stellaris regenerative hull tissue. Random Dec 22, 2018 @ 1:25am. stellaris regenerative hull tissue

 
Random Dec 22, 2018 @ 1:25amstellaris regenerative hull tissue  First of all, shields daily hull regen is +1

Habitable Worlds Survey. Join. EDIT: It's been brought to my attention that this math is incorrect, as the Tooltip for Regenerative Hull Tissue is not accurate. - 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. A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. The ship design minimizes the cost of converting to fight an enemy or the losses from an unexpected load-out. Does Stellaris 3. 3. And when it does, much glory to be had. #3. However, keep in mind that installing this on any ships requires Nanites, which are found exclusively in the mysterious L-Cluster. Does it work in combat? 3. It has a base of 100k Armor and 150k Hull, so even a single RHT would give it 1000 Armor regen and 750 Hull regen per day. . EDIT: It's been brought to my attention that this math is incorrect, as the Tooltip for Regenerative Hull Tissue is not accurate. I'm facing AI enemies that primarily use a combination of weapons. Regenerative Hull Tissue: 10000: 3 Regenerative Hull Tissue Analyzed Space Amoeba or Tiyanki debris A genetically altered version of silicon-based bacteria could potentially be manipulated to regenerate non-organic materials. Obviously regenerative hull tissue is a MUST, but do you fill all your aux slots with regen hull tissue or only fill one of them, and put afterburners, fire control or shield capacitor. Crystalinfused plating uses the shield/armor slot Regenerative hull tissue uses the attachment slot. It's more powerful with regenerative hull tissue or the nanite version granting daily hull and armour regeneration of 0. The Nanobot Cloud aura can be fitted to Titans, with effects slightly stronger than Regenerative Hull Tissue. 3 to be a percentage. Nothing says 'I can do this all day' quite like ships that don't need to return to dock after every fight. [In Stellaris, weapons get more powerful a lot faster than defenses get tougher. . Halved the hull and armor regen provided by Regenerative Hull Tissue, Nanite Repair System, Nanobot Cloud, Mercenaries, and Devouring Swarm. 0 unless otherwise noted. Mass Extinction Through the Ages. So out of combat, it's +0. It's been a few months since I've played, but last I looked into it, neither regenerative hull tissue nor the Titan repair aura were fast enough to mitigate the need to visit starbases for repairs, at least during wars or crises. " Stellaris Mods Used: Extra Ship Components 3. Astasia. Right there with you. I'm facing AI enemies that primarily use a combination of weapons. Living Metal is automatic. But you can shrug off kinetic artillery and auto cannons. Regenerative Hull kicks in after 10 days from last dmg taken if info i found is correct, so in some circumstances they can be beneficial to speed up. Habitable Worlds Survey. Space warfare. Empire event chains. Out of combat, hull and armor regen is multiplied by 5, just like shield regen. 3. They havent done it on the main one. I've reached an unusual spot in my 2. Ship Building is a major feature of Stellaris. Nope, it wasn't. 6(II) , +2. In Galaxy Map, click the ship icon and. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Graduate Degree Programs in Regenerative medicine (including stem cells and tissue engineering) Master of Engineering in Biomedical Engineering (MEng) Biomedical. Not worth the research time IMHO. While I do think Armor is better than Shields overall, the Invincible-class Battleship will not work as advertised. Stellaris Real-time strategy Strategy video game Gaming. 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). 5. Whales give you regenerative Hull Tissue too but as a salvage when killling them, you get amoeba flagella from the space amoebas. Events. Ships do have regenerative hull tissue. It seemed to me I was better off choosing aux equipment and auras that improved performance in some other way to. 再生舰体组织. 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. 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. Remember that your ships will do less damage as the hull takes damage (all the way down to the 50%). Starbases and Regenerative Hull Tissue : r/Stellaris r/Stellaris • 1 yr. I've reached an unusual spot in my 2. It regens a whopping 1 hull per day, so on a battle ship that would take nearly 10 years to heal it back . Regenerative Hull kicks in after 10 days from last dmg taken if info i found is correct, so in some circumstances they can be beneficial to speed up. Destroyers as the picket-specialized ship class, focus on shields too, stack evasion as much as you can. So a capacitor is 50% more of this, worth ~17. No_Share_7606 •Another way to look at it is that if you want some regen, switching it to the aura frees an aux component (and give an extra +0. Of course, this again takes up a very valuable slot that could have been used for something else. 2 (I) , +1. Drop the PD modules. As was said in patch notes - ibattle regen is 5 times lower. Laiders72 May 11, 2016 @ 11:08am. 2 beta game play that has left me scratching my head. Even with the Nanite Repair System. 花费:20. 5% for armor) in the display, but they were actually regenerating at combat rates (1/10 of those values, or less). Ascension perks. When I asked through the forums, someone tested it through console commands and decided the answer was no, but people with more. - Armor and Shield Hardeners have been reworked. Shields require power to use, so if you do not have Regeneration hull, you only get 1-3 Regen per day. ago. Regeneration of hull and armor (maybe and shields) has been changed since Stellaris 3. @alessandro: I haven't played since 1. 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. 25% daily hull regen and +0. I guess what it does makes more sense. No it's never worth it. maybe someone could make a mod where they could be tamed or bred. The lessons learned from this research will have the potential to. Tiyanki fleets can consist of Cows, Bulls, Calves and Hatchlings. I'd like to gauge how strong this is, mostly it depends i guess on how fast a "tick" of healing goes. 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。. Regenerative Hull Tissue : Regenerative Hull Tissue : Amoeba Breeding Program : Amoeba Flagella : Cloud Lightning Conduits : Cloud Lightning Conduits : Mining Drone Lasers : Mining Drone Lasers : Frequency Tuning : Energy Siphon : Artificial Dragonscales : Dragonscale Armor : Enigmatic Deflectors : Enigmatic Deflector : Enigmatic Power. Regenerative Hull Tissue. Jan 8, 2021. Forever. Missiles - Very high damage, great against hull, bypasses shields, can be shot down by PD. The exceptions to this are the space amoebae (Amoeba Breeding Program and Regenerative Hull Tissue) and the elite crystalline entities. 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. 0. . Business, Economics, and Finance. Regenerative hull tissue helps your fleets keep going during a war - repair without a starbase, so no need to go back to find one. As for the whales, I think if you attack and kill some, something happens but I dont recall. 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. I've reached an unusual spot in my 2. They have inherent regeneration of 1% of their base health per day. Apr 7, 2021; Add bookmark #8 Sawtooth500 said:. Probably doesn't take much high tech energy weaponry to fuck up the atmosphere of a habitable planet, at least locally, and then people start dying. This is not a good Fix as it nerfs the Module for our Ships too (but also on Enemy Ships). 0 // 0d1c Game Version. You will unlock the Regenerative Hull Tissue tech, which can be used in ship armor design, and if for some reason it’s already unlocked, you will get a 50% research boost to it. Regenerative hull tissue’s self repair is 1/10 of the listed value when in combat. 报警机器人 于6年前 修改了 此页面。. 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. Guardian regeneration speed discussion. Stellaris. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. May 6, 2021 @ 4:35am Do Regenerative Hull Tissue, Nanite Repair System and Nanobot Cloud work while in combat? ? The author of this topic has marked a post as the answer to their question. 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. Nanite Repair Systems can be acquired after defeating the Scavenger Bot. 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. Some extra large ships - with regenerative features (eg: regen hull tissue) + regen Admiral + regen aura from Titan + more - sometimes have so much either Armor or Hull or Regen that when slightly damaged and when regenerating they have an "Overflow Situation" and disappear (are destroyed). This article is for the PC version of Stellaris only. The calculation to predict this outcome, which in game testing then proved correct, is: 0. 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. It is my one major complaint about the game : (. 每日装甲再生: +1. (It's located at SteamsteamappscommonStellarisinterfacemain. 2; Reactions: Reply. Shield or Armor hardening against enemies running full Bypass weapons, and Regenerative Hull Tissue for a small boost in sustainability during battle,. oh boy. 0 to make it actually a usefull aux component (also trying to give shield chargers their regen bonus back partially, they proably has the same command. When I first started playing EU4 I thought naval attrition was, and still is, an excellent solution to exploring everywhere and conquering anyplace immediately. Wow thats bloody sweet. Having a single fighter that spawns there will be good for intercepting swarmers sooner, especially if you don't use swarms yourself. 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). In-combat regeneration occurs but its not a significant factor. Two components mentioned in the title on the other hand, gives. Aura that reduce enemy fire rate far, far more superior. When the ship get hit, the regeneration stops for a little time, but it goes on when the ship not get hit, even during the battle. They end up in the destroyer role with small packs. But in some tests i got real numbers like 0. But by and large, the only reason to kill them is out of malice. SkiRich Jul 26, 2021 @ 8:41pm. When I look at the stack there are three pieces of information that don't add up. Stellaris Wiki Active Wikis. Maybe as an anchor for your brawler line as a sort of fleet carrier. Changes: - Armor, Shield and Hull values added by components have been adjusted to new vanilla scaling. Gave immediately the "Amoeba Breeding Program" which gives you the Amoebas as fighters. I was just playing the 2. Oddly for something that can source alloys from across the galaxy to make more ships and even upgrade itself, it has no self-repair ability without the usual regenerative hull tissue. 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. Defenses [edit source]. Stellaris Real-time strategy Strategy video game Gaming comments sorted by Best Top New Controversial Q&A Velorian • Additional comment actions. The contingency and Prethoryn have regenerative hull tissue, which perfectly cancels out the disintegrator. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. I was just playing the 2. Crypto119 votes, 17 comments. Imagine it from the perspective of the society who raised her, in news pieces. 415K subscribers in the Stellaris community. Leave it as it is. After entering combat and after retreating, the ships had normal repair values (5. 0% Evasion / 543. 9 ‘Caelum’ is Out, What’s Next?. 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. Changes: - Armor, Shield and Hull values added by components have been adjusted to new vanilla scaling. All Discussions. The other empires around me have about 10-20k TOTAL fleet power, and I have about 40k total, with 3/5ths of that coming from my primary fleet. ReplyI have a simple set of rules when I play, the tiyanki are my special friends while all amoebas except for bubbles is fair game for their regenerative hull tissue. Regeneration of hull and armor (maybe and shields) has been changed since Stellaris 3. 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. 0(?)I have played Stellaris a fair bit, and Crystal-Infused Plating has always been a fairly simple mid-tier version of Crystal-Forged Plating, costing Rare Crystals to build, and grants a flat amount of hull. research_technology tech_regenerative_hull_tissue Refit Standards. Targeted Gene. P. Members Online. Only one design is available for each loadout. Regenerative Hull Tissue vs Crystal-Infused Plating: The "A" Slot Question. 365 days just comes to a meager 365 hull and 730 armor. Nanobots regen are only possible if you do the grey tempest mid game. 2 (I) , +1. LystAP. So, is there somethere real numbers for regen? First of all, shields daily hull regen is +1. It adds ability to reasearch (one way or another), improve and build Ancient Dreadnought. 6(II) , +2. 0. SirBlackAxe. 2 beta game play that has left me scratching my head. So that’s the advantage of them. 0. Studying them gives you access to the Regenerative Hull Tissue tech, so you theoretically could kill them to get more progress via debris. Halved the hull and armor regen provided by Regenerative Hull Tissue, Nanite Repair System, Nanobot Cloud, Mercenaries, and Devouring Swarm. 对该项目的细节说明请添加至相关页面. 3, I made some test for new Regenerative Hull Tissue, and find out that. View community ranking In the Top 1% of largest communities on Reddit. #14. 66 Badges. 0 and amassed a fleet that equips only regenerative hull tissue and can't help but noticed it's slightly over powered. save. No it's never worth it. The nanite Reapir-System does heal 1. 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. For defensive components, hull is the way to go. 6, the Regenerative Hull Tissue auxiliary-slot item, gives +10% daily regen for Armor. I dont often use them but i like themStellaris. 3. I thought replacing the red lasers with blue lasers would increase the fleet's power, but instead it dropped. A crisis is an event that threatens the entire galaxy and all life within it. Seems like armor got a massive buff. Best tech in the game dont you agree?Whales are different. The country must be able to research said tech (weight > 0, fulfils potential trigger) copy_random_tech_from = { who = <country> category = computing (optional) area = physics (optional) progress = 0. As far as I know shield regeneration behaves exactly the same as hull regeneration (Such as Regenerative Hull Tissue) and that means they regenerate even if they're getting hit 10 times a second. 3. Related: Stellaris: How to Survive an Endgame CrisisMajor updates have been made to the Unity system in Stellaris. 1% Armor Regen and 0. BTW, there is totally another problem that hull regenerate for even disengaged - ships run away with flag - ships. Her group determines how. It changes Regenerative Tissue from 1% Armor Regen and 0. A -10% Emergency FTL Charge Time reduces 30 days to. The ship will also begin recharging its shields. All my ships are just an even mix of shields and armor. Stellaris Wiki Active Wikis Empire of Sin AoW: Planetfall Cities: Skylines Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the AftermathThe auto-design will never really make a design that has synergy. 2. I'll summarize the changes below, which are all tested and verified. It's basically a stronger Regenerative Hull Tissue. 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。. TheAddiction2 Autocrat • 7 yr. . You can unlock it for your Ships too. It depends on the situation. I'll summarize the changes below, which are all tested and verified. Ether Drake's fleshlight. Shields require power to use, so if you do not have Regeneration hull, you only get 1-3 Regen per day. I was just playing the 2. 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. They'd just die slightly slower. 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. 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. The big downside is that losing hull will lower combat performance and speed by half the percentage of the lost hull. 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). 5% daily armor regen, which would fully repair an almost destroyed ship in 400 days. TheAddiction2 Autocrat • 7 yr. . Uttermostmeat66 • 5 yr. Also, menacing ships only cost minerals even if you install advanced tech such as. Oh, I upgraded them and they repaired. . Stellaris already tries to do this but it doesn't really feel like it works in its current balance. Content is available under Attribution-ShareAlike 3. 20 votes, 22 comments. . I dont know if -10% daily hull regen is getting 10% hull damage daily. 0 and amassed a fleet that equips only regenerative hull tissue and can't help but noticed it's slightly over powered. 3 have the issue where enemy fleets pick targets within only one ship class at a time?. I don't know if there is a minimum final hit percentage, but the calculation is something like your accuracy - (their evasion - your tracking) = hit chance. A single Grey Tempest fleet is 61k. This is a searchable and complete list of Stellaris technologies and their IDs. Taking an admiral with the engineer trait (0,5% hull/armor per day) is better. If you can get one, a leader with the regen trait is better since it repairs 0. 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. Things like Regenerative Hull Tissue. . Advanced Afterburners has even more value now in helping artillery ships 'out run' their chasers, which can completely change how combat dynamics work, etc. 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. I'm facing AI enemies that primarily use a combination of weapons. Horizon Signal. Regenerative Hull Tissue can be acquired by defeating various spaceborne aliens. 2. 2 patch (been too busy), but currently Stellaris' tooltips are kind of terrible. EDIT: If I get the Enigmatic Decoder from the Enigmatic. 2: Stack speed buffs. All shield techs except. 2 (I) , +1. Their massive health cause hull tissue and repair nanites to be very powerful (To the tune of 200+ health a day before you even reach repeatables). Ships with the regenerative hull tissue or an engineer admiral can repair during combat but only if that particular ship hasn't been shot at recently. Jump to latest Follow Reply. It has more durability than shields, shield penetrators are more common, anti shield weapons are strong, and theirs not a lot which counters it. Its space ameobas that give you the hull regen tech and they are always hostile. Never made the connection between living metal and regenerate hull tissue before, especially since you don't need living metal to use it (unlike how psionic shields use zro and fallen empire power system uses dark matter etc. While I do think Armor is better than Shields overall, the Invincible-class Battleship will not work as advertised. Because there are weapons that specifically counter armor and weapons that specifically counter shields, neither armor nor shields is a cure-all. ago. Does the Swarm inherent regen only come into play as a bonus to the regenerative hull tissue that fits into the "A" slot or will both armor and hull regenerate without the "A" slot item?. Best tech in the game dont you agree? Whales are different. Shields balanced with armor, shield capacitor and regenerative hull tissue as auxiliary slots. Afterburners can also be useful here to fly yourself past the kinetics minimum range. " Looks like a potential gamechanger for ship builds. ShareWas the starbase just occupied? It sometimes needs time to heal. Go to Stellaris r/Stellaris. 5% of hull and armor daily not in battle (maybe 1% of armor if tissue do not stack). in some battles where there are multiple enemy fleets in a system I have had my ships go into repair mode inbetween fights (while the other fleets are inactive or mine just havnt decided to engage them yet. In that time you might as well go back to a Starbase. I've reached an unusual spot in my 2. The Regenerative Hull Tissue is another good option to put onto your auxiliary slots without using power. It's an reward you get from researching the amoebas after first contact. Redirect page. SirBlackAxe. All shield techs except Psionic Barriers,. Does Espionage let you steal Regenerative Hull Tissue and other "acquisition-only" techs? I must know. I can bet its more like 0. Changing regenerative hull tissue to percentage-based regen was a massive buff to most of the leviathans, such that they can often win by attrition fights which they'd otherwise easily lose. Big ships last longer so they get more value out of it. 0 and amassed a fleet that equips only regenerative hull tissue and can't help but noticed it's slightly over powered. Thats on the beta branch. 6. 4. but I would appreciate being able to give science ships things like regenerative hull tissue or make them as cheap as possible by have tier one techs if I’m using them to. 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. Star Eater can use up to 4 of them. But in some tests i got real numbers like 0. I've reached an unusual spot in my 2. In-combat regeneration occurs but its not a significant factor. 4 changed the Hull Regeneration modifier to heal a % of health per day rather than a single hitpoint. Hull has the most HP, the fewest weapons with bonuses against it, and works just like Armour. 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). 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. 9. Battleships are very vulnerable to torpedoes now, and all spinal mount and artillery weapons got nerfed pretty hard so their damage output isn't quite as overwhelming compared with other ship-types anymore. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. In 3. Content is available under Attribution-ShareAlike 3. Oct 29, 2020 @ 3:23am Originally posted by. If they moved it to a daily or even weekly scheme then I would be interested. When I look at the fleets Hull Points, Armor, and Shields (under the armada name. 1(III) Regenerative hull Tissue is +2 Hull, +1 Armor daily. 3. You also might consider the (recently buffed) Regenerative Hull Tissue, but personally I feel that if you're using Corvettes you want maximum speed so Afterburner is the way to go. 0 values used for war exhaustion, the state of combat balance, even things like the multiple FTL methods and old border system - all of these things are or were not a problem if you approached the game in a. reason 3: normally by the time juggernauts are unlocked, you only really need 1 or 2 more rounds of upgrades. Against crisis though i might equip some of my ships with crystal platingjust give them more survivability. You get regenative hulls from amobea study or killing them for debris. Reply. It's twice as efficient as regenerative Hull. And for the record, here is how i structure my fleets: Battleships focused on artillery and tanking damage. Shields require power to use, so if you do not have Regeneration hull, you only get 1-3 Regen per day. They havent done it. - Armor, Shield and Hull values added by components have been adjusted to new vanilla scaling - Armor and Shield Hardeners have been reworked - Regenerative Hull Tissue values have been rebalanced - Vanilla component "Nanite repair systems" has been rebalanced - Enigmatic Encoder now gives Disengagement Opportunities just like in vanilla628 votes, 34 comments. From what I read, only shield regen effects battles, so based on that I figured more hit points would help me more. They keep regenerating their armor. On the other, hand, with regenerative hull tissue my fairly puny starbases can regenerate fast enough they can basically indefinitely delay and sometimes even slowly beat pirate and marauder fleets. Enclaves. I just added a reactor booster. By the time you reach late game its utterly useless though. Mid and late, I like a mix of long range artillery ships in destroyers and battleships, using destroyers and cruisers as point defense and strike craft. Basic corvette hull 2x shield 1x armour 1x regenerative hull tissue Set it to picket hull type and use point defence and two disruptors, then set the combat computer to swarm. " Looks like a potential gamechanger for ship builds. About Stellaris Wiki. IIRC it is 2% hull regen and +5% armor. 5/variable. Well, I think they accidentally added the zeros in the wrong place, cause this is broken AF. The low +2 regen to hull and +1 armour a day feels lack luster compared to teh amount of health a Battlelship has. They are not hostile unless attacked. Contents.