I feel like the talent that zealots have to heal 25% damage taken, is more suited to an ogryn who takes chip damage the whole mission.
Or give ogryns an ability to ignore chip damage.
Great game keep it up!
I feel like the talent that zealots have to heal 25% damage taken, is more suited to an ogryn who takes chip damage the whole mission.
Or give ogryns an ability to ignore chip damage.
Great game keep it up!
Ogryn already has higher damage reduction than zealot by default.
https://www.reddit.com/r/DarkTide/comments/10f40uz/all_enemy_attacks_damage_values_healthtoughness/
Toughness damage is based on the attack’s base damage. Health damage reduction effects (of which only the Ogryn has access to currently) will as such indirectly also reduce toughness damage taken. This causes the Ogryn’s 20% health/20% toughness damage reduction passive to double-dip, and effectively give him a permanent effective toughness damage reduction of 36%.
So merely healing back 25% of hp damage taken(it’s also pretty terrible compared to the other choice since you can do damage and heal up to 100% of hp damage taken instead) isn’t even close to what ogryn gets(-36% damage to toughness and straight up -20% to hp damage, as opposed to -7% toughness and regain 25% hp damage over time).
Keep in mind ogryn also has up to 50% further reduction, as well as teammate zealot aura.
Where does the ogryn get that base damage reduction from?
Wouldn’t curios that give ogryn toughness give him more effective health since you said ogryn toughness has -36% whereas health only gives -20%?
100/300
The much larger hitbox of the Ogryn goes a long way to make avoiding damage on damnation difficult. I don’t think that can be understated.
The initial response to this tries to factor in the damage reduction you may get when surrounded by more than 5 bleeding enemies, which isn’t common when fighting ranged who are the main problem for Ogryns taking damage. Chip damage from melees can’t be undone without a med station, but Ogryns are best equipped to fight the horde with melee.
I don’t know the correct resolution for this issue past making the game less reliant on ranged for its difficulty, which requires large changes to combat worthy of an expansion.
From his passive.
10% dmg resist per bleeding enemy, stacks 5x.
More than 5 does not matter.
Not really. It mentions the potential added DR as basically a post script. You’re getting 20% health DR and 36% toughness DR out the box with Ogryn. It’s a pretty damn strong passive. No you can’t face tank on Damn but it feels very noticeable playing Ogryn how much less they’re punished by being hit.
I see the one passive giving 20% toughness damage resistance, but I don’t know where you are getting the other 16%.
All of my shields are gone for a single semi-auto burst from ranged. It doesn’t feel like a lot.
Maybe if you actually read the document comrade posted you would already have the answer.
Directly from what Comrade linked, it’s pretty common knowledge in the Ogryn community anyway.
Anyway yeah Ogryn good, on par with the other 2 classes that aren’t playing baby mode. They really just could use some more weapons cause their pool is a touch small.
No, I seen it but I’m not sure I completely follow that logic of 20% health DR and 20% toughness DR makes 36% toughness DR for ogryn, but if he says that’s how it works, uh sure. I’m having trouble testing it in the current Creature Spawner, can’t confirm or deny.
It’s explained in the post. It’s just multiplicative damage reduction. 0.8x0.8 = 0.64 damage taken, hence 36% damage reduction. All damage reductions in this game are multiplicative. 3 20% sniper resist properties:
0.8x0.8x0.8=0.512 damage taken, ~= 49% damage reduction against snipers for 3 maxed perks.
Might help you to figure out how toughness works first. By reading the entire post in link.