Stellaris regenerative hull tissue. A battleship out of combat with 4180 max hull and two Regenerative Hull Tissue components regenerated exactly 209 hull points over 10 days, which precisely matches the behavior I described. Stellaris regenerative hull tissue

 
 A battleship out of combat with 4180 max hull and two Regenerative Hull Tissue components regenerated exactly 209 hull points over 10 days, which precisely matches the behavior I describedStellaris regenerative hull tissue 1% Hull Regen

I've completed the amoeba research and I've been given the choice of regenerative hull tissue or the 5%, but it looks like the animals are still red to me. Yes, shields will regen and so will your armor/hull if you have the appropriate resources/tech/items. Again no in-combat regeneration was observed :( These modifiers are used by nanite repair and regenerative hull tissue. They are marked with a skull icon both in the fleet power box and on the galactic map, and the exact strength number can only be seen with debug mode on. 5% daily hull and 1% daily armour regeneration, but in practice also only does 5% of that and hence would take 4000 days (or 11 and a bit years) to fully repair the hull of a ship. 6(II) , +2. This thread is archived. Unlock the Regenerative Hull Tissue technology; Add 50% research progress if already unlocked; Gain 90-10000 Society. It takes forever, but basically marauders take out base, start to leave, base comes up and fires, repeat for about 10 years until they die or get. First of all, shields daily hull regen is +1. If you want to go full armor, make sure you have Regenerative Hull Tissue slotted in though, or otherwise your ships will have no natural regeneration at all, and do very badly if they have to take consecutive battles without being able to be repaired in-between. Maybe build (grow?) unique biological ships for free where build time is based on your food surplus. 0. Regenerative hull tissue seems nearly useless. R5: I spawned between two fallen empires and next to fanatical purifiers. You do NOT need the original mod for this to work. 3. It is my one major complaint about the game : (. Compatible with Stellaris v3. They'd just die slightly slower. With crystal forged plates i. Orbital Trash Dispersers can be acquired via the Racket Industrial Enterprise. First of all, shields daily hull regen is +1. In one fleet, I'll see corvettes with two projectile weapons and one laser, though in destroyers and cruisers the mix is half and half, with one hull-only (ignore shields / Armor). Any new damage will stop repairs and reset the timer. The change to the Regenerative Hull Tissue and Nanite Repair System components which changed them from a single digit amount of regeneration per day to a percentage of total ship armor / hull has vastly increased the effective health of guardian. You also make sure to outfit them only with anti-armor weapons (plasma if you have it, lasers if you don't) since anti-shield weaponry will be a waste. It also stacks. 2 comments. Stellaris already tries to do this but it doesn't really feel like it works in its current balance. So that’s the advantage of them. In the Edicts UI tab, several Strategic Resource Edicts can offer your ships a useful edge in combat, such as Exotic Gases for Shield Boost, which can increase the Shield Strength of all your ships. Lost Amoeba is an anomaly event chain triggered by investigating the Movement in the Clouds anomaly that can appear on gas giants. Stellaris贴吧. Of course, this again takes up a very valuable slot that could have been used for something else. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Even a large slab is only 2% regen a MONTH and it makes you less durable during combat leading to more hull damage and lost ships so I personally have found no use for it. I have played multiple games and researched many crystal debris but the most I get are throwers and regenerative hull tissue. Orek Vuul contains four Tiyanki Ox guards. Except for mainly regenerative hull tissue so my ships can heal on the move. A place to share content, ask questions and/or talk about the 4X grand strategy…So you need to repair regularly, or use regenerative hull tissue for slow regeneration. I'm facing AI enemies that primarily use a combination of weapons. #10. Stellaris. 3. Guardian regeneration speed discussion. Guardians. Is there a consistent way to get it? Archived post. Next time I forgot that it happens because I am a dum dum. First time was the first time I ever found it, got crushed. Shields require power to use, so if you do not have Regeneration hull, you only get 1-3 Regen per day. 前置科技:. Just don't build more than the amount of nanite deposits because those are all you get. 0 and amassed a fleet that equips only regenerative hull tissue and can't help but noticed it's slightly over powered. A crisis is an event that threatens the entire galaxy and all life within it. Stellaris already includes a massive amount of content, and one of the hardest things as a new content designer is to avoid retelling stories. Regenerative Hull Tissue works in combat. If it was a higher percentage or ticked up per day maybe but right now, especially as I'm a wormhole species, I don't see the point. See more of Stellaris on Facebook. I'm facing AI enemies that primarily use a combination of weapons. That used to give a fixed amount of regen per day, but was changed in 3. The calculation to predict this outcome, which in game testing then proved correct, is: 0. In one fleet, I'll see corvettes with two projectile weapons and one laser, though in destroyers and cruisers the mix is half and half, with one hull-only (ignore shields / Armor). - Regenerative Hull Tissue values have been rebalanced. The tradition costs penalty being multiplicative, the AI not getting pirates, the endless colossus CB spam, the enigmatic fortress, the original/2. ago. Shields are pointless, so every utility slot is filled to the brim with more armor, while Regenerative hull tissue keeps the armor and hull repaired & Auxiliary Fire Control helps to improve weapon accuracy. This means that Devouring Swarms (and leviathans like Shard) can completely recover from crippling damage in just a few months, giving them a huge boost. I was just playing the 2. The calculation to predict this outcome, which in game testing then proved correct, is: 0. This article is for the PC version of Stellaris only. Does Stellaris 3. 18 Badges. Physics research. 0% Evasion / 543. However, it's still buggy. Shields form the first layer of hit points of a ship. I have tested and verified this math in game. In one fleet, I'll see corvettes with two projectile weapons and one laser, though in destroyers and cruisers the mix is half and half, with one hull-only (ignore shields / Armor). Shields require power to use, so if you do not have Regeneration hull, you only get 1-3 Regen per day. First level crystal plating is okay. 2. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. On your corvette fleets, you want afterburners to maximize evasion and speed. Single L-sized weapon costs 88-116 alloys while also draining a lot of power. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. In addition, some technologies in Stellaris cannot at all be researched by normal means, but must rather be discovered in other ways. It's a genetic problem, not a structural problem. Business, Economics, and Finance. 1 (III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. csv at master · ArchOfRebellion/Stellaris-Ship. Stellaris. Experienced a 3+ year fight between a starbase (with regenerative hull plating) and the shard where neither side was able to kill the other. Despite all its nerfs, Regenerative Hull Tissue is a strong contender by default, for example. I dont know if -10% daily hull regen is getting 10% hull damage daily. Also devouring swarm gives it as a base but its 0. Defenses [edit source]. Note, btw, that the displayed values (after correcting for the 100x factor) are for in combat regen. I was just playing the 2. About Stellaris Wiki. Maybe as an anchor for your brawler line as a sort of fleet carrier. Drop the PD modules. 2 patch (been too busy), but currently Stellaris' tooltips are kind of terrible. 0 and amassed a fleet that equips only regenerative hull tissue and can't help but noticed it's slightly over powered. Halved the hull and armor regen provided by Regenerative Hull Tissue, Nanite Repair System, Nanobot Cloud, Mercenaries, and Devouring Swarm. 再生舰体组织 (Regenerative Hull Tissue) 解锁:在鼠标浮层中查看. First of all, shields daily hull regen is +1. I heard about how hull tissue was nerfed. Some of the extremely helpful bits are: 1] absolutely, positively, get regenerative hull tissue. It's an reward you get from researching the amoebas after first contact. 2. Regenerative Hull Tissue vs Crystal-Infused Plating: The "A" Slot Question. Zacctastic • 2 yr. 392K subscribers in the Stellaris community. Definitely. First of all, shields daily hull regen is +1. I tested this in game and verified it. 2k. Tall empires, especially Inward Perfection empires with the purity tree to boost fortress health further, can have extremely tanky fortresses. 1% Armor Regen and 0. Regeneration of hull and armor (maybe and shields) has been changed since Stellaris 3. First of all, shields daily hull regen is +1. C:Program Files (x86)SteamsteamappscommonStellarisgfxmodelsshipsmammalian_01 Related Topics Stellaris Real-time strategy Strategy video game GamingHigher damage per shot is sometimes useful for killing ships before they withdraw, but that only makes a meaningful difference in withdraw chance if the enemy hull is weak enough you can kill it in about 10 shots or less, and even a basic Corvette has 300 hull HP (needing 12 hits - or, more relevantly, 6 hits once the target is below 50% hull. 5% of hull and armor daily not in battle (maybe 1% of armor if tissue do not stack). Though I found that you can get a bit of this flavor by using picket corvettes with one laser and one autocannon plus regenerative hull tissue. Warfare. ) I wish there were an upgraded version of regenerative hull too. SkiRich Jul 26, 2021 @ 8:41pm. Shields require power to use, so if you do not have Regeneration hull, you only get 1-3 Regen per day. Star Eater can use up to 4 of them. Shields are good as a quick-recharging deflector to stave off any anti-armour weapons and then I stick one regenerative hull tissue and stack armour hardening to protect the hull. It's not worth it to use a lower tier power supply on Battleships. . Laiders72 May 11, 2016 @ 11:08am. I think this is better, but as ships ended up with more parts, they became overdescriptive. Regenerative Hull Tissue, Nanite Repair System and Nanobot Cloud have had their values sliced in half however they now heal on a percentage basis rather than a static one leading to a net buff in most situations. Stellaris: Battle Royale, sounds like a great narrative for those peaceful enclaves. 这些细菌植入了舰体的结构设计,当舰体受损时,它们就会开始尝试修复。. I've reached an unusual spot in my 2. ; About Stellaris Wiki; Mobile view Regeneration of hull and armor (maybe and shields) has been changed since Stellaris 3. As for the whales, I think if you attack and kill some, something happens but I dont recall. If I remember right it regens more armor per day than the hull. Related: Stellaris: How to Survive an Endgame CrisisMajor updates have been made to the Unity system in Stellaris. May 23, 2022. 1 Libra patch: "Regenerative Hull Tissue, Nanite Repair System and Nanobot Cloud have had their values sliced in half however they now heal on a percentage basis rather than a static one leading to a net buff in most situations. You can also combine regenerative hull tissue with crystal plating to deal with disruptors and arc emitters. If you miss more shots it means you deal less damage which means you might lose ships because of it. Damage control system - attempts to repair damage in battle, similar to regenerative hull tissue but works much faster, but can only repair up to a certain limit Upgraded versions of auxiliary fire control component. “It’s the shitblizzard Randy. 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. Stellaris Cheats; Technology Codes;. ) I wish there were an upgraded version of regenerative hull too. Regenerative Hull Tissue Buff 3. The big downside is that losing hull will lower combat performance and speed by half the percentage of the lost hull. The others are more situational. Hull has the most HP, the fewest weapons with bonuses against it, and works just like Armour. 4 "CEPHEUS" PATCH NOTES. So why doesn't Stellaris use this mechanic? Something like 2-5% attrition per jump. Destroyers as the picket-specialized ship class, focus on shields too, stack evasion as much as you can. Also some admirals have the regen trait buts its rare. I'm wondering if 3. Home; Guides; Code Lists. The Hull Tissue provides a semi-permeable membrane, which, when exposed to energy sources, can heal itself quickly and efficiently, forming a positive feedback loop that can protect the hull of spacecrafts against impacts. Content is available under Attribution-ShareAlike 3. To answer the title question, if memory serves, it's always a 30 day delay on healing, and then they repair at a rate of like 1-2% hull and armor per day afterwards. So here i am with a crystaline Battleship. While it isn't going to be a large amount, it's still an important aspect of. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. 66 Badges. Regenerative Hull Tissue: 20: 10 +5% Daily Hull Regen +10% Daily Armor Regen: These bacteria are imprinted with the ship's structural design and will attempt to restore hull integrity should it be compromised. Missiles - Very high damage, great against hull, bypasses shields, can be shot down by PD. Posted by 3 days ago. This playthrough is quite different since I've found Space Amoeba Hunters, and they're blocking my early-game science ships. In one fleet, I'll see corvettes with two projectile weapons and one laser, though in destroyers and cruisers the mix is half and half, with one hull-only (ignore shields / Armor). arcehotec seems about early rushes for me, the weapons, aside from some niche uses fall behind t5 some even t3 or t2 components really hard, it lets you bypass an huge portion of the tectree though, and you can skip past most other weapons towards ascentions or megaenginering , with the downside that you have to redoo all of that to get intoo the. As was said in patch notes - ibattle regen is 5 times lower. Event chains. 6(II) , +2. tech_regenerative_hull_tissue tech_doctrine_fleet_size_1 tech_doctrine_fleet_size_2 tech_doctrine_fleet_size_3 tech_doctrine_fleet_size_4The same issue arises if you use other sources of regeneration, such as the admiral leader_trait_engineer_2 trait that claims to give 0. Regenerative Hull Tissue and Nanite Repair System improvement. I'm facing AI enemies that primarily use a combination of weapons. It also helps from a roleplay standpoint. The northern empire being fanatic xenophobes and the southern being Holy Guardians. Stellaris. This is why Stellaris desperately needs to the next expansion to focus on the combat mechanics of the game, because it is the area that (for me atleast), is the most lacklustre. ago. 3, I made some test for new Regenerative Hull Tissue, and find out that. If this is a bug, it may be Possibly related to armor and hull not having a delay after taking a hit before regen starts, like shields do. But thats a price im willing to pay if it means that i can defeat the Spaceborn Enemies again. Starbases will auto-equip a couple modules of it, and it's a huge game-changer. Because there are weapons that specifically counter armor and weapons that specifically counter shields, neither armor nor shields is a cure-all. You also make sure to outfit them only with anti-armor weapons (plasma if you have it, lasers if you don't) since anti-shield weaponry will be a waste. I've been doing more Stellaris math recently, trying to figure out optimal ship designs for 3. The effective health pool of armor is just quite massive against those go to weapons. Only skeletons of great empires, some Marauders I haven't bothered cleaning up (even though they have the audacity to try and raid me), a few. I was just playing the 2. A counter would be if for example Disruptors would stop the regeneration. Nov 20, 2017 651 349. I'm attacking star bases and they wont die. If we continue to study how this tissue is composed, we may in the future be able to apply the technology of regenerative hull tissue to our own ships. 再生舰体组织 Regenerative Hull Tissue. I was just playing the 2. Corvettes are zerglings (or rather marines, if we’re making Starcraft comparisons) of Stellaris, their main benefits are their sheer numbers, speed and surprising staying power (highest evasion in the game, plus if it does get hit by something serious most of the damage is essentially wasted as overkill). A single Grey Tempest fleet is 61k. Might have to rebuild them alot but could reduce the casualties to your artillery and dedicated carrier lines. It depends on the situation. Regenerative Hull Tissue on ships isn't really good. Right there with you. Regenerative Hull Tissue: tech_regenerative_hull_tissue: Resource Processing Algorithms: tech_resource_processing_algorithms: Ripper Cannons: tech_autocannons_2: Robotic. Then again, it can just give itself regenerative hull tissue in the field. Bad spawn can sometimes translate into glory. 8k. View community ranking In the Top 1% of largest communities on Reddit. So if your ship is down to 50% hull, it will. Studying them gives you access to the Regenerative Hull Tissue tech, so you theoretically could kill them to get more progress via debris. Contents. Any hull repair is worth it because it allows an offensive to keep rolling forwards without running to starbases to repair, or gradually getting chipped away by hull damage across multiple engagements. 2% for hull, 5. I have tested and verified this math in game. Regenerative Hull Tissue Buff 3. M. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. Regenerative hulls isn't going to give you the repairs you need during war time, its more of a convenience if you're out killing space cows and don't want to come back to base. Technology. I've reached an unusual spot in my 2. A place to share content, ask questions and/or talk about the 4X grand strategy…I was just playing the 2. View community ranking In the Top 1% of largest communities on Reddit. Obviously, using destroyers like this isn't a good idea because you'll end up with fragile and relatively expensive ship (well, compared to a Corvette). Shields balanced with armor, shield capacitor and regenerative hull tissue as auxiliary slots. Now, daily regen does not work the same in combat, according to what I found in another reddit post, daily combat regen is 20% of the listed. Also devouring swarm gives it as a base but its 0. EDIT: If I get the Enigmatic Decoder from the Enigmatic. 2 beta game play that has left me scratching my head. The Nanobot Cloud aura can be fitted to Titans, with effects slightly stronger than Regenerative Hull Tissue. It adds ability to reasearch (one way or another), improve and build Ancient Dreadnought. But early on in. About Stellaris Wiki. Nerf to hull/armour regeneration is not a nerf to shields, so just favouring one playstyle over other, and limiting number of options. I was just playing the 2. It's really hard to tell at times if a bonus is working or not. If you have access to regenerative hull tissue and a leader with the regen boosting ability (and a titan with the regen boosting aura) then you might favor armor instead. . I've reached an unusual spot in my 2. 5. Shields require power to use, so if you do not have Regeneration hull, you only get 1-3 Regen per day. 5% of max every day. Stellaris Wiki Active Wikis. Disengagement in Stellaris probably ought to be viewed not as "the troop pulled back to a safe location" so much as "they crippled the ship but didn't cause the. maybe someone could make a mod where they could be tamed or bred. Stacking hit chance is best in slot. The change to the Regenerative Hull Tissue and Nanite Repair System components which changed them from a single digit amount of regeneration per day to a percentage of total ship armor / hull has vastly increased the effective health of. Shields [edit source]. Second, that hull regen happens in combat. 每日船体再生: +0. Shields require power to use, so if you do not have Regeneration hull, you only get 1-3 Regen per day. - A cheap and early alternative to regenerative-tissue - Repairs ship hull and armor Escape Pod Hunters - A "Morale Weapon" per-say - Creates an Aura that slightly reduces the performance of enemy ships Long-Range Scanner - Gives ships a major sensor range boost Missile Jamming Field - An extremely expensive and high ship-power component Adding to this as I think this is the same issue but there's definitely a regen bug affecting the game in the 3. I'll summarize the changes below, which are all tested and verified. This article is for the PC version of Stellaris only. Starbases and Regenerative Hull Tissue : r/Stellaris r/Stellaris • 1 yr. Locked post. First of all, shields daily hull regen is +1. ask questions and/or talk about the 4X grand strategy game Stellaris by. Nobody remebers space scotland or reallllllyyyy northern Ireland. 2 (I) , +1. The others are more situational. Regenerative Hull Tissue - it says: Daily Hull +1 Daily Armor +2 That's all? Not in percentages, just points? No matter the size of the ship? This page was last edited on 14 October 2017, at 12:23. Do repair systems (regenerative hull tissue & nanite repair system) operate during combat? Is it worth installing more than one repair system? Do batteships and titans benefit from having multiple repair systems?There are a few ways to add regeneration to ships -- leader bonuses, aura bonuses, and Regenerative Hull Tissue -- which ends up favoring armor over hull. When installed on your ships, this tech can automatically repair your hull and armor at an even greater rate than the Regenerative Hull Tissue technology. 对该项目的细节说明请添加至相关页面. . 3. Lol. For defensive components, hull is the way to go. Posted by 6 minutes ago. In Stellaris you will often encounter spaceborne aliens, end game crises, fallen empires, and other enemy empires that you end up clearing out or attacking during war. Amoeba Breeding Program: 5000: 2 Amoeba Flagella Analyzed Space Amoeba debris Mid/late-game artillery fleets can put out upwards of thousands of damage per day from well outside a starbase's effective range. • 18 days ago. First of all, shields daily hull regen is +1. 3. What does not influence fleet power: shield regen (capacitors) ; combat speed (afterburners) ; hull regen (regenerative hull tissue) ; accuracy from combat computer or enigmatic decoder (even extremely large amount of it when I fiddled with game files) ; tracking from combat computer, decoder or sensors , same as above ; armor. Even with the Nanite Repair System. I rather like the space amoeba swarms though. (Not. 6(II) , +2. 6. They stack - there would be no use for 4 of those slots on a fotress if they didn't, as there are only like 5 modules that go into the aux slot and most of them aren't guaranteed to be obtainable: the regenerative hull tissue you get if you can snatch some neutral beasts before they're all wiped out, shield capacitor, the afterburners that are. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. . Technology. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. MyAntichrist. 6(II) , +2. 0 and amassed a fleet that equips only regenerative hull tissue and can't help but noticed it's slightly over powered. 3. 2 (I) , +1. All codes for the game: The main list. The Menacing Destroyer and Cruiser do get a little extra hull (but not much) and do have the advantage of only costing Minerals, but they have the downside of having bad weapon loadouts. Looking beyond scientific and “professional” roles. Ether Drake's fleshlight. . (Two crystal armors and Regenerative Hull Tissue). Checking the game files, both regenerative hull tissue and nanite repair systems use the same modifiers (at different values), both are percentage regens, not flat. Some modules do, like Shield Capacitors, but I don't ever remember seeing Regenerative Hull Tissue among. Corvettes should always have Afterburners, while Artillery Battleships should always have Auxiliary Fire Control (or the Enigmatic Decoder, if you have it). r/Stellaris. Reduced upkeep scaling with empire size by two thirds, reduced efficiency scaling by half. A battleship out of combat with 4180 max hull and two Regenerative Hull Tissue components regenerated exactly 209 hull points over 10 days, which precisely matches the behavior I described. Best tech in the game dont you agree?Whales are different. Shields require power to use, so if you do not have Regeneration hull, you only get 1-3 Regen per day. 3 to be a percentage. A large percentage of your ships won't survive long enough to get much use out of regenerative hull tissue, unless it's stacked with hull regen resources and a. No it's never worth it. TheAddiction2 Autocrat • 7 yr. 4 changed the Hull Regeneration modifier to heal a % of health per day rather than a single hitpoint. 5/variable. All aux slots can stack. 0 and amassed a fleet that equips only regenerative hull tissue and can't help but noticed it's slightly over powered. If you have an admiral with the Engineer trait then don't worry about it, but otherwise the regenerative hull tissue component can help keep your fleet repairing if they're out and about and away from a friendly star port. I am playing with the Gigastructures mod and if the armor and hull regeneration are effective during battle, then I do not see how anybody would be able to destroy a behemoth planetcraft that regenerates 1,125,000 hull per day, since the damage output is about 55,000 damage per day. "Stellaris 3. TheAddiction2 Autocrat • 7 yr. Shields regen at its listed rate regardless of condition. Originally posted by ImperialForce9: The low +2 regen to hull and +1 armour a day feels lack luster compared to teh amount of health a Battlelship has. In Stellaris 3. Ship Building is a major feature of Stellaris. Regenerative Hull Tissue. ago. There is a problem that moving around takes a long time, and game lag is real, so when playing stellaris there is a lot of watching fleet traverse the map. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. Not worth the research time IMHO. Best. Out of combat, hull and armor regen is multiplied by 5, just like shield regen. Stellaris already includes a massive amount of content, and one of the hardest things as a new content designer is to avoid retelling stories. They pop up every now and then in your systems while wandering around, usually right at the moment when the sanctions coming will destroy your economy enough to lose a crucial war, in a system that's on the opposite of where all your fleet is. yeah this. 0 and amassed a fleet that equips only regenerative hull tissue and can't help but noticed it's slightly over powered. . Getting traditions. Agreed, leader upkeep costs are minimal. . 再生舰体组织 Regenerative Hull Tissue. Taking an admiral with the engineer trait (0,5% hull/armor per day) is better. Really no reason to use them when the Menacing Corvette is so insane. Halved the hull and armor regen provided by Regenerative Hull Tissue, Nanite Repair System, Nanobot Cloud, Mercenaries, and Devouring Swarm. 6(II) , +2. Stellaris. Yes its more expensive. So out of combat, it's +0. 2x regenerative hull tissue Total HP = 3050 with 2 HP daily regen (2 hull) I get a bit more HP from the crystal armor than I do in HP from the shields III or the armor III, and I thought about maxing out the hull HP with fit #2, while adding two of the regenerative hull tissue, but I read they only restore1 hull HP per day each. In one fleet, I'll see corvettes with two projectile weapons and one laser, though in destroyers and cruisers the mix is half and half, with one hull-only (ignore shields / Armor). 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. Bull and Cow Calf and Hatchling. I'm facing AI enemies that primarily use a combination of weapons. I prefer armor Regen and have a slight armor favoritism. [In Stellaris, weapons get more powerful a lot faster than defenses get tougher. 2. But in some tests i got real numbers like 0. 2 (I) , +1. Early-game, Regenerative Hull Tissue is well worth its weight in. 1 Libra patch: "Regenerative Hull Tissue, Nanite Repair System and Nanobot Cloud have had their values sliced in half however they now heal on a percentage basis rather than a static one leading to a net buff in most situations. Any hull repair is worth it because it allows an offensive to keep rolling forwards without running to starbases to repair, or gradually getting chipped away by hull damage across multiple engagements. I was thinking that was the case, but I can't locate any tool tips on the ship (magnifying glass icon), either on the armor, or hull info or the armor icon. 25% daily hull regen and +0. I dont often use them but i like themStellaris. The lessons learned from this research will have the potential to.