From looking at some game files for modding, it seems that with the 1.0.3 update, the increased weapon degradation from AP, Expanding and SS (Supersonic or "Flat") ammo types got significantly less severe. Previously (1.0, 1.0.1, 1.0.2) it was: 100% for normal ammo 115% for SS ammo and a few types of AP and Expanding ammo 130% for most AP and Expanding ammo Now (1.0.3) it is: 100% for normal ammo 105% for 9x18 AP, 9x19 AP, 9x39 SS, 5.56x45 SS, .308 SS 110% for all other AP, Expanding, Slug and SS ammo types It is also noteworthy, that SS ammo only improves flatness. Not dmg or penetration. So using it at close to mid range, for its effect alone, makes no sense. It is only useful for long range sniping. For the 9x39 guns, that are not that accurate, it might already make sense on mid range. On the other hand with now only 5 to 10% more gun wear, one might as well use it, if the normal ammo runs out, instead of exchanging it for normal ammo at a loss of money. The penetration, dmg and flatness modifiers of many ammo types where also changed. Sometimes quite drastically. Most AP ammo now got a serious boost in penetration capabilities, but also deals a bit less damage and expanding ammo behaves the other way around. So the difference between those ammo types now should be much more pronounced. Especially on higher difficulties, where you do not one-shot enemies without physical protection. Example: The 9x19 AP has modifiers ArmorPiercingMod = 2.1 (previously 0.5; Not sure how that makes sense. Maybe they went from additive modifiers to multiplicative modifiers.) DamageMod = 0.96 (previously 0.98) WeaponExhaustionMod = 1.05 (previously 1.3) Over the normal 9x19 ammo. That could make the MP's that use 9x19 mm ammo, much more viable vs heavily armored enemies. But I did not test that in game, yet.
The free guide travel depressed me a little, thinking back on all the times i've not used it because it was way too expensive and had to run across the map for no reason. But good to know now
I agree with you. I felt that the devs making fast travel free was a little unnecessary because of the other economy balancing they added in (artifacts sell for more, weapons and armor cost less the repair, upgraded weapons and armor sell for more)
Definitely a good tip! One more tip I didn’t include: the weird water altered item automatically removes radiation buildup if it’s equipped, in addition to giving you an extra 40kg carry capacity. But you have the drink effect 24/7 while it’s equipped lol
Interesting. I went back there and to other anomalous events and the altered items hadn’t respawned. Could have gotten lucky haha enjoy the double protection
@ I imagine they would be since you can stack duplicates of the other artifacts but it would be hard to test cause the weird ball doesn’t give exact stat bonuses
@@LB-yv3wqit’s appreciated! I thought the same watching my video back, I need to edit more but I’m terrible at it. Recorded this live with the background gameplay in one take haha
You’re my favorite youtuber!! Been watchin since 2020!!
From looking at some game files for modding, it seems that with the 1.0.3 update, the increased weapon degradation from AP, Expanding and SS (Supersonic or "Flat") ammo types got significantly less severe.
Previously (1.0, 1.0.1, 1.0.2) it was:
100% for normal ammo
115% for SS ammo and a few types of AP and Expanding ammo
130% for most AP and Expanding ammo
Now (1.0.3) it is:
100% for normal ammo
105% for 9x18 AP, 9x19 AP, 9x39 SS, 5.56x45 SS, .308 SS
110% for all other AP, Expanding, Slug and SS ammo types
It is also noteworthy, that SS ammo only improves flatness. Not dmg or penetration. So using it at close to mid range, for its effect alone, makes no sense. It is only useful for long range sniping.
For the 9x39 guns, that are not that accurate, it might already make sense on mid range.
On the other hand with now only 5 to 10% more gun wear, one might as well use it, if the normal ammo runs out, instead of exchanging it for normal ammo at a loss of money.
The penetration, dmg and flatness modifiers of many ammo types where also changed. Sometimes quite drastically. Most AP ammo now got a serious boost in penetration capabilities, but also deals a bit less damage and expanding ammo behaves the other way around. So the difference between those ammo types now should be much more pronounced. Especially on higher difficulties, where you do not one-shot enemies without physical protection.
Example: The 9x19 AP has modifiers
ArmorPiercingMod = 2.1 (previously 0.5; Not sure how that makes sense. Maybe they went from additive modifiers to multiplicative modifiers.)
DamageMod = 0.96 (previously 0.98)
WeaponExhaustionMod = 1.05 (previously 1.3)
Over the normal 9x19 ammo.
That could make the MP's that use 9x19 mm ammo, much more viable vs heavily armored enemies.
But I did not test that in game, yet.
Really good to know. Thank you bro
Thanks for this guide! I will be running back after emissions to collect those reset artifacts!!!
Great content! Keep it up 🎉
Appreciate it!
Very intriguing I had no idea
thank you for the vid
The free guide travel depressed me a little, thinking back on all the times i've not used it because it was way too expensive and had to run across the map for no reason. But good to know now
I agree with you. I felt that the devs making fast travel free was a little unnecessary because of the other economy balancing they added in (artifacts sell for more, weapons and armor cost less the repair, upgraded weapons and armor sell for more)
an artifact that slows down or negates weapon degradation would be sweet !
Stop panic shooting
@@Mr.Grumps565this is not possible when be m0lested by two of those invisible screaming things and snorks
@JDLIFTSFORGOD not really just back up lol. Wait and just turn a little thru miss and you get two blasts off the shotgun
Some weapons have mods that do that. They slow it down. Saw one for like 15% I think?
Love that idea one for weapons one for armor?
Wow I did not know any of this!
i've been all over the map & only found one freedom mission for reputation.....where have you been getting your rep with freedom?
@@seanowens3153 Honestly I’m not sure. I chose ward and my NPCS in Rostok are still friendly so I really don’t know
@@HesJuiced man the faction system is weird
A great tip is don't waste your $$$
you know you're taking radiation damage from your screen (little white dots and sound) as well as the symbol pulsing...
Definitely a good tip! One more tip I didn’t include: the weird water altered item automatically removes radiation buildup if it’s equipped, in addition to giving you an extra 40kg carry capacity. But you have the drink effect 24/7 while it’s equipped lol
Weird ball re-spawned for me
Interesting. I went back there and to other anomalous events and the altered items hadn’t respawned. Could have gotten lucky haha enjoy the double protection
@@HesJuiced wonder if its worth picking up to see if the effects are doubled 😆
@ I imagine they would be since you can stack duplicates of the other artifacts but it would be hard to test cause the weird ball doesn’t give exact stat bonuses
@@HesJuiced all the arch anomolies can be farmed, they just take awhile
Informative, but I got to say you need to speed up the pace, almost left a few times because you talk too slow.
That’s fair. Thanks for the feedback fr
@ yeah I’m not trying to be negative. Just a little constructive feedback.
@@LB-yv3wqit’s appreciated! I thought the same watching my video back, I need to edit more but I’m terrible at it. Recorded this live with the background gameplay in one take haha
Useless
How