Yeah… the guy in the video has absolutely no clue what it does.
Also according to that video, 20 is apparently 5x5 and 150 is apparently 4x80.
Watched about 4 minutes and then went fast through.
As far as i could tell, the guy does not even open any weapon damage table…
Here is how rending actually works (this is from memory of a FS dev comment, so correct me if i am wrong about anything):
Attack deals 100% base damage.
If an attack deals less than 100% dmg to a certain armor/health type, each % of rending will bring your damage against that armor type 1% closer to the 100%.
And afaik, every extra 1% of rending (past 100% of base dmg) will further increase your dmg to that armor type by 0.25%.
If your attack only deals 10% dmg against carapace, getting 10% rending will result in 10+10=20% dmg to carapace (doubles your damage).
If your attack already deals 50% dmg to carapace, getting 10% rending will result in 50+10=60% dmg to carapace (gives 1/5 extra damage).
Carapace armor is a good example because it usually causes the largest damage reduction.
However, rending also applies to all of the other armor types (infested, maniac, unyielding, flak armor).
The guy compares a shovel light attack to a shovel special attack.
The shovel light attack has a terrible multiplier of around 3.3% against carapace, so 10% rending (3.3+10=13.3) can quadruple the damage against carapace.
The shovel special attack has a pretty high armor pen and does not benefit a lot from 10% rending.
It has absolutely nothing to do with attack speed or dmg per attack in general.
It is entirely about armor modifiers of your attack.
So yeah… we might want to call our boys Dunning and Kruger for that guy.
Yeah that’s what FS claimed it would do in an earlier post but me and a buddy of mine tested what would happen in builds which exceeded 100% rending with knifes that had 100% rending on backstab and 120% rending on backstab and then again after the blessing was changed to max out at 100% and in neither version of the game did the exceeding difference make even a single point of damage difference.
As far as we could tell, rending never worked this way. It never added any extra damage once you had an effective 100% AP damage property.
Yeah everything above is correct except the video lol. +100% rending has always been a flight of fancy that never worked. Very briefly when the game came out Rending would end up deleting the bonus above 100% in some cases like an ogryn club or shovel vs carapace, which would be terrible today considering the amount of things smacking maniacs flak or unyielding hugely.
maybe i shouldnt have posted this here
just to put my mind at ease @Harridas im sorry you have an attention span less than 15 minutes and as i stated i cannot take responsibility for the editing since its not my video @CommanderJ simply not true @Flawless i dont know or care where from did you took out those numbers from text ( or equitone )
but since you didnt even bother to understand the sentences, the point is in short, flat damage is better than rending, as having a flexible loadout rather than just focusing on one type of enemy
and i leave it that @CommanderJ it is hidden because we actually dont know the numbers and their relation because the modding is limited due to dedicated servers, unlike vermintide
having 2 types of rending in the code ( +rending, %rending ) not helping either, same with brittleness @BFCInsomnia thanks for your informed and polite comment, sadly values arent as simple as +/- % because, as the modders said, too many buffs and references create too long calculations
not to mention some of those, and the code probably isnt working as intended @MarxistDictator partially correct, since the " dot balance fix " or somewhere around that old references changed and new ones added ( +/% rending )
except from this, probably due to bad coding or i dont know, the new revolver on zealot can 1shs a crusher
dont ask, i dont play zealot, someone showed me
goodbye and thanks for the talk
There’s a lot going on with Fury of the Faithful, most easily explained by the devs here
Since the armor penetration effectively degrades Carapace armor to Flak armor,
The revolver has like 18% extra damage just for hitting unyielding or flak, which the crusher is treated as in this case. So it can absolutely ruin a Crusher’s day with FoTF, yes.
If you’ve an actual understanding of the issue you should be able to succinctly describe it for a bug report, preferably without insulting someone. I don’t believe an FS employee is going to spend 15 mins watching a video of some dude spending too much time before getting to the point, and without the bug reporter making any attempt at explaining anything in the original post.
nothing else to describe its in the video and in my reply
if you want respect dont " dude " someone you just met or complain about taking the time to understand their point
again, the calculation is different, depending on weapon traits ( having penetration or not ) and damage profile
as i said its not exactly clear, at least for me, which is calculated when or how
------ from the comment section -----
base damage +rending(+) = actual damage ( 50 dmg + 10 rending = 60 dmg )
or base damage +rending(%) = actual damage ( 50 dmg + 10 rending = 55 dmg )
as you can see, the difference in either case insignificant, even if you calculate with actual numbers, you wont reach a valuable breakpoint
flat damage is infinitely more valuable, even if you look at the one-shot bosskiller zealots
( which is not carapace but unyielding )
Taken from the wiki:
Rending increases your armour penetration. Rending disregards Flak and Carapace armor mods and uses the base damage instead for the rending portion. At 50% rending, half the damage calculates based on original armor type.1 Stack of rending = 5%
This means that if you have 100% rending you will simply do full base damage, this affects different weapons much differently, some will gain more than others depending on how good they already are to deal with the specific type of armor.
Of course flat damage increase will universally affect your weapon and be more useful most of the time but so what? I don’t understand what is the point of your demonstration and argument.
First of all, for what I see, this is not a bug so you posted in the wrong section of the forums, second those 2 talents don’t compete with each other, they actually work vrey well in unison and are in fact very easy to pick together.