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Een vertaalprobleem melden
For example, if you equip a Medium AND a small physical protection = MEDIUM is going to be the actual value.
3 Thunderberries make no difference than 2.
All my artifact loadouts were:
2 Thunderberries if possible, 1 Compass, 1 Hyper Cube and Weird Water. Everything else switching with Hyper Cube on occasion.
Once you get acustomed to Weird Water, you never take it off unless you mod the game to carry 400 kg weight.
Like your resistance bars, once you hit full 5 segments, you're at the cap.
If you weak 5 weak or 3 + good armor or just 1 max doesn't matter (idk if those numbers hit the max).
It's much easier to tell with Carry Weight as there's a number I can actually see increasing.
-Compass artifact is equal to ONE part of physical protection bar. ("maximum" buff value is actually set to one notch of the bar). So, for example: SEVA I armor (three part of the bar) needs TWO Compass. Falcon suit (four part of the bar) needs ONE Compass. Exosuit doesn't needs Compass (it's already close five for five).
-Liquid Rock is the same: "maximum" nuclear buff is one part of five (but if you'll have lead container and Weird Water the liquid rock will be useless).
-Thunderberry stack is TWO.
-Hypercube stack is ONE.
This mod is the closest to that I've seen:
https://www.nexusmods.com/stalker2heartofchornobyl/mods/545