S.T.A.L.K.E.R. 2: Heart of Chornobyl

S.T.A.L.K.E.R. 2: Heart of Chornobyl

Voir les stats:
Armor stats. Do they stack?
I have an armor set that includes a helmet and set that doesn't.

If I add the helmet to the set that doesn't do the protections stack?

It seems to me that in a lot of cases the combining ofwould lead to better protection than a set that has a helmet.

Also, is there anywhere to see over all resistances, including artifacts?

Thanks in advance.
Écrit par opt33:
spent many hours testing different suits with different bars...with controlled damage, both grenades at feet and getting one shotted by same enemy/distance.

masks and suits are NOT additive in physical damage protection. low tier items have separate masks and suits and usually similar stats, ie mask has 2 bars physical protect (head only), suit has 2 bars for body. a mask has no damage protection unless head is hit. So with 2 bar mask and 2 bar suit, you have only 2 bar physical protection.

each bar on suit armor = ~14.5% damage reduction.
1 bar 14.5% = damage reduction
1.5 bar = 22%
2 bar = 29%
3 bars 43.5%
4 bars 58%
4.5 bars 65%
5 bars 72.5% (damage reduction is capped at ~72.5%), once you have 5 bars in suit, artifacts that do physical/strike damage protection are useless.

weak physical artifacts (coded as protectionstrike1) = 4% damage reduction
medium 8% = damage reduction
strong = 12%
max = 16% damage reduction
this is as of the most recent striker 2 updates.
max effect physical artifacts equivalent to ~ 1.1 bars of suit protection.
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Not sure t works that way, like if you have 20 armor on your suit and 10 gas mask that you have "30 armor". More like your head has 10. So without a helmet you have no head protection. Assume it works like this anyway.
this is a guess but the helmet slot and armor slot are calculated separately for physical protection. I would assume any armor set that includes a helmet also gets calculated as a helmet slot with the same stats as the armor for all protections

if you get shot a lot you will notice your helmet degrade seperately from your armor, sometimes not at all

I dont have solid evidence, this is just what I think for this case as I was also wondering this,

artifacts however will tell you their buffs and debuffs. primarily radiation is the debuff as i havent seen anything other than rads as a debuff (constant source of rads emminate from them)
Dernière modification de Simplistic Views; 25 nov. 2024 à 8h32
dbond1 a écrit :
Not sure t works that way, like if you have 20 armor on your suit and 10 gas mask that you have "30 armor". More like your head has 10. So without a helmet you have no head protection. Assume it works like this anyway.

That makes sense but what are your thoughts on weapon upgrades? If I upgrade my weapon to have more armour penetration does that buff only apply when AP rounds are loaded or does that give the gun it natively? I've loaded AP rounds into the gun and the slider never changed so I'm assuming it's for when you use AP rounds but I really don't know.
DeadBeat a écrit :
dbond1 a écrit :
Not sure t works that way, like if you have 20 armor on your suit and 10 gas mask that you have "30 armor". More like your head has 10. So without a helmet you have no head protection. Assume it works like this anyway.

That makes sense but what are your thoughts on weapon upgrades? If I upgrade my weapon to have more armour penetration does that buff only apply when AP rounds are loaded or does that give the gun it natively? I've loaded AP rounds into the gun and the slider never changed so I'm assuming it's for when you use AP rounds but I really don't know.
it applies to all ammo types higher armor penetration is just straight up better
itsmes3 a écrit :
DeadBeat a écrit :

That makes sense but what are your thoughts on weapon upgrades? If I upgrade my weapon to have more armour penetration does that buff only apply when AP rounds are loaded or does that give the gun it natively? I've loaded AP rounds into the gun and the slider never changed so I'm assuming it's for when you use AP rounds but I really don't know.
it applies to all ammo types higher armor penetration is just straight up better

this is accurate
itsmes3 a écrit :
it applies to all ammo types higher armor penetration is just straight up better

I really wish the game would've shown on the slider the difference in penetration with the rounds loaded as opposed to when they're not loaded.
DeadBeat a écrit :
dbond1 a écrit :
Not sure t works that way, like if you have 20 armor on your suit and 10 gas mask that you have "30 armor". More like your head has 10. So without a helmet you have no head protection. Assume it works like this anyway.

That makes sense but what are your thoughts on weapon upgrades? If I upgrade my weapon to have more armour penetration does that buff only apply when AP rounds are loaded or does that give the gun it natively? I've loaded AP rounds into the gun and the slider never changed so I'm assuming it's for when you use AP rounds but I really don't know.

depends on the weapon you're upgrading. Skif's pistol? (the one you start with) 100% upgrade it all the way. give it a mag upgrade and give it a silencer. it will be your friend through the whole entire zone. Skif's pistol is intentionally cheap to repair so people have an easier time with the game + so people have a fallback weapon when they run out of coupons. Plus, PTM ammo can still kill even armored enemies with regular ammunition with 1-2 hits to the head. Cheap to operate and maintain.

However, dont bother upgrading the boomstick. Its cheap, its replaceable. You'll quickly find a toz with better stats. Even then, dont bother. You'll soon enough get an even better shotgun. Dont even bother repairing broken guns you loot either, its overly expensive. You can find plenty of fully funtional ones in stashes / randomly around the game.
Dernière modification de Simplistic Views; 25 nov. 2024 à 8h47
I think it does stack. Why would they have separate armor pieces missing a helmet then, to save weight? You obviously get more default protection from armor that includes a head piece already. With there being different helmets as well, some better for anomalies some better for bullets it's just a way to customize your protection a bit. As opposed to having a really good armored suit but not having any anomaly protection, add a gas mask.

In the previous games some helmets had night vision which they have removed so it's literally only about what protection they provide now. Just my thoughts but I'm also not a dev.
Dernière modification de SpidersInABirthdayCake; 25 nov. 2024 à 8h49
Simplistic Views a écrit :

depends on the weapon you're upgrading. Skif's pistol? (the one you start with) 100% upgrade it all the way. give it a mag upgrade and give it a silencer. it will be your friend through the whole entire zone. Skif's pistol is intentionally cheap to repair so people have an easier time with the game + so people have a fallback weapon when they run out of coupons.

However, dont bother upgrading the boomstick. Its cheap, its replaceable. You'll quickly find a toz with better stats. Even then, dont bother. You'll soon enough get an even better shotgun. Dont even bother repairing broken guns you loot either, its overly expensive. You can find plenty of fully funtional ones in stashes / randomly around the game.

I'm just trying to find out whether AP rounds are additive to weapon's armour penetration or if that only applies when APs are loaded.
if you get hit in the head it uses your helmet's stats, if you get hit anywhere else it uses your suit's stats. if its a suit with helmet included its just the same stats as what your suit says for your head. however, I think environmental protection stacks
Dernière modification de Simplistic Views; 25 nov. 2024 à 8h52
DeadBeat a écrit :
Simplistic Views a écrit :

depends on the weapon you're upgrading. Skif's pistol? (the one you start with) 100% upgrade it all the way. give it a mag upgrade and give it a silencer. it will be your friend through the whole entire zone. Skif's pistol is intentionally cheap to repair so people have an easier time with the game + so people have a fallback weapon when they run out of coupons.

However, dont bother upgrading the boomstick. Its cheap, its replaceable. You'll quickly find a toz with better stats. Even then, dont bother. You'll soon enough get an even better shotgun. Dont even bother repairing broken guns you loot either, its overly expensive. You can find plenty of fully funtional ones in stashes / randomly around the game.

I'm just trying to find out whether AP rounds are additive to weapon's armour penetration or if that only applies when APs are loaded.

my bad i misunderstood

armor penetration is a base state, AP ammo just increases it aka additive. it'll make hitting bandits in the body way more viable, but you can still just hit them in the head and kill them in one shot with AP even if they have armor (depending on caliber)
Dernière modification de Simplistic Views; 25 nov. 2024 à 8h54
Simplistic Views a écrit :
if you get hit in the head it uses your helmet's stats, if you get hit anywhere else it uses your suit's stats. if its a suit with helmet included its just the same stats as what your suit says for your head. however, I think environmental protection stacks
It's worth note as well that you rarely get hit in the head in this game versus the old stalker games where it was quite common
Thanks everyone for your input.

It does seem like no one has yet to come across any official explanation on the armor system and we are having to make educated guesses.

It would make sense that for physical damage protection head and body may be separate.

But for environmental damage do they stack? I may have to run some tests.

In my specific case. I have the light weight mercenary armor bonus dlc. It weights 1 and has decent early mid game stats but no PSI protection. During on of the later story missions I got a very good helmet (Sorry can't recall the name) with PSI protection, decent environmental protection and good damage protection. Upgraded it now weighs like 2.

I also have a Seva suit. Which has a helmet and weights 8.

It seems to me that the mercenary armor boosted with the helmet would be a far superior load out than the Seva suit if the environmental protection stacks. If the physical damage stacks then it would be almost par with exo armor at a fraction of the weight.
Dernière modification de Treusch; 25 nov. 2024 à 9h43
I'm wondering about this as well, need one of the stat nerds to get us some answers :steammocking:
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opt33 27 déc. 2024 à 12h42 
spent many hours testing different suits with different bars...with controlled damage, both grenades at feet and getting one shotted by same enemy/distance.

masks and suits are NOT additive in physical damage protection. low tier items have separate masks and suits and usually similar stats, ie mask has 2 bars physical protect (head only), suit has 2 bars for body. a mask has no damage protection unless head is hit. So with 2 bar mask and 2 bar suit, you have only 2 bar physical protection.

each bar on suit armor = ~14.5% damage reduction.
1 bar 14.5% = damage reduction
1.5 bar = 22%
2 bar = 29%
3 bars 43.5%
4 bars 58%
4.5 bars 65%
5 bars 72.5% (damage reduction is capped at ~72.5%), once you have 5 bars in suit, artifacts that do physical/strike damage protection are useless.

weak physical artifacts (coded as protectionstrike1) = 4% damage reduction
medium 8% = damage reduction
strong = 12%
max = 16% damage reduction
this is as of the most recent striker 2 updates.
max effect physical artifacts equivalent to ~ 1.1 bars of suit protection.
Dernière modification de opt33; 27 déc. 2024 à 13h31
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Posté le 25 nov. 2024 à 8h21
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