all of them have +th, %th regen, %hp and most importantly something related to stamina regen, or less cost of sprint.
stamina is something you dont appreciate on vet till you try maxinng it out, its night and day.
i am not honestly sure what is more important, more hp or th, but judging by my deaths its the hp. broken toughness due to flame is primary reason i run out of hp, otherwise toughness is pretty much infinite when fighting with shooters due to vet feats that reduce and replenish toughness
+1 Wound is very underrated and it’s usually attacked as “setting yourself up for failure,” which I’ve found to be an increasingly oafish parrot across the community, as I used to a few months ago.
I almost exclusively play in Damnation and have found myself very comfortably running +1 Wound on my Veteran, Psyker, and Zealot. The amount of times I’ve died has virtually plummeted to zero, short of being in mission-ending situations where it’s a total party wipe.
There’s also the fact that it pushes away a lot of stress. Being less stressed out about dying can make you play a lot better, unsurprisingly.
It really doesn’t matter what curios you pick in the end. They exist to mitigate your weaknesses as an individual player. Here’s some general guidelines:
HP makes chip damage and Corruption less impactful
I agree 100%. I believe there is no universally best curio setup, or even universally best build. I also know for a fact all weapons and curio combinations are Damnation viable.
I, for one, found out 3x +max HP or even 2x +max HP does not work for me at all. Maybe it’s because I played VT2 and am comfortable dodging and blocking, whereas soaking a lot of ranged damage is something new for me?
In any case when I play with PUGs I often find myself carrying, so I build for highest survivability. And that for me is 3x +max toughness. This is also why I don’t play Power Sword on Damnation, because outside of being unfun, it is a lot worse at defense than combat or tactical axe.
The only thing I wouldn’t agree with is the +1 wound curio. I find it a lot worse than all other options. I guess it only proves that many different builds in this game make sense to many different people, and I wouldn’t have it any other way.
I think the phrase I’m looking for is “well jeal”.
Don’t think I’ve ever seen a double 4* perk purple drop my way to be able to get a maxed out 75 in the bottom half. Sure as hell Melk never sells them or 3x4* oranges. Still, I live in hope.
It’s not about setting up for failure, an extra wound is fine on Vet , more on psyker. As you get better you can remove the extra wound on vet.
It’s about effective toughness =base toughness affected by damage reduction, so a much larger base with a big fat bonus from feats or passive=your actual effective toughness.
So a vet w/ 200 base+3x toughness curios, +75% DR with Unwavering Focus your Effective Toughness = ~525.
Other feats like 25% back w/ Confirmed Kill +25% over time give larger chunks off a bigger base as they are percentage based.
You get much more bang for the buck from all those bonus % and reduction %
Damage is a flat value OFC, so subtracted from a larger number means you have a larger % of max remaining when calculating chip damage.
Same goes for zealot, it’s better to stack toughness. Ogryn is a bit of a toss up due to very large base HP, but depending on load-out I often prefer toughness
Melk will ~never give you a good curio.
Buy blue from shop that has at least 1 good perk on it and upgrade, you’re then guaranteed 2 good perks and given that plasteel is plentiful now, you’ll eventually get there.
Thing is, once you have a certain amount of eff toughness, you will usually not run out unless you get hit by something that just deletes your entire toughness in an instant.
Getting any more toughness at that point, does not have much value.
Depending on the amount of toughness you need, to get to that point, you can replace toughness curios with health or stamina.
I’ve tried that setup and found it very lacking. In fact, I think toughness and toughness region is garbage for the Vet. More stamina, health or more wounds is better.
Also a perfect curio perk setup would have stamina regen + combat ability regen + block efficiency IMHO.
You could switch out a combat ability regen for damage resistance against gunners or snipers but it’s not really needed if you know how to utilize cover properly.
The only down side is rolling the above perks on curio is basically close to zero considering how rolls are stacked against doing so.
If you’re starting out on the vet, sure maybe , it may give you a bit of safety ?
You’re not playing into your strengths however and missing out on a lot of potential extra effective toughness; it seems counter-intuitive to me to stack those 3 blesings, and you make up for weak regens w perks. Getting the curio perks just where you want them is a lot of RNGesus praying though.
You can go 2 tuff and 1 wound or WE, but no tuff feels like a zealot who goes all health. The perks make up for slow regens and sniper DR is for those oh-craps.
Combat ability regen on a vet is basically wasted perks imho, even on other classes.
Numners add up over the course of a 30-min long game, with intervals of intense battle, where other teammates might have feats that lower cd as well, so it can make a difference.