Yeah, but there are times when there’s actual normal waste, and I don’t pay that close attention to it. I usually just space-skip and I turned off saving.
It is good for spotting extremes though, but you’re right I’ll make a mental note to pay more attention to it.
I think I may mod a mod or write one that sends a message when someone is habitually wasteful “please look at your team’s ammo count yadda yadda yadda”, it’s been a rough couple of weeks at times.
However, this is theoretically. To achieve such a high amount of Boss damage, you need to keep the head burst and choose a large number of critical strike talents. This will sacrifice a lot of protective performance, making it difficult for you to survive at high pressure. Such high injury only exists in the theoretical environment in the range. Imagine you are a group of Mualers and a Chaos Spawn. How you have to play this so-called highest Boss damage. With regard to MK7, the basic damage has indeed improved, but the capacity of the magazine has been greatly weakened. This is extremely unfriendly for leisure players. I’m afraid that only cheats with the lock can play the real strength of MK7. Finally, with regard to the three headhunters, their maniac damage modifier were pity. The weakening of the magazine and injury would lead to the lamb to be slaughtered when the headhunter faces Mutant and Flamer. Such a short board would make the headhunter completely unable to survive the attack of a large number of specialist enemies.
The way I read that is that you can stack the 40% rend cap with the 40% brittle cap to reach effective 80%, but each one individually is still capped at 40%. Testing combining exploit weakness and onslaught pretty well confirms this. It’s alright though they already explained it. Each can opener stack is 2.5% so that does still obey 40% brittle cap, I just hadn’t twigged that had changed and was thinking of the previous 5% per stack.
Just a quick test with the current Can Opener (Ripper) does support my reading of it.
Can opener provides 8x5% brittleness (40% in total). 2 special hits (80%) before shooting provide higher damage than just 1 special hit, while 3 special hits provide no additional benefit.
I think the Onslaught + Exploit Weakness was a usual bug scenario each Node providing the “same bonus” so they couldn’t go above 16 stacks (because their stacks combined somehow).
So it seems that brittleness does provide up to 80% penetration boost.
Yeah kinda funny that onslaught, exploit weakness, and can opener are all the same thing. Guess it makes sense enough but man I wish they were more diligent updating their tooltips. Or even making them accurate in the first place (cough rending/brittle cough)
I hope the Crusher changes aren’t going to turn it into just another subpar generic melee weapon
The only reason you take it right now is because of the generous AoE stagger on the special light
I don’t know why you thought it’d be a good idea to nerf its only redeeming factor, i hope it’s barely noticeable otherwise you just killed this weapon for good
Tbh too many people using the 1h chainsword right now. Even zealots who have access the Tigrus two handed one use the 1 handed one. Its kinda boring when Vet and Zealot and Psykers all using the same melee weapon.
I agree that the staff “magic missile” type light attacks are way too weak already in the game before this nerf. It feels just more effective to use the secondary attacks instead. And voidstrike getting nerfed feels wrong due to how low your mobility is whilst charging the bloody thing. It should be high risk, high reward not… High risk… and MEH results.
You’ve quoted changes to 2 handed hammer LIGHT attacks and you’re complaining about it’s cleave while bringing VT2 two handed hammers in comparison as if those had any cleave on light attacks.
The LUA had confirmed it, all the weapons seem to use the same brittle/rending debuff template 16 stacks of 2.5%. Except for a flame variant that is initially set at 20 but then overriden later. rending_debuff
Even the talents point to a similar/same template (seems like the same, the only 1. Technically a copy of its values) veteran_crits_apply_rending
Not like diamantine has much use anyway. I’m sitting on probably well over 20k of it courtesy of the limiting resource on upgrades being plasteel. And that is with frequent FatShark-stupidity induced breaks and a refusal to touch the higher-tier play due to an aversion to herding idiots.
Will it happen? No. I’m getting very strong vides that FatShark has latched onto “nerf current best to useless, buff that into flavor of the month, rinse and repeat” as a way to keep people playing.
I had no problems with keeping locks or whatever as a means to cap power by preventing “perfect” weapons from becoming the defacto standard. Using them as a means to hook players into playing more because you break their equipment to force them to grind out new stuff repeatedly… THAT I have violent objections to. Not least of which is that it doesn’t work. While the whole gear treadmill might keep some playing eventually its going to push existing players to stop and give new players a reason to look somewhere else.