Road to Damnation: A Guide for Mastering Damnation+ Difficulty

Hello all. So I’ve been working on this for a while now, but it’s an EXTENSIVE steam guide covering a range of basic and advanced strategies, tips, and suggestions for improving your skills in Darktide. Given the influx of new players with the console release, I wanted to have a comprehensive place to point people to. Check it out below:

The guide doesn’t focus on technical details, the numbers, or the inner workings of the game (there are other guides that cover much of that), but keeps it a higher level. My hope is for players trying to break into Damnation (or struggling to progress further in Damnation) to find some useful suggestions to improve their game sense and skills.

Please check it out if interested. If you have feedback, corrections, or items to contribute, please feel free to respond here. I’m hoping this guide encapsulates much of the community’s collective knowledge for effective play, so looking to hear from you all.

Cheers!

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Whoa this super awesome,nice work!

Edit; i had a hard time even comeing up with a propper response haha.
With the influx of new/older players these kind of guides is what i love to see.

Lets share our love for this game with those new players lads :slight_smile:

Last edit: If you need any help with some art things feel free to hit me up

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Haven’t read through it all yet, but did notice the Rending/Brittleness bit - it looks like it’s describing the older Rend/Brittle behaviour

These effects apply a portion of the damage dealt to an enemy using the weapons base (unarmored) damage instead of Flak & Carapace armor types. E.g., 20% Rending being 20% of your damage is treated as unarmored damage instead of Flak/Carapace. Brittleness can stack overtime and applies to all future damage that the enemy takes (even from allies!), whereas Rending only applies to the original weapon’s attack.

Since now it raises the armor modifier for any armor type (not just Flak/Carapace), and can raise it beyond 1x (at reduced effectiveness). I think it’s an awkward concept to describe with words succinctly, so an example might be worthwhile e.g. "If a weapon does 40% base damage to {armor} , adding 20% Rending/Brittleness will result in the weapon doing 60% base damage to {armor} "

Literally none of that description of brittleness makes sense. Why would they design such a convoluted mess of mechanics that can’t even be explained. Can you walk me through it better?

Forgot to say it, but thanks for bringing to my attention that they did infact sneak in another nerf on Ogryn with the patch, that’s on me for just assuming that the provisional patch notes would be the same as the final ones. Now the damage done made by the weapons makes abit more sense.

Would like to see Gunner resistance mentioned with the same weight as Sniper resistance, while you will see them coming they often now appear in larger numbers and can be a problem if no-one is adept at handling them quickly.

About Daemonhosts, Hab Dreyko did have a few odd spawn places where you could not infact get around them, and correct me if I am wrong, but flashlights can also wake it up.

Going to give it another read later on, good work. Isn’t this the first attempt on the darktide forums to give a clear and precise guide on… anything related to Darktide? Can’t remember anyone else posting here and not on the Darktide reddit.

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It’s a steam guide and I cross-posted it on the r/darktide reddit too.

https://www.reddit.com/r/DarkTide/comments/17hpxps/road_to_damnation_a_guide_to_mastering_darktides/

I also dropped a link in the official Discord, but that’s already history in the conversation there!

In the basic case (where all the numbers remain below 100% / 1.0), your damage is weapon_damage * (armor_modifier + rend_modifier + brittle_modifier) e.g. if my weapon does 20% of base damage to Carapace, a 20% Rending buff will increase that to 40% base damage (20 + 20), then adding Brittleness on top will increase it again to 60% (20 + 20 + 20).

If that % goes over 100%, any excess Rend/Brittle will increase your damage by 1% for every 4% Rend/Brittle e.g. if I had 80% base damage and 40% Rending/Brittleness, the excess ((80 + 40 + 40) - 100 = 60) would give me an additional 15% damage to the target. If you’re doing 100% damage (e.g. vs unarmored), it’ll translate to 20% extra damage

Is the base weapon damage always the same as the unarmored damage?

I just quickly looked at my Crusher and… I am not sure anymore. The weapon card states 128 damage for the light attack, but the damage profile relative to that number is

  • Unarmored: 160 (125%)
  • Infested: 160 (125%)
  • Flak: 119 (93%, based on Penetration stat)
  • Unyielding: 128 (100%)
  • Carapace: 59 (45%, based on Penetration stat)
  • Maniac: 96 (75%)

And from the patch notes

So I’m inclined to say… it depends on the weapon. I think most weapons would do 100% to unarmored (unless they have a stat that explicitly alters their unarmored modifier, like the Devil’s Claw swords), but it’ll likely vary.

So, in typical Darktide fashion… clear as mud :slight_smile:

This is one reason why I have my appendix note about ignoring breakpoints. The math to figure things out is so convoluted and there are so many variables in play it’s just ridiculous. In typical FS fashion as you say :wink:

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