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:
Artifacts effects stacking
So I've found that two Trunderberries do stack giving faster stamina regen, 13sec vs 8sec in my case, but it's still feels like diminishing returns.
1. But two Compasses do not stack, the damage from grav anomaly is the same as with single Compass while wearing exo.
2. I think Phys resistance is capped to 90% or something.
3. Basic sunrise suit with single Compass result in the same Phys resistance as exosuit+compass
4. If you wear 4+ phys resistance do not hunt for Compass, more common artefact will result in the same max resistance. It will probably do nothing for the suit with full 5 armor. But it gives enormous boost for weak armor, maximizing it most of the time. It feels overpowered to be honest.
5. Does Weird Ball bonus stack on top of capped phys resistance? It's unclear how to test it reliably.
< >
Affichage des commentaires 1 à 15 sur 18
well good to know there there is no point to stuff all belt slots with the same ultimate tier artifacts
Kai 6 déc. 2024 à 1h20 
With suits that offer lead containers, you can throw in legendary artifacts with high rads there, leaving the regular spaces for weaker rad ones. I always put liquid rock on non-lead containers as it basically negates radiation and grants high chem resist.

Weird ball? I am going to use one but I think i need to find datamined info whether it helps or whatnot. If it offers phys protection when standing, it's useful in sniping fights when you are sniping.

Some sites are saying weird ball only reduces bullet damage, nothing else, and also the weight increases when taking any physical damage, up to 5kg.
Still useful as a tanky build for your suit, if you aren't hoarding loot that is.
Dernière modification de Kai; 6 déc. 2024 à 1h28
If weird ball just adds physical protection, it's useless, since it's capped.
But if it's multiplies incoming bullet damage by let's say 0.8 and then physical resist applies on top of it, then it useful.
Dernière modification de damart; 6 déc. 2024 à 9h37
Yes, resistances are capped. I found a config file (which I edited for fun and removed caps), that lists what each stat is capped at. The elemental ones are capped at 90%. Bleeding resist, and physical resist list 4.5f, so I am guessing that is 4 and 1/2 bars out of 5 (the others are their exact percent value, such as 90.0 with no F at end). Stamina *regen is about 20, carry weight is 140. Psi is 90, and radiation is 85%. edit: added regen, since it caps endurance regen not stamina itself.

The file is in the pak at stalker2/content/gamelite/gamedata/ObjEffectMaxParamsPrototypes.cfg.

I believe weird ball is somewhat of a grey area. I can't find any resistances added in the files, however in the effects, it has a flag for damage reduction by weight. If it goes like the wording in the file goes, then it should stack with the cap (weird ball is DamageToWeightCoefficient = 0.1, and protection is EEffectType::ProtectionStrike).

edit: a test that could be done is use the crash anomaly err I mean the gravity anomaly. The one that pulls you in and distorts space. That I believe is physical damage. Step in, note health loss, heal, repeat a few times. Then put weird ball in and do the same a few more times (start recording data after it is max weight). Compare the health loss between the two. Gravity anomaly, whirlwind anomaly, are I believe physical.

edit2: looking at the file, I believe the standing part is just flavor text. Nothing has a movement limiting effect added to the effect. There is also nothing in effectprototypes.cfg for it. All it has is:

DamageToStaminaCoefficient = 1.0
DamageToWeightCoefficient = 0.1
MinWeight = 0.5
MaxWeight = 5.0
WeightDecreaseDelay = 0.0
WeightDecreaseRate = 10.0
WeightDecreaseAmount = 0.1
Dernière modification de deathelm; 6 déc. 2024 à 10h19
I'm also pretty sure 2x Compass does not give anything or very little. I'm not using 2x Thunderbery but I use one and Flower Bud is the other, which is medium endurance and medium physical resistance.

My findings are:
1. 2x Liquid Rock does not seem to add any significant boost.
2. Liquid Rock + Weird Water provide best radiation resistance but you still die to death trap areas but you will have chance to react and back off.
deathelm a écrit :
Yes, resistances are capped. I found a config file (which I edited for fun and removed caps), that lists what each stat is capped at. The elemental ones are capped at 90%. Bleeding resist, and physical resist list 4.5f, so I am guessing that is 4 and 1/2 bars out of 5 (the others are their exact percent value, such as 90.0 with no F at end). Stamina *regen is about 20, carry weight is 140. Psi is 90, and radiation is 85%. edit: added regen, since it caps endurance regen not stamina itself.

The file is in the pak at stalker2/content/gamelite/gamedata/ObjEffectMaxParamsPrototypes.cfg.

I believe weird ball is somewhat of a grey area. I can't find any resistances added in the files, however in the effects, it has a flag for damage reduction by weight. If it goes like the wording in the file goes, then it should stack with the cap (weird ball is DamageToWeightCoefficient = 0.1, and protection is EEffectType::ProtectionStrike).

edit: a test that could be done is use the crash anomaly err I mean the gravity anomaly. The one that pulls you in and distorts space. That I believe is physical damage. Step in, note health loss, heal, repeat a few times. Then put weird ball in and do the same a few more times (start recording data after it is max weight). Compare the health loss between the two. Gravity anomaly, whirlwind anomaly, are I believe physical.

edit2: looking at the file, I believe the standing part is just flavor text. Nothing has a movement limiting effect added to the effect. There is also nothing in effectprototypes.cfg for it. All it has is:

DamageToStaminaCoefficient = 1.0
DamageToWeightCoefficient = 0.1
MinWeight = 0.5
MaxWeight = 5.0
WeightDecreaseDelay = 0.0
WeightDecreaseRate = 10.0
WeightDecreaseAmount = 0.1
I think I got how the weird ball is working looking at this:
10 percent of the damage gets added as the weight and stamina penalty, besically stopping you where you stood if you took a lot of damage, also makind you heavier which kinda fits the item description. In a wierd way.
Baron01 a écrit :
I'm also pretty sure 2x Compass does not give anything or very little. I'm not using 2x Thunderbery but I use one and Flower Bud is the other, which is medium endurance and medium physical resistance.

My findings are:
1. 2x Liquid Rock does not seem to add any significant boost.
2. Liquid Rock + Weird Water provide best radiation resistance but you still die to death trap areas but you will have chance to react and back off.
2. they do not add radiation resistance, they reduce radiation over time. Weird water is so overpowered comparing to anything else so you don't need any other radiation decreasing artifact if you wear it. It's like 10 times more powerful than the Liquid Rock
Dernière modification de damart; 6 déc. 2024 à 13h25
I'd like to know how artifact level protection stacks with armor bar protection.
For example,

One maximum level protection artifact is equivalent to 2 strong or 3 medium level protection artifacts.

That means that we can assign the following (relative) levels of protection:
1 - weak
2 - medium
3 - strong
6 - maximum.

How do these levels stack with armor protection bars, which go from zero to 5 bars?
Does each bar of armor protection correspond to 1 level of artifact protection?
Dernière modification de nabbed; 6 déc. 2024 à 14h09
Kai 6 déc. 2024 à 13h53 
nabbed a écrit :
I'd like to know how artifact level protection stacks with armor bar protection.
For example,

One maximum level protection artifact is equivalent to 3 strong or 2 medium level protection artifacts.

That means that we can assign the following (relative) levels of protection:
1 - weak
2 - medium
3 - strong
6 - maximum.

How do these levels stack with armor protection bars, which go from zero to 5 bars?
Does each bar of armor protection correspond to 1 level of artifact protection?
Well you can't render yourself immune to damage, as that would make armor not possible to get damaged and lose durability.
nabbed a écrit :
...
One maximum level protection artifact is equivalent to 3 strong or 2 medium level protection artifacts.
...

Just want to point out that there is a mix up in above statement. Obviously, it is 2 strong bonuses and 3 medium one.
Baron01 a écrit :
nabbed a écrit :
...
One maximum level protection artifact is equivalent to 3 strong or 2 medium level protection artifacts.
...

Just want to point out that there is a mix up in above statement. Obviously, it is 2 strong bonuses and 3 medium one.

Thank you.
Also, in another file it shows what those weak, medium, etc are. I believe it is effectprototypes. Weak is about 10, medium is 15, strong is 20, and maximum is 25. To convert those to bars, 10 is 1 bar.
Tested weird ball on monolith sniper. No it does not add protection if it's already capped. I was hoping the it will counter AP rounds, but it does not seem so. LVL5 phys protection armor do not require any additional artefacts. Wearing compasses in exosuit is homeopathy.
That kinda lives me questionig what the ideal artefact setup would be.
Probably like this:
Hypecube, 2-3 Thunderberries, Weird water or liquid stone.
damart a écrit :
Tested weird ball on monolith sniper. No it does not add protection if it's already capped. I was hoping the it will counter AP rounds, but it does not seem so. LVL5 phys protection armor do not require any additional artefacts. Wearing compasses in exosuit is homeopathy.
That kinda lives me questionig what the ideal artefact setup would be.
Probably like this:
Hypecube, 2-3 Thunderberries, Weird water or liquid stone.

Could you please post your actual results with damage numbers?
nabbed a écrit :
damart a écrit :
Tested weird ball on monolith sniper. No it does not add protection if it's already capped. I was hoping the it will counter AP rounds, but it does not seem so. LVL5 phys protection armor do not require any additional artefacts. Wearing compasses in exosuit is homeopathy.
That kinda lives me questionig what the ideal artefact setup would be.
Probably like this:
Hypecube, 2-3 Thunderberries, Weird water or liquid stone.

Could you please post your actual results with damage numbers?
I do not have numbers since there are no publicly available debug tools that I'm aware of. I've just found lone monolith sniper and expose myself to his shot and compared hit point bar missing health on the screenshots.
< >
Affichage des commentaires 1 à 15 sur 18
Par page : 1530 50

Posté le 5 déc. 2024 à 21h48
Messages : 18