Can trauma Staff hit weakspot?

because i have a Trauma Staff with T4 TRansfer Peril :thinking:

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That’s what she said!

I’ll get me coat…

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I suppose it will affect the standard left click bolts, but it wont affect the charge up attack as far as i know.

5 Likes

put shattering impact and warp flurry

transfer peril is only going to work on left click

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Trauma, as fantastic as it is, has had padding blessings that don’t work since release:

  • Rending Shockwave is great, but doesn’t work for Trauma itself. So it’s exclusively a buff for your team but does nothing for you (unless you go in swords swinging after).
  • Surge doesn’t proc on secondary at all, so it’s useless
  • Sustained Fire, same as above
  • Transfer Peril, again same as above
  • Warp Nexus only adds a tiny bit of damage thanks to Trauma’s horribly bad crit bonus dmg (no extra stagger though), so between that and Trauma’s slow rate of fire you won’t really even notice whether you have this or not. Trauma is too slow to even keep talents like Perfect Timing stacked even with Warp Nexus.
  • Terrifying Barrage seems great on paper. Problem is, Trauma knocks down everything aside from muties in epicenter, and knocks down/staggers everything outside it depending on enemy type, distance and charge level. In practice Terrifying Barrage’s suppression is worthless since Trauma naturally has better CC than that, which also last longer than the suppression would.

Most of the other blessings have massive problems of their own. So Warp Flurry and Rending Shockwave (or Warp Nexus) are really your only options that do anything at all. Flurry is straight up +25.5% dps and also helps tons with CC and survivability, and Rending Shockwave at least makes it easier for your team. The rest are all just varying degrees of mostly to completely useless.

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where can i see the Crit Modifiers of each Staff?

i went back to surge Staff for the Moment.

In the weapon‘s stat screen.
Click on a weapon and check the option keys displayed.

You see the damage that each attack deals on body/head/crit/crit+head, when striking each armor type.

Since you get damage numbers, not multipliers, you will have to calculate that the multipliers yourself, if the multiplier is what you are interested in.

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i see and is there something about how often Surge and Purgatus procc’s Crit?
Trauma and Void are single shot, but Surge and Purgatus have a tickrate, so in theory every tick can crit?!?

For purgatus, yes each tick can separately crit (the soulblaze dot that is applied by the staff can not crit).

In case of surge i am not entirely sure since i have not used it in a long time.
I think currently, each tick has it‘s own crit chance.
It used to behave like recon las guns, where 3 or so ticks were grouped up together and the entire group of ticks was a crit or a non crit.

It is very easy to test in the psykhanium.

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Ah sorry! I meant the bonus dmg from crit. You’re right, “crit modifier” is a real thing in many crit weapons, similar but definitely not the same. Also sorry for the long post in advance. But I promise this is a good read esp. if you’re into crit staves or new-ish to psykers in general. I have prolly around 1.5k hours in psykers alone on T5+ since release so, I’m quite confident in my psyker lore. >:)

Since the Oct 3:rd talent overhaul, psykers have a 7.5% base crit chance (per Gameslantern). Trauma gets +30% dmg from crits (you can check this from the weapon details pane). For comparison, most other crit weapons get ~100-250% extra dmg on crits or more. With talents & blessings, sometimes MUCH more (like Deadly Accurate, or the many finesse talents). Remember that crits are rolled per attack - not per target hit - so each shot/blast either crits for all targets hit, or none of them. This means that for consistency, the rate of fire vs. crit% matters, and Trauma is really slow.

I’ve made several crit builds with it and even the 10s window on Perfect Timing (+3% warp dmg on crit for 10s, max 5 stacks) isn’t enough to keep the talent reliably on nevermind stacked. With +crit talents & Warp Nexus, casting 75-100% charged blasts back-to-back, you will frequently not score a single crit in 10s. So between the low +crit dmg and firing speed of Trauma, the bonus DPS from Warp Nexus is so low that it barely makes any difference at all in practice. Even if you were to fully build a Trauma for crits (which would just make it worse than the alternatives), talent-wise you’d still be better off investing in anything else rather than crit talents instead.

Now, someone might want to point out that Surge / Void also only get +70% dmg from crits, or that Purge gets the same lousy ~30%. But because of the many talent / blessing / other synergies the other staves have nothing at all in common with Trauma (bear in mind the breakpoints etc. are all from Damnation perspective):

Voidstrike

  • Does +70% dmg on crit / weakspot and does extra stagger on both
  • Void is much faster than Trauma, as you frequently use it at less than 100% charge
  • It aims for headshots and cleaves, pairing perfectly with True Aim (5 weakspot hits makes next shot autocrit). True Aim procs for each hit, so a single cleaving shot can stack TA multiple times. That autocrit itself resets and stacks TA again, meaning if you get 5 headshots per shot you can keep firing with a 100% crit rate. Even if you only get 2-3 heads per shot, every other shot will be a crit just from TA, and then there’s your normal crit bonus on top for those non-TA shots etc.
  • Surge actually works for secondary unlike Trauma. Since TA procs per hit, Surge’s 2 shots means at least 2 hits even against a single target.
  • With good aim, True Aim will proc so often that crit talents like Perfect Timing are constantly stacked even if your void has no Warp Nexus or +5% crit perk
  • Thanks to all the crits and headshots and decent +dmg on both, it also has synergies with Scrier’s and Disrupt Destiny (crit & weakspot & finesse bonuses) should you like them, and quickly reaches new breakpoints
  • Void can be built in many ways, but a crit Void is by far one of the strongest options

Surge

  • +70% dmg and a whopping +160% stagger on crit
  • Like Trauma, doesn’t do weakspots but…
  • Extremely fast charged attacks, so more crits per second vs. Trauma & Void making stacking talents easy
  • Has a Crit Bonus modifier stat, adding max ~ +21% crit chance & +24% dmg, again means that finesse / crit talents and abilities synergize extremely well with it
  • Has no other worthwhile blessings anyway, just Warp Flurry & Warp Nexus
  • Surge is exclusively, 100% a crit weapon

Purge

  • Only +30% dmg and 25-30% stagger on crit, but…
  • Extremely high rate of fire means a ton of crits in a short time, so stacking crit talents in general is trivial
  • With Warp Nexus, Empathic Evasion (1s ranged immunity on crit) basically makes you completely immune to ranged like gunners, shotgunners etc. as long as you keep firing. That talent is a must-have for Purge imo.
  • Primary fire stacks stagger over time (and the Soulblaze DoT) and cleaves through everything except blocking bulwarks. Primary fire in general is very poorly understood and underused. At first it seems to do nothing. But after ~2s of spamming it will start permastaggering everything except crushers and muties. After ~5s of spamming the SB stacks start reaching breakpoint levels. After a few more seconds pretty much everything in there will be dead without having had a chance to do anything at all.
  • Crits with Purge apply 2x Soulblaze stacks at once(!)
  • Soulblaze has an almost exponential dmg increase per stack! Up to 5 stacks it does almost nothing, but at 6 it kills all horde & snipers within 4-10s, at 8+ it starts killing specials (and horde & snipers in like 2s or less), at 12+ elites aside from crushers. So Purge & SB builds are all about reaching SB breakpoint levels fast, and crits make that much faster.
  • Thanks to how SB works, the many SB talents all get exponentially stronger the faster Purge can apply those SB stacks in a whole multitude of ways. Each ofc. also synergizing with other talents like that Perfect Timing etc.
  • Purge also has no other worthwhile blessings. Warp Nexus & Terrifying Barrage (or settling for Warp Flurry instead of TBarrage) are your only options.
  • Purge likewise is exclusively a crit weapon

Trauma lacks about all of the synergies enjoyed by the other staves. Even if you had a full-on crit Trauma with Warp Nexus & Blazing Spirit, that measly +3 SB from BSpirit which you’d be lucky to proc 1-2 times every 10 seconds, needs at least 2 procs to kill horde and 3+ to kill anything else after an extra delay for the DoT. Except Trauma already kills anything that weak on its own and MUCH faster, especially if you had Warp Flurry and a +dmg perk instead of crit. As it is, I’ve found no way to build a crit Trauma that isn’t simply much worse than the usual Warp Flurry & Rending Shockwave instead.

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Couldn’t have summarized it any better.
The Blessings not working right or being purely fluff on many weapons is one layer of jank Darktide could do without.

Rather than copy pasting many of them, having more unique Blessings for each weapon type would go a long way in making weapons stand out on their own.

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