Rending and Brittleness do not work on Monstrosities

Issue Description:
Rending and Brittleness do not work on Monstrosities.

Brain Burst has the following damage on some enemies:

  • Crusher 0.75
  • Captain (boss) 0.75
  • Plague Ogryn 0.80
  • Daemonhost 0.75
  • Beast of Nurgle 0.50

Applying Brittleness on any of these enemies increase damage only for the Crusher, where as it should increase the damage on all of the enemies. This is consistent with other weapons / attacks as well.

Steps to Reproduce:

  1. Slap a Monstrosity with something.
  2. Apply Brittleness or have Rending on the weapon.
  3. Notice that the damage does not increase even though the weapon is not dealing damage to the fullest potential.

Mission Name (If Applicable):
Any

Platform:
Steam

Approx. Time of Issue & Timezone:
3/4/2023

Reproduction Rate:
Constant (100%)

Upload Supporting Evidence:

1 Like

They’re Unyielding armour type, same as Reaper heads and Bulwarks. Does brittleness do anything to your damage on those targets? Honestly don’t know. If not then the effect is fairly consistent.

If it doesn’t then the rending blessing for instance on Trauma becomes even more worthless, because bulwarks, monsters and bosses are exactly the kind of high-hp targets where it could have a meaningful impact. If it basically only works on crushers… what’s the point?

Have you tried other blessings etc aswell? Are you sure the mod works correctly? I mean Crushers are the only enemies normally available in the meatgrinder so…

Captain is flak IIRC

Probably it’s there to make invulnerable foes vulnerable. My guess is that brittleness exists to allow teammates without anti-armor weapons to do damage to crushers.

2 Likes

That makes it incredibly niche, though. It’s not like most weapons don’t have acceptable flak, and aside from maybe mauler (and captain?), there are no flak enemies that live long enough to make it meaningful. Which makes it an even more terrible blessing for Trauma. It doesn’t help the staff itself in the slightest, and only helps the team against one enemy type? Really?

Typical FS design and blessing balancing, I guess.

ikr
It should just apply increased damage to targets hit.

Commander is Flak, and BB damage is not dependant on armour type. It is modified by the enemy type.

1 Like

If you BB against a reaper or Bulwark, rending/brittleness does nothing but that’s expected since the BB multiplier against them is 1.0

Kind of feel like its not supposed to. Fatshark has always had issues making bosses health bars last longer than 2 seconds before this game.
Sure there are still builds/weapon combinations that kill bosses really fast but it was really common in vermintide2 for something like shade to nearly 2 hit entire bosses health bar with right modifiers applied.

Hi!

Thank you for taking the time to report bugs, its very apricated and help us make the game better!

First of all. In Darktide a armor in itself does not apply a armor modifier. Its just notates what kind of armor a enemy have. Instead each attack have the armor modifier in it. That means that different attacks will get different amount of benefits from armor penetrating buffs like rending or brittleness.

(@Pygex is essentially correct)

Instead of armor having a 0.5 armor mod with all attacks, we specify in each attack what armor mod that attack have. Thunderhammers light atacks have ~0.5 against flack armor while its heavy attacks have ~1.0, and so on.

In this example brain burst penetrate all armor except carapace armor (i.e it have a armor mod of 1.0 against all armor except carapace armor). Hence it the only benefit brain burst gets with brittleness is against carapace armor.

Brittleness and rending is suppose to represent that either the armor is broken or that your attack penetrate the armor. If your attack already does this by itself it can’t get any benefit from it. If all armor is stripped already you don’t get the benefit of stripping it even more.

(For the case of brain burst the reasoning I think is that only the thick carapace armor can act as a shield against a psyker penetrating a brain to make it pop)

Do your test again but use a physical melee weapon like a combatsword and you should see a big difference.

Regarding @CommanderJ s question about brittleness for trauma staffs @1Cake is correct. The trauma staff itself will not gain the benefit of the brittleness since its attacks have good armor mods against all armor types but allies will benefit. You will also get benefit when being forces to switch to melee or using the trauma staffs main attack which have very bad armor penetration against monsters and carapace armor.

But it also depends on what weapons your teammates are using. Are you all psykers that only brainburst? Then not so much. An ogryn and a veteran that uses shotguns? Yes, they will benefit a lot.

Not all blessings are meant to buff the current weapon or attack you are using. In the case of the trauma staff I think you can see a use case of you charging the trauma staff against a crusher or monster a couple of times until you peril is maxed then switch to a Force Sword with the Unstable Power blessing (power bonus with higher peril) to finish it of as your peril dissipates. With the rending you otherwise weak against carapace armor Force Sword is now doing damage against the target.

I hope this helps and clear things up!

Best regards! / Guen

3 Likes

Unfortunately Trauma has no blessings that meaningfully impact the staff itself. The crit damage modifier for the staff is very low, so crit blessing is close to pointless. Extra stagger blessing (stagger on close range kill) is also pointless on a staff with so much innate stagger. The surge blessing only works on the less than amazing primary attack. And so on. Only quicker charge time has a small impact, but we all know you can only charge Trauma so many times before you’re at max peril anyway.

Trauma staff and it’s blessings are in dire need of a balancing pass, and the same can be said of Voidstrike and Surge staff as well.

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