S.T.A.L.K.E.R.: Call of Pripyat

S.T.A.L.K.E.R.: Call of Pripyat

Karina Dec 8, 2019 @ 5:49pm
ANOMALY 1.5- thermal anomaly field melts my armor (not direct damage)
I purchased exologist protoexoskeleton recently and its thermal resistance is slightly lower (-19%) compared to dedicated thermal resistance suit. (SSP "Ruby"). Yet my armor gets melted when i set foot inside thermal anomaly field. I can walk inside just fine without taking any damage but suit melts in mere seconds! I went to the same anomaly field in "Ruby" suit- i went much further inside without seeing thermal danger sign. On top of that- i was sitting inside that anomaly field for a much, much longer time and suit only lost 3% of durability!

What the hell is that? Does this extra 19% resistance really that important or its some hidden property of SSP armors? I can modify my new suit to have more thermic res, buy a new helmet with thermis resistance and i have piece of equipment that increases thermic resistance.
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Showing 1-12 of 12 comments
cyäegha Dec 8, 2019 @ 10:08pm 
the game outright tells you that the higher the condition of your armor, the more it protects you, and it scales downwards from there; it logically follows that with lower resistance, the armor is damaged quicker, ergo the normal SSP only absorbs so much thermal damage before you start taking damage yourself over the ruby

it's also worth noting that the stats as shown in the equipment menu aren't always accurate, so it's better to assume that something with 'better' stats in a given area is merely 'better', not x% better, and how much better is a mixture of guesswork and trial-and-error, and a function of - to some degree - how much it's worth

most custom and modern variants of things function similarly; you pay more for them, they're slightly better asides from the pre-existing optical / GL mounts
how much better they are isn't usually reflected correctly in the equipment menu
Karina Dec 9, 2019 @ 12:27am 
Originally posted by cyäegha:
it's also worth noting that the stats as shown in the equipment menu aren't always accurate, so it's better to assume that something with 'better' stats in a given area is merely 'better', not x% better, and how much better is a mixture of guesswork and trial-and-error, and a function of - to some degree - how much it's worth
I still only have a vague clue (more is better) on how ballistic protection works. Equiping artifacts will make me take less damage but to what extent- no idea. I know that armor is segmented on body parts, and different bodyparts may have different protection tiers that also can be ignored by AP bullets. Will wearing lots of artifacts increase protection of sunrise/SEVA to something similar to military suit? No idea.
Last edited by Karina; Dec 9, 2019 @ 12:32am
cyäegha Dec 9, 2019 @ 1:48am 
don't look at the ballistic protection figure in the equipment screen if you've slotted in any bullet res arties or attachments as it doesn't factor those in... well, nor does most of anything else, really

i'm not sure to what extent misery's protection tiers function in anomaly, to be honest
they are definitely there, but not to the same extent that they were in misery, but that said killing exo-dudes without AP, or god-forbid EP will take the best part of an entire mag
in 1.4 and earlier, the protection tiers were non-functional and you could easily dunk exos with a few shots of FMJ

basically though, AP will almost - but not entirely - ignore armor up to the maximum penetration tier, but beyond that doesn't have much of an appreciable effect, and on more lightly armored enemies and mutants, often has a lower damage mult that can mean FMJ outdamages AP/EP

Originally posted by Esteban Failsmore:
Will wearing lots of artifacts increase protection of sunrise/SEVA to something similar to military suit?

by the most stringent definition, no, but if you've stacked ballistic/impact, you're likely taking so little damage to begin with that you'd probably only notice the difference between suits if you're in the habit of catching grenades with your teeth
i mean, if you grab a CS exo and five full empties, you maybe, possibly could survive a gauss

that said, the difference might be more pronounced if you've set the player protection factor to the lowest setting
Karina Dec 9, 2019 @ 2:14am 
Originally posted by cyäegha:
Originally posted by Esteban Failsmore:
Will wearing lots of artifacts increase protection of sunrise/SEVA to something similar to military suit?

by the most stringent definition, no, but if you've stacked ballistic/impact, you're likely taking so little damage to begin with that you'd probably only notice the difference between suits if you're in the habit of catching grenades with your teeth
i mean, if you grab a CS exo and five full empties, you maybe, possibly could survive a gauss

that said, the difference might be more pronounced if you've set the player protection factor to the lowest setting
Im asking because ecologist prototype exo has minimal protection but so much carrying capacity that i can wear heaviest artifacts with no problem. It also has free head slot and a lot of anomaly protection, its essentially helmetless ssp/seva with servomotors. I want to use it as general purpose armor for all situations (assuming i solve fire resistance issue), compensating lack of bullet resitance with artifacts. Also i want to keep using it for roleplay reasons.
cyäegha Dec 9, 2019 @ 10:44pm 
well yeah, what i mean is that if you slot in a few ballistic res arties, you'll have more than enough protection for stand-up firefights no matter what suit you're using, so if you want to use the proto-exo as a general-purpose suit, then go for it

thermal resistance is probably the hardest to obtain in the game, mind you; everything else can be worked around with drugs to boost it temporarily, but thermal requires suit upgrades or thermal protection attachments, and not all of those are without drawbacks
Karina Dec 9, 2019 @ 11:43pm 
Originally posted by cyäegha:
well yeah, what i mean is that if you slot in a few ballistic res arties, you'll have more than enough protection for stand-up firefights no matter what suit you're using, so if you want to use the proto-exo as a general-purpose suit, then go for it

thermal resistance is probably the hardest to obtain in the game, mind you; everything else can be worked around with drugs to boost it temporarily, but thermal requires suit upgrades or thermal protection attachments, and not all of those are without drawbacks
I upgraded my suit for thermal resistance and also bought very amazing equipment module that not only boost thermal resistance (by 199%) but also restores stamina, increases carrying capacity and absorbs radiation. Suit no longer melts but it still not even close to Ruby- i have to have sprint in, grab the thing and sprint the hell out of here. In the process i will loose around 5-10% durability.

Resistances in stalker is an enigma to me. I suspect that different armors have different durability for different damage types. 1 mutant slash can destroy as much as 10% or more durability for SSP suit yet it incredibly durable for anomalic damage. Protoexo will only looose 1% or 2% durability to the same attack but will melt alot faster in anomaly field, even if resistances are the same.
Last edited by Karina; Dec 9, 2019 @ 11:49pm
cyäegha Dec 10, 2019 @ 1:13am 
i'm operating under the assumption that %-based increases from artifacts and attachments are calculated from the increased value from your armor and upgrades, rather than a static base value, i.e. no armor, so a thermal arty would have a greater impact with an already thermally-resistant armor than an armor with none

it could well be that the ruby has a much higher thermal res value than the bars let on

Originally posted by Esteban Failsmore:
I suspect that different armors have different durability for different damage types.

while i think this might just be a function of the equipment screen bars not being at all representative of a suit's actual stats, they may well do
a merc LC-S can take tens-upon-tens more rounds with only a small amount of durability loss compared to merc dedicated light battle armor which loses like 3% from a single 7.62mm round

it could just as much be simply due to oddly-set values and other quirks during development that haven't been ironed out yet; for the longest time the MK14 had practically infinite durability because they'd put a decimal point in the wrong place when setting its durability value
Karina Dec 11, 2019 @ 9:13pm 
Currently have around 1200 H/mm2 combined from all artifacts. Low tier mutants (dogs, cats, boars, snorks) pretty much do no damage, blood suckers hit for around 30% health, chimaera hits for around 90%.

Bandits do pathetic amount of damage, especially shotguns. Monolith kill squads are extremly painfull.

Also, i think that Wrenched is ideal artifact for me. It has essentially no downsides (unlike empty and full empty), apart from reduction to useless electrical resistance. I would wear 4 + something for stamina if i could.
Last edited by Karina; Dec 11, 2019 @ 9:22pm
Heresy Dec 13, 2019 @ 3:25pm 
Ironically the Anomalies in Anomaly are very powerful. I had a hard time deciding what suit to use on my first play and did a fair bit of experimenting. I had around 400k in grinded cash so i just saved at the trader and tried a few different things.

At first i wanted to just do my regular full combat suit to start. Then i realised a Seva with full upgrades and attachments might be better because i could then farm more artifacts right? Wrong. A Seva Suit with maximum updrades with maximum - electrical attachments. The highest electrical resistance ive ever seen in stalker in my life and you get 1 shot in the little tunnel in cordon. So i dont know if its even possible to go into an Anomaly, no matter what your gear is without dying or doing some severe damage to your armour.

I guess they made it like this because most people wanna hunt artifacts for money since they dont know any other way and its not really possible to do that in Anomaly.
Karina Dec 13, 2019 @ 4:31pm 
Originally posted by Heresy:
Ironically the Anomalies in Anomaly are very powerful. I had a hard time deciding what suit to use on my first play and did a fair bit of experimenting. I had around 400k in grinded cash so i just saved at the trader and tried a few different things.

At first i wanted to just do my regular full combat suit to start. Then i realised a Seva with full upgrades and attachments might be better because i could then farm more artifacts right? Wrong. A Seva Suit with maximum updrades with maximum - electrical attachments. The highest electrical resistance ive ever seen in stalker in my life and you get 1 shot in the little tunnel in cordon. So i dont know if its even possible to go into an Anomaly, no matter what your gear is without dying or doing some severe damage to your armour.

I guess they made it like this because most people wanna hunt artifacts for money since they dont know any other way and its not really possible to do that in Anomaly.
SEVA is a terrible armor. It has terrible thermal protection and its ballistic protection is on par with ♥♥♥♥♥♥ sunrise suit.

I make majority of money from selling artifacts. Electrical resistance is pointless since it has no area of effect. No matter how much electrical resistance you have- you either be one shotted or two shotted by electrical anomaly, and you are supposed to avoid taking damage from them, its quite easy.

Priority of anomalous resistance is thermal > chemical > psi > radiation. To my knowledge thermal is the hardest one to get, out of all suits i saw only SSP suits and ecologist protoexo with decent thermal resistance. SSP Ruby can be used inside thermal anomalies right away while the rest requires upgrade for thermal resistance, new helmet with thermal resistance (for protoexo) and equipment modules or artifacts with thermal resistance.

Even if you dont have high anomalous protection- you can still scavange inside anomalous fields with no thermal or chemical aoe damage, and thats majority of them. Most good combat suits have decent psi and rad protection, and those types of damage are not as devastating as fire and acid. They also dont melt your armor. Also, i think many combat suits also have above average chemical protection, so its possible to get inside those too if you boost it with updrades and modules/artifcats/drugs.
Last edited by Karina; Dec 13, 2019 @ 4:50pm
Karina Dec 15, 2019 @ 8:05pm 
I previously said that SEVA suits are all trash. Well, i was wrong. Duty PATHFINDER suit is exceptionally good. Unlike all other SEVA suits that i saw it has decent thermal resistance.
Karina Dec 21, 2019 @ 7:03pm 
Ecologist protoexo is either bad or bugged- i weared many different armors with lower thermal resistances (not too much lower) and they all withstand thermal damage much much better. My theory is that thermal resistance on it displayed incorrectly- its about the same as the most basic ecologist Spark outfit, it even looks like it but yellow instead of blue.
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Date Posted: Dec 8, 2019 @ 5:49pm
Posts: 12