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

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

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what give me the most physical protection?
what's better? Armour with a built in helmet, amounting to full protection? (ie, physical protection a full 5 green bars)
vs
separate armor and helmet, which add up to more than 5 bars? basically, can i consider the ratings on separate armor and helmet additive to each other?

did that make sense?
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Showing 1-12 of 12 comments
Joikax Jan 27 @ 5:47pm 
https://docs.google.com/spreadsheets/d/1L6jBHJtw8AZrJZmOiFekiS2YVudHS3rQVGQN-oOaNMk/edit?gid=1662035416#gid=1662035416

Use the Armor tab at the bottom and pair whatever helmet and suit you wish to use, adding the respective environmental resistances on top of one another to figure out the total resistance for each (though you'll have to calculate how upgrades factor into that yourself).

The physical protection however is tied to each respective bodypart alone but the environmental resists stack additivelly. In the case of all-in-one suits their phys protection applies to both head and the rest of your body.
Nite69 Jan 27 @ 5:54pm 
I don't have any issues with the PSZ 9i Falcon it will handle the entire game
Andonbr Jan 27 @ 6:08pm 
If my exoskeleton takes damage to the point it's not providing 4 bars of physical protection anymore, do physical protection artifacts kick in then?
Joikax Jan 27 @ 6:18pm 
Originally posted by Andonbr:
If my exoskeleton takes damage to the point it's not providing 4 bars of physical protection anymore, do physical protection artifacts kick in then?
Yes.
Nite69 Jan 27 @ 6:25pm 
Originally posted by Andonbr:
If my exoskeleton takes damage to the point it's not providing 4 bars of physical protection anymore, do physical protection artifacts kick in then?

yes thats another reason you don't need an exosuit if you have good artifacts, just gotta get the lead container upgrade and switch artifacts for what you are doing in game

bleeding resistance for battle, chemical resistance for chemical anomaly, thermal resistance for thermal anomaly, etc etc
Last edited by Nite69; Jan 27 @ 6:27pm
jeffy Jan 27 @ 7:37pm 
i found the compass ;) now iam a bullet sponge ;)
Originally posted by Andonbr:
If my exoskeleton takes damage to the point it's not providing 4 bars of physical protection anymore, do physical protection artifacts kick in then?
I think we should be provided with some metrics and guidance on this from the folks at GSC game world. I'm going to email the developers themselves and reference this thread (and others) and see if we can get some official responses to help with our builds. Having in-game reference of just bars but no numerical readout means nothing and then you add in artifacts and it just gets very confusing. I wonder if they could provide some much desired color on the topic myself. I will return and post results if any.
Last edited by toughskin; Jan 27 @ 7:48pm
HiggsLP Jan 27 @ 9:42pm 
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Falcon and diamond exo
Originally posted by workingmatt:
what's better? Armour with a built in helmet, amounting to full protection? (ie, physical protection a full 5 green bars)
vs
separate armor and helmet, which add up to more than 5 bars? basically, can i consider the ratings on separate armor and helmet additive to each other?

did that make sense?
Neither: Artefacts
Serpiko82 Jan 27 @ 10:34pm 
Originally posted by Nite69:
I don't have any issues with the PSZ 9i Falcon it will handle the entire game
I totally agree that Falcon-I is endgame worthy.

However, I later switched to Diamond exo because its carry weight upgrades + artifacts let me approach the max carry cap without the need to use Weird Water, so I don't have to endure the dizziness effect.

(There are a couple places in Pripyat where you can literally farm Monolith hordes for loot, so you can build up a lot of savings even on veteran, vanilla.)
I have sent a request to GSC Game World for color on this issue listing this thread, another, and a generic search URL with all "protection" bearing requests for info on the Steam discussion forum.

"""
Hi Folks,

The community has some important questions regarding damage mitigation and how their gear pairs up against the environment they are fighting in. Mainly, a breakdown of how gear works with regards to the protection it offers. We can easily understand the bar system for head protection physical and body protection physical damage negation when comparing gear to another piece of gear to review in our inventory. However, what are the differences between suits with head protection included and their physical damage negation and two separate head and suit combinations of physical protection. Also, how does that relate to protection along with artifacts which negate damage.

We would appreciate a concrete way to determine the limits and benefits of one piece of gear vs. the next. If there were a numerical readout of total damage negation with our current, equipped gear on our character it would make more sense than only having bars which show damage negation and then paired values when the suit includes the helmet.

Any guidance on how we can quantify precisely how gear’s physical protection (and other values) play into our entire build would be appreciated. For your reference, I have provided several discussions where the community is trying to better understand how gear works with regards to protection and then how artifacts may enhance or hinder protection on a character’s entire build equipment scale.

Here are some of the conversations I am referring to:

https://steamcommunity.com/app/1643320/discussions/0/594013434968841258/
https://steamcommunity.com/app/1643320/discussions/0/594013434968852222/

Search Params for Protection & Stalker 2 in Steam Discussions:

https://steamcommunity.com/app/1643320/discussions/search/?q=protection&gidforum=4402812641365159732&include_deleted=1

Thank you for all of your hard work and to all the dedicated team members,
Toughskin
"""
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Date Posted: Jan 27 @ 5:27pm
Posts: 12