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If they stack, until someone proves otherwise, I just assume it does what it says on the tin, so 2 red glasses should be 40%.
First Aid Kit gives 10 HP, 2 gives you 20, etc.
Is there evidence/proof of either of these? Or just hunches?
holla holla get da
Soldier's Syringe has its cap at 8 stacks.
Lens-Maker's Glasses leave you with 100% crit chance at 13-14 stacks. Perfect for critbuilds
Infusion: First gives +1 health per kill, every additional stack will add +0.5, rounded to the lower number. (Meaning 3 stacks = +2hp per kill, 5 stacks = +3hp, 6 stacks = +3hp etc)
Guardian's Heart: Increases shield health per stack while staying at the same recharge rate.
Forst Relic: First relic adds 3 shards per enemy kill, every additional stack adds another shard.
Heaven Cracker: Every additional stacks reduces the required attacks by 1 to trigger the piercing effect, meaning 4 stacks means every attack will be a piercing one.
Alien Head: Seems to be capped after 3 stacks at roughly 60% reduced cooldowns
Wicked Ring: Increases the cooldown reduction per crit by 1 per stack
Beating Embryo: 4 stacks = 100% duplication chance on use items
Rapid Mitosis: First stack reduces cooldown by 25%, second reduces THAT cooldown by 25% etc, 20-25 stacks will make the useitem spammable (Captain's Brooch + Explorer Key - enjoy!)
AFAIK the Ancient Scepter and Dio's Best Friend are the only items which have zero stacking bonuses.
The Huntress gains additional attack speed per levelup, unlike other classes, which scales with your Syringes. The Energy Cell also increases attack speed when at low health.
Next time I'm doing a 0 use item cooldown run I'll try stacking 500 Syringes using command chests and see what it does.
Edit:
Some items have unlimited stack limits, it seems. The barbed wire gets increased damage and range per stack and has no stack cap as far as I'm aware.
I've stacked 1800 Crowbars today and managed to onehit Providence with a 4.5 million damage hit.