Since I’d been gathering in-game data about dodge limits and dodge distances, I started getting curious about how efficient melee weapons in the game were at blocking enemy melee attacks. So I went and collected that data, too–at least, data for blocking non-Monstrosity enemy melee attacks.
The resulting spreadsheet does not contain that much useful information, mostly because Darktide players generally won’t be blocking enemy melee attacks very much, outside of fending off Chaos Spawns and Demonhosts, blocking Plague Ogryn charges, and while rezzing teammates. Still, it revealed some interesting things about the weapons and classes, so I thought I’d share them here.
I ended up making a lot of observations based on this data, so I will be posting them in the following posts for better readability.
Caveats:
All testing was done in the Psykanium, on Damnation difficulty. However, difficulty setting has no effect on how much stamina and/or perils it costs to block enemy melee attacks. A Crusher’s overhead is (almost) always gonna blow right through your blocks, whether you’re on Sedition or Damnation.
All testing was done on non-Monstrosity enemies, and only against their melee attacks.
All testing was done without using weapons, curios, or class feats that add stamina or blocking efficiency. All data collected was done with “baseline” stamina and blocking stats.
Some weapons have a “Defenses” stat, which affects how much stamina/perils is consumed when blocking enemy attacks. I tried to buy weapons with as low Defenses as I could find, but I couldn’t really get any weapons with Defenses stats much lower than 40% before I nearly bankrupted myself. (The one exception is the Veteran Shovel, because I used my 5th and last character slot to have a fresh Veteran with a crappy 20% Defenses stat Shovel.) So, if you’re reading the data entry for a weapon that has a Defenses stat, just keep in mind that the stamina costs for blocking with those weapons can get worse than what I listed here.