I now understand where all the balance complaints are coming from

Not here to start an argument over this but do want OP to know that this is not at all consistently agreed upon. All toughness all the way for me on Zealot and I know a lot of very experienced Zealots that agree.

Not saying HP curios are a trap or anything but ideally OP should try both and see which work best for them, because I still haven’t seen anything close to a consensus on which is better (but yeah toughness BiS :stuck_out_tongue_winking_eye:)

OMG this.

I basically only take, regardless of my class, weapon options that let me deal with random shooters because they are the biggest threat in most situations. For psyker, this often means going gun psyker with a Vraks 7 headhunter. Ditto for zealot. The melee weapon then needs to be able to deal with horde and carapace armor.

Toughness and health peasants sit beneath us +9 stamina chads.

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Ah, yeah. That’s an experience thing. There’s often times in the top difficulties where the whole team basically just has to stop and carefully pick apart whatever’s got you pinned. Take a moment to assess the room when you enter, and consider where patrols and such might appear from before going too deep, would be by advice. You don’t really have to do that too often in T4.

Nah, just play vanilla T5. Nothing like live practice to drill things into your brain. Keep at it. Pretty soon it’ll be your natural habitat.

In cases where everyone is looking at one thing like that, I’ll trust them to deal with it while I go secure the flanks. It doesn’t always work out, but you’ll get a feel for when people need help and when they don’t.

Godspeed! It’s the one mod set I haven’t been able to beat yet.

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5 wounds Zealots who never down:

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See, if you simply don’t get hit, both health and toughness are redundant. +9 stamina though, you can just sprint to the end of the mission, GG :smile:

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I never understood why one would get toughness bonuses on curios because of chip damage.

As far as I know, if your toughness is at 95% and you get hit, you will take 5% of the total damage. If your toughness is at 0%, you will take 100% of the total damage.

Therefore, I reason that if your toughness remains at 100%, no hit will damage you.

The more toughness you have, the longer it takes to regenerate to 100%, the longer you are in danger of taking damage.

Based on this, I get 3 curios with +30% toughness regeneration, and max out on +health bonus.

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Except that every form of toughness gain besides coherency is % based, while damage taken is flat. Eg take 50 damage with 100 toughness and it will take 10 enemy kills to get back to max, plus taking a subsequent hit will only get reduced by 50%. Take 50 damage with 200 toughness now you only need to kill 5 enemies to get back to max and taking a subsequent hit will get a 75% damage reduction.

What you’re saying only makes sense if the majority of your toughness comes from coherency which is the opposite of how Zealot plays.

More importantly more toughness means a lot more leeway against shooters bursts and shotgunners catching you out before you actually take health damage.

As stated higher in this post coherency is actually flat, not %, but Zealot doesn’t care about coherency regen it is not anywhere near the main way they get toughness back.

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Toughness never takes longer to regen because every single effect that gives toughness back is % based

Toughness also protect against shots, which only deal hp damage once you’re at 0

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That makes no sense to me.

Are you seriously saying that you gain more toughness from a kill if you have a higher toughness max value?

Yes it’s 5% of max on kill base (7.5% for Vet because privilege).

Confident strike on Ogryn weapons - % based

Enemies within enemies without - % based

Literally only coherency regen is flat. Every other source I can think of is based on % of your max toughness. Well inspiring barrage isn’t but that’s because it just emulates coherency regen.

No one seems to mention shooters do 300% toughness dmg tho.

I guess that’s why I’ve been struggling with my 300 HP 100 Toughness zealot.

They absolutely do not unless you stand still in the open and get shot at by multiple at once lol. Having more max toughness absolutely does stop them breaking through in one burst if you’re not asleep at the wheel.

I mean not necessarily, as I said I still haven’t seen consensus one way or the other on what you should run. Plenty of good players swear by health. Just gotta try both and see which feels better to you.

Just to clarify then, the curios that give +30% regeneration speed, this only affects coherency?

Just dodge it bro.

https://www.reddit.com/r/DarkTide/comments/10f40uz/all_enemy_attacks_damage_values_healthtoughness/

“As noted above, Scab Shooters inflict very large base damage, without a toughness multiplier, while the other two common gun units (Scab and Dreg Stalkers) inflict much lower base damage, but with a 4x toughness multiplier. This results in all 3 dealing roughly the same damage per bullet to your toughness, but the Scab Shooters will destroy their target’s health if they ever get to shoot it.”

Yes, they do.

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Yes, but the best part about it, they reduce toughness regen delay on top of the speed. The speed in itself would be whatever.

Yes, I have noted that my toughness starts regenerating considerably quicker than my teammates.

Don’t they fire in bursts? I usually run TWBS so often not being hit by the full burst. Yeah looking at what you linked they ain’t depleting your full toughness without connecting with multiple shots even accounting for the multiplier.