Nexus Codex: Encumbrance and You

Nexus Codex: Encumbrance and You

Introduction

After being less than impressed with the contents (or lack thereof) of the Nexus wiki,

I took it upon myself to make this guide.

This is hopefully one in a series on mechanics the game doesn't bother to teach you.

Encumbrance


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Encumbrance is the sum of all worn armor's encumber stats.

Your encumbrance cap is determined by your endurance, with diminishing returns as your stats get higher.

If your armor weighs more than you can carry, you will suffer an "OVER CAP" malice.

Any value greater than your cap but under or equal to 1.5x will cause a minor malice, displayed in orange.

Anything over 1.5x will cause a major malice, displayed in red.

Equipment that would push you past a value greater than 2x your cap can not be equipped.

Effects Of Going Over Cap


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Below cap, there's no penalty at all. Why would there be?

At level one over-encumberance (orange),

You suffer a mild penalty to your dodging ability, roughly equal to losing one of the Core: Dodge upgrades. This means you'll get up slower from being knocked down and take longer to get up after diving.

Your movement speed is dampened. This is not static, and you'll slow down the further you are over the cap.

Your Tac-Bar is one level less effective. This means misses become grazes, and grazes become hits.

At level two over-encumberance (red),

You become physically incapable of sprinting.

You suffer a major penalty to your dodging ability, roughly equal to losing two of the Core: Dodge upgrades. This means you'll take even longer to get up from being knocked down and take about a second to recover from diving.

Your movement speed is further dampened. This is not static, and you'll slow down to the point of barely being able to walk as you hit the hard cap.

Your Tac-Bar is two levels less effective. This means everything'll hit. Better hope that armor's real strong...

Does This Really Matter At All?


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The answer is... more nuanced than you might think.

Not all stages are built equal, and stages like The Murder Room where 99% of the enemies are melee fighters, allow you to sit in a corner, well over your encumbrance cap, killing everything that moves before it has a chance to get to you.

In this case, you can wear five different armor pieces that boost your ammo carrying capacity and not worry about dodging or, hell, even moving at all.

On the other hand, stages like Slaughter Time, where your Tac-Bar is useless and you have to rely on pure movement speed to not die, require you to be unencumbered to successfully dodge projectiles.

In essence:

If you've got a melee build, you've probably got enough Endurance that it isn't a problem anyways.

If it is, wear less armor.

If you've got a ranged build, you can probably get away with being mildly over-encumbered given the right weapons. Try to avoid going into the red.

Too Long Didn't Read


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A hastily drawn MS Paint guide for your sins.

If I make another one of these, it's going to be on Hirelings and giving orders.

Stay tuned for that, I guess.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=3286362834					

More MADNESS: Project Nexus guilds