not using any shields. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. These are the numbers: (With CI Plating) Hull: +65 Nanocomposite Armor: +100 Shields Lvl III: +125. Also, hardening techs and disruptors are both tier 2 techs, so you can get both around the same time. disruptors late game might be worse now. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. This would make it very useful on fleets and starbases based in Pulsar systems as well. Also, shield/armor hardening could make a disruptor. gautam_jat • 6 mo. 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. 25) gets tanked instead (meaning shields take 6. Later on the AI has a fascination with Autocannons, so Armor is undoubtedly the way to. You earn the right to research it by defeating a giant space monster known as the Ether Drake, whose attacks are weak against shields. armor hardening also better in countering disruptors ReplyGo to and use code POGHF92842 for my special HelloFresh discount and to support my channel! #adStellaris: First conta. It doesn't increase the firepower of the starbase itself at all, but it increases the defenses more than other combat modules (and, with the AP, provides the only way to reliably protect starbases from armor. 64. 4 or 3. At which point it still doesnt offer enough to be valueable. And if they have, armor is better than hull against kinetic batteries. Do not leave feedback in this thread. Stellaris Real-time strategy Strategy video game Gaming. There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. This is separate from your Naval Capacity (shown at the top of the screen). Extra tips: + bigger gun -> bigger dmg. E. 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 balance of anti shield and anti armour weapons set up as well. 1. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 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. 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. Idiot's Guide to 3. Lasers do 6. Both are late game anyway so doesn't matter. Now technically the Archaeo strike craft would work great against the Scourge (suck against shields, but do massive armor damage), but 20 MAs/carrier is a lot. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. About this site. If you are facing, say, cruiser-carrier missile boats, they'll be kiting at 75+ range while putting out 24 from fighters 20 M slot missiles 16 S slot missiles (60) of DPD per Cruiser. Negated and weakened outright by Pulsars and basically every enemy system with a starbase as AI loves to build the anti shield module. The Stellaris 3. It gets shot by a 50% penetrating shot. Generally I do full armour except on one slot, which is shield. Stellaris. i would say its not good since most starbases you capture in war is nearby. 50% shield hardening means 50% of the damage received goes to your hull or armor, 50% goes to the shield. 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. 1. You can indeed achieve 100% hardening, but all that does is stop shield penetration. Armor could give you lots of hit points, doesn't use power, but reduces evasion. But it also penetrates armor by 50%. Which is better crystal hull plating or armour? Once we fill out our ship with shields we need to put something in our remaining defensive modules. Stellaris has always had an interest dynamic between the Tall vs Wide approach. Although, in 1. Tactics Forever, before the dev put it on Steam and then gave up on it. 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. while the Living Reactive Armor provides ships with a 25% armor hardening bonus, countering weapons that bypass specific defenses. 8 Fleets. It makes no immersive sense. 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. 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. 8 FogeltheVogel • 7 mo. Depends on who you're fighting. It is developed by Paradox Development Studio and published by Paradox. Now countered by armour, or by shield hardening, so best used paired with Plasma. 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. g, 100% penetration vs 75% hardening means 25% of the damage goes through. Contengency got even scarier with this update as it is the only crisis you must brute force, while also being the. As for the aux slots Always use the accuracy bonus. Armor is definitely the way to go. That’s how badly hardening gimps penetration weapons. 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. I’ve only fought against normal empires so far in 3. 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%). +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. Of course you have to actually build the platforms for that to matter. Since with behavior rework, they will just kite enemy fleets while they pummel them with missiles. 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. Darvin3. Armor does not reduce damage to shields. Hello, As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". As I understand, Hardening mathematically "reduces how much damage goes through by penetrating weapons". 100% agree with the OP! Supremacy should be a choice, like the other Tradition trees, not a main pick for everyone. ago. Shield hardeners are a new defensive technology in the upcoming 3. Hardening doesn't add a negative but it removes the entire reason to use penetrating weapons. Just had a random thought here. Its DPS is 4. I feel like ship designs are more important in the very early game, when your fleets are more or less evenly matched. 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. It felt really bad that it was almost always better to pick armour late game because only scourge strikecraft have 66% armour bypass. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. #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. 3. Archeotech Makes Juggernauts Waaaaaaay More Tanky. Ancient Pulse Armor (and other ancient armaments) are impractical. 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. Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Also, Fortify The Border edict should be greatly buffed (with military. The most powerful defense is a strong gateway network, with all your ready fleets stationed orbiting a gateway in your staging system. It looks like tier 5 armour is better than crystal, maybe even tier 4. A weapons intrinsic hull/armor/shield damage/bypass applies to the base damage first, before any other modifiers. Kranchan. Total HP = 2853 with 5. " Even at 100% armour pen it still reduces damage. 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%. 1x shield capacitor. +100 Armor Hit Points +20% Shield Hardening +20% Armor Hardening; Any This leader has devised new ways to harden armor. Content is available under Attribution-ShareAlike 3. With proper combination archeotech weapons and modules in ship are really good, especially pulse Armor and giga canon version of archeotech. Now say, 30% shield hardening cuts Disruptor damage by a third. In singleplayer you can just mass these, the AI will never counter them. For Synthetic, your admirals would gain the Synth trait instead. (Mind, I'm not actually sure if this would preserve the clone army trait. Living Metal and Zro are kinda weird resources because they have very few uses. WolfsunEvasion: chance to negate any damage in combat. Disruptors do 4. Also you can use them to just nuke the grey tempest main base as grey tempest doenst have cloak detection (yet). It looks like tier 5 armour is better than crystal, maybe even tier 4. It will literally make it so your Neutron launchers are INCAPABLE of missing a target. Armor hardening is mostly a waste, it's only use is against disruptors but the AI doesn't spam those. 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. 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. Autocannons now have a faster fire rate (and thus are very high damage for their weapon size, but have very short range). I do not see a single reason why. 6 has a component that requires Living Metal: advanced armour hardening (reduces the efficiency of weapons that otherwise ignore armour. 32 to armor, 9. 25 days. questionable at best. 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. I'm not a fan of this new type of ship parameter. Here are the complete notes for Stellaris 3. Torpedos now deal more damage the bigger the target. The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot. They can kill most enemies if they uncloak right on top of the enemy. 100% is ideal value - as it would protect you from penalties from hull damage. And by year 40-50, because higher level leaders cost more unity, flat resource generation traits are actively costing you resources. 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. 0 - Orion #####. 7 Jobs List (WIP) Original code by bipedalshark Parser code : Github Website code :. 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. E. Side bonus of 80% shield hardening and 400 extra armor and shields. Added new aux components that use Exotic Gases, Rare. Legacy Wikis. 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. 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. Guaranteed Ascension Tech 3. An edict to specialize in a branch of research sounds fantastic. ago. Dragonscale Armor Ether Drake or Sky Dragon outcome The Ether Drake's scales are made up of multiple layers of unique mineral nanostructures. 2 Answers. It only helps against Disruptors, Lightning, and Arc Emitters (plus a few scourge weapons, to a small extent). The developers are meticulous with commenting their code and the Wiki pages are good references. Losing 100 Ar or 125 Sh to get 65 Hull. 9 ‘Caelum’ Patch. 0 unless otherwise noted. 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). I really hope they change hull regen to be daily in 1. I think the drake was +10 happiness to all planets. 6 and not had any issues. Stellaris. This also means using Armour Hardening to lessen the impact of penetration weapons is useful due to the larger armour hp pool. 2x regenerative hull tissue. TTundri. I do however have now tier 6 dragon scale armour, contingency armour hardening, fallen empires drivers and power supplies, enigmatic fortress tracking devices and even prythorn’s scourge fighters and missiles. 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 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. 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. Larger ships have more. Stellaris Wiki Active Wikis. 6x Crystal plating - 1650 HP. Shield hardeners are a new defensive technology in the upcoming 3. Is crystal armour no longer good? Is it just an advantage for early game? เข้าสู่ระบบ ร้านค้า. Stellaris. Below is an example of what I found out while testing ship combat. --Strikecraft are not too far off from their base version, mainly gaining speed, regen, firing rate, and range. Whirlwind missile cruisers with artillery computers, combined with point defense/missile destroyers with artillery computers. The engagement range of the entire fleet is based on the longest range weapon in that fleet, as you say. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Battle ships are your heavy carriers and artillery weapons. Frigates are torpedo boats through and through, and cruisers are functional as both light carriers and Torpedo Boats. Go to Stellaris r/Stellaris. I'll do that then ~ and thanks; the. Inversely scale hardening module impact against hull size. except corvettes since they only have 3 slots, they use 2 armor 1 shield. Discussion So which one is best based on your experience with the game so far. . As a rare tech, Basic Cloaking Fields has a small chance of appearing. E. Sprinkle in 10 or so swarmer dds if possible to help overwhelm PD and pick off smaller ships. Do not forget about armor hardening! Warscore: Lot of things work against Hive Minds. that means, if the shield hardening stacks, you need 7 of those for 100% shield hardening. Field Manipulation - Tier 5. Here's my copy-paste on the current ship balance and the most dominant designs: Focused Arc Emitter / Carrier / Marauder / Whirlwind Battleships are by far the best "all-rounder" ship. 3 can be fit at maximum onto each Carrier Battleship, along with. This page was last edited on 7 February 2022, at 03:20. 01 to shields Armor/shield hardening is a counter for weapons that bypass that defense. If you become the crisis swarming becomes possible. Ironically, there is an advanced armor option known as Dragonscale Armor. 5 days. There's a reason conventional bypass weapons do an order of magnitude less damage than the others. r/Stellaris. 67. ; About Stellaris Wiki; Mobile viewAdded Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. 01 base, 12. And ancient pulse armour should offer shield armour hardening equal to shield hardening as proposed in this post. More counters should exist for different strategies, and mixed fleets should be more viable than before, covering for the weaknesses of other ship types. Since the archeo armor gives you both armor and shield points, you can fill most of the shield/armor slots with. ) The Protodermis Theory: Living Metal is some kind of bizarre miracle material that can adopt the physical and chemical properties of dozens of other chemicals under certain conditions. Hardening doesn't add a negative but it removes the entire reason to use penetrating weapons. Added new aux components that use Exotic Gases, Rare Crystals, Living Metal, or Zro to provide armor and shield hardening. Man creates worst battleship in stellaris. 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. 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. during the late game, the ai spam hyper relays so its literally less than 80 days to fully recover a fleet, while it takes 100+ days to recover half of a fleet's armor and 1/4 hull. An example would be the 100% shield bypass ability of missiles, physical torps, and. This would make it very useful on fleets and starbases based in Pulsar systems as well. There is no better - you need to figure out what your enemy uses and try to counter it. It's good against the prethoryn, who wreck your shields and have partial penetration against armor. So raw HP gives you better or same than the others, and always works. The. TLDR; Armor is better than shields the vast majority of the time. Out of combat, hull and armor regen is multiplied by 5, just like shield regen. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Is this a good strategy for winning battles right now?The main idea is to try to break up the Unbidden fleets and take on each stack one at a time. 25 and armor takes. But competitive Stellaris, is complete toss. So having two grants you 30% hardening. But if some torpedoes do get by, I. . There are few weapons in the galaxy that can penetrate the hulls of ships constructed with their designs. Unorthodox manufacturing techniques allow us to closely emulate these self-repairing structures. Stellaris has now only Armor and Missiles. 8 FogeltheVogel • 7 mo. Hull components are useless, Defense Platforms have naturally high hull and the crystal plating adds relatively little. . . And shields are better since you don't have to go back after every fight. . Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening. Attacking Armor a in the presence of armor penetration p reduces hull damage by a percentage {a}/{a + 60} * ( 100% - p% ) I.