Some of organs keystones feel a little lackluster

been leveling up ogryn recently and i decided to test out how the keystones work and i must say. I’m a little disappointed at how useless some of them feel in the overall grand scheme of things

Heavy Hitter +5% heavy damage on heavy hit, stacks 5 times. cool nothing wrong with that, you can stack it pretty quick

just getting started +10% melee speed increase on the surface this seems good, but unless this shortens the heavy attack wind up speed. animation speed or otherwise, it’s kind of useless
i had a hard time testing this with a heavy attack build i could barely notice a difference while heavy attacking. the difference is obvious when using light attacks

Unstoppable +10% toughness on kill again this sounds decent at first glance but, it really really, really sucks, by default you get 5% of your toughness back on a kill, now if this perk worked “additively” it would be amazing, going from 5% toughness to 15% toughness per kill, would be good, however this perk is working multiplicative meaning 5% toughness + 10% more 10% of 5% is 0.5, based on my testing this gets rounded up to 1
if you have 100 toughness, on kill you normally get 5 toughness, with this perk you get a whopping, 6 toughness, that’s right, this perk gives you 1 more toughness per kill
now, considering the fact that that I’m already getting 25% of my toughness back per heavy attack i really really don’t feel like spending a skill point here to get this keystone? because i don’t care about the 1 extra toughness per kill

brutish momentum light attacks refresh the ability? yeah ok i get it, the keystone is designed for you to stack up with 5 heavy attacks, then get a small amount of attack speed and start attacking faster “basically” this keystone is designed to make you play like trash, since light attacking with ogryn looses you clears throat
25% toughness regen per hit (50% if your below 25% health)
makes all of your heavy damage perks useless,
makes your unstoppable perk useless
loosing damage reduction while charging attacks
less bleed stacks on the enemy which in turn reduced your damage reduction you get (up to 60% DR based on number of bleeding enemies)

now. might i ask you once more, if I’m running a heavy attack build since “that is the only build you have offered me for melee” why would i take anything more then heavy hitter? and why would i want to go further into this keystone? heavy attacks along already refresh the perk, so i don’t even need to light attack to “keep my perk active”

now before i go any further i need to explain something about toughness regeneration %
not all toughness regeneration % are equal, some perks buff toughness regen from all sources, some only effect coherency regeneration, some only effect kills, and some only effect specific perks
with this in mind, we kind of need to test “what perks effect what types of regen”

coherency regen is probably the worst perk possible, since it is not active in combat. you know, when you want to have your toughness, it can help if you find a brief moment in-between combat to “not get hit” but as you go up in difficulty, more and more enemies will give you less and less opportunity to take advantage of coherency regeneration, since their is a delay between exiting combat and coherency regeneration activating, infect you don’t even need to be getting hit, for the regen buff to cancel, something as simple as “an enemy is targeting you” will be enough to stop the regren buff, for this reason, coherency regen sucks, and does pretty much nothing to help you stay alive 98% of the time,

toughness on kill is slightly better since you can get it in combat, but by default it it 5% for ogryn, and buffs that increase this value don’t stack adaptively, they stack multiplicatively, meaning 5% + 10% does not equal 15% it equals 5.5% a 25% buff on kill = 6.25% and a 50% buff on kill = 7.5%
needless to say it but, might i remind you that, attacking with a heavy attack gives you 25% toughness regen, 7.5% per kill, means A you need to get the kill. so it is useless against bigger enemies, and B it is a MUCH MUCH smaller buff when considering, you need to spend skill points, to get SUCH a small increase on an already BAD toughness regen mechanic,

toughness from perks, these are god tier, “do a thing” “get toughness” hit enemy with heavy attack? get toughenss? simple, you can get it in combat, when you need it, and oh boy, you get it from attacking enemies, wow, perfect 10/10
keep all this in mind it will be important soon

feel no pain 2.5% DR and regen per stack, stacks 10 times
this perk starts at 10 stacks, meaning you start with 25% DR and 25% toughness regen
the regen is ONLY FOR COHERENCY, as far as i can tell, it is the worst type of regen possible, it wont effect kills OR your perks
this is basically useless, and this ends up basically being nothing BUT 25% DR which, to be fair 25% DR on toughness is not horrible, but you do also loose it when you get hit, slowly, and it takes a while to gian the stacks back
keep in mind that, taking an extra 25 toughness from a perk. or taking other perks that give you DR would essentially do the same thing? but you wont be loosing the DR when your being hit randomly
(looking at you +10% toughness DR node and + 15% general DR node while charging an attack much better perks imo since the +15% also effects health DR)

Pained Outburst 25% of your toughness gets regenerated when you looser all your stacks, 30 second cooldown, know what else gives 25% toughness? hitting anything with a heavy attack, know how many times i can do a heavy attack in 30 seconds? allot, allot allot
remove the 30 second cooldown from this perk, and then i will consider it, but honestly if you quite literally, have nothing else to spend your perks on, feel no pain and pained outburst, technically do things, they just do the least possible for you staying alive, they barely do anything at all compared to other options in the the ogryns tree

strongest this is a perk that makes feel no pain less bad, but also, you have to push enemies back, instead of attacking them with your heavy attack, which would be giving you toughness regen, so you choose do you want 25% of your toughness regenerated? while also staggering a whole group of enemies? while also dealing damage? OORR do you want to push the enemies, stagger them, and get a single stack for a trash perk and deal no damage? your choice? choose wisely

now, if pained outburst has no cooldown, and you could get the 25% toughens as soon as you loose all your stacks, now that is cool, you would then, loose all you stacks (which will happen anyway over time) then, you get 25% toughness, then you can push an emery, gain 1 stack, get hit again, loose the stack, and gain back another 25% toughness, this actually makes sense and improves/ changes your gameplay in a significant way
unfortunately, this has NO synergy whatsoever unless your? idk playing shield ogryn? and your goal is to simply taunt, and then sit with your shield to be immune to all damage anyway? f me, if I’m immune to damage why do i care about regenerating toughness, see the problem here? the perk makes no sense, in 90% of the situatoins that exist

toughest wow good job, you have achieves 50% coherency toughness regen? or something?
honestly if this perk effected more, i would be impressed and interested, as far as i can tell it doesn’t even effect toughness on kill replenishment, and even if it did effect toughness on kill replenishment, it still would not be that impressive at all in any way, because of how good smash em, the best defense and, too stubborn to die are, which btw, all work with each other, too stubborn to die, will double the toughness you gain from the other 2 perks, god tier, goad perk, big toughness, 2 heavy attacks = full toughens, very good much ogryn strong never die

now finally, haha finally, i actually have 0 bad things to say about gun ogryns keystones, they are honestly solid, good
5% lucky shot which can be upgrades to 8% essentially becomes 5-8% less ammo consumption. 5-8% crit change and 5-8% chance to reduce a small amount of your cooldown, maximum firepower it a big misleading but from what i can gather
your cooldown goes faster by 200% (which should be 3x faster) for 2 seconds meaning you shave off about 4 seconds every lucky shot? roughly? idk this is worded really weirdly, the weird part is that, the length of your ability duration doesn’t actually effect this calculation in any way
so this perk is just “4 seconds off your ability cooldown for each lucky shot”
fats hark, please reword this ability to make more sense to people, or clarify how it works, because the way you are wording it makes no sense, or you are intending it to work in a way which it is not? or something? idk
either way, gun ogryns keystones are solid good buffs all around. i would take all of them

PS ogryns auras such trash as well, sure the 10% aura helps you and other organs so it’s probably the best choice, since it buffs you and other ogryns, and anyone who randomly uses a heavy attack, but is a neich aura, that only works for heavy attacks. kind of bad
stay close 20% coherency regeneration, this only effects coherency regen, nothing else, so it’s kind of trash crowd culling, is actually a decent aura, that will effect any type of gun play, but the enemies need to be suppressed. so it is kind of trash but slightly better since, people do shoot in this game, especially veterans, well, the idea of wheat a veteran should be anyway
i would ignore ogryns auras, and just try to get the perks above and below to make it easier to get ot the, stuff that is actually good

their are other bad perks in the ogryns tree as well that i would never recommend such as crunch
crunch forces you to hold your heavy attack for as long as possible before releasing, for a small damage increase and some impoact
you basically have the options (do i heavy attack twice, get twice as much toughness, and deal twice as much damage) OR do you heavy attack once, deal 40% more damage on the single attack (60% less DPS) get 40% more impact, but then also, get half as much toughness from your other perks
personally, i will not use this perk because it forces me to play in a really stupid way just to activate this perk, i want more toughness not less

or hard knockback this perk resets on your next heavy attack, i guess it works for turtle build where, you just, plant shield into the ground, taunt stuff, knock them back, and attack randomly?? idk shield build is weird, you basically just turtle, be attacked, and let your team do the work, it’s like CC but you become completely useless as a player and deal no damage, if you want damage, just take batter, the heavy damage buff, and the heavy damage aura, now you have 20% permanently all the time?? and it wont reset on your next attack

point being, organ’s tree feels unbalanced, and it kind of funnels people into very specific ways of playing, if you want to make the most out of the tree because of HOW BAD half the perks are, so you just avoid tf out of them, and if you do use these perks, your now making yourself weaker, if you use the perks properly, because of how bad the perks are designed, no synergy, no coherency, i don’t like that. i want more variety then just “weird melee ogryn” and “gun ogryn” and stupid, “face tank ogryn” hybrid build that makes basiclaly no sense (hell give me the thorns perk, so i can deal damage while i sit here being useless and taunting enemies at least or something idk)
ogryns tree feels like it needs, maybe not so much a structure rework, but defiantly some perk changes for sure, 100% needs some perk changes, needs some tender love and attention

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One of my organs had a stone in them years ago. Was very painful.

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Nice write up! I don’t have a lot of experience with ogryn, so it’s nice to see someone’s thoughts on him fleshed out.

A couple of thoughts:

  1. Brutish Momentum seems good to me because it allows me to keep up stacks while clearing a horde. Being able to weave heavy/lights together without worrying about stacks seems impactful to me? And if you take Smash Em it feels like I’m still getting 25% toughness pretty often.

  2. I need to review footage, but I don’t think I ever got Pained Outburst to proc when I was running Feel No Pain. Does it not push back on proc? And how big is the pushback? It’s the most attractive part of that node to me.

Uhhh, well.
Brutish Momentum allows you to alternate Heavies and lights, which is useful because some weapons have chains that make that a necessity against specific targets. If your light is overhead → sweep, and your heavy is sweep → overhead. you can alternate as you see fit to always get the right attack angle against hordes and single targets.
Pained Outburst does knock back all enemies in proximity. It isn’t a lot, but it can help, and it does get you out from under a hound.
From reading here, and other places, it seems to me like Feel no Pain is the most well liked keystone.
And about Burst Limiter Override: I’m using it on a ranged loadout, but you might be the first player I’ve seen that just genuinely likes it. The power it offers is underwhelming, the ability works great on some weapons (stubbers) but barely on others (single-shot) because of its unreliability, and while a constant bonus is certainly nice and comfortable, it doesn’t really feel that impactful.
As for the cooldown reduction, my guess is that it is “faster cooldown for 2 seconds” so it doesn’t instantly truncate your active cooldown with a high RoF weapon. If you use an Achlys, f.Ex., you might get a lucky bullet every 1.1 seconds, so instead of getting -4 seconds cooldown every 1.1 seconds, your cooldown will just constantly drop at triple the speed while you’re firing. An elegant solution, I think, for at least somewhat balancing the different weapon types.

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I agree, a lot of the keystone subnodes are essentially useless in functionality; their effect is so miniscule that there’s no point in picking it over literally anything else, including stat nodes. It is weird they are so awful but I guess it makes the ogryn more flexible as I just need 1 point in the keystone so I have 3 extra points to spend elsewhere haha.

Just to point out though, heavy hitter affects all melee damage; it’s just procced from heavy attacks. So your overall melee damage will be boosted even if you have to weave in lights. There’s a few weapons that have h1 > l2 or vice versa for best horde clear. Refreshing it on light attacks is useless because you never go over 8 seconds (or whatever the duration is) without heavy attacking as ogryn. And I’m pretty sure stacks fall off one at a time (I may be wrong), so closer to 40 seconds of no heavies, even if they don’t you build them back up so quickly anyway.

Also for Feel No Pain, because we have so much toughness regen (through heavy attacks), each point of DR drastically increases our effective hp. If you get FNP and all the DR nodes you have passively 84% DR. Seeing as ranged enemies are really our only threat, couple that with gunner damage reduction on your curios they’ll be doing like 10 dps to you which never breaks the stacks as ranged have to go through toughness first. If there’s enemies between you and the gunner you can literally just heavy attack your way to their face (or just charge).

Pained outburst is more of an emergency get out of jail free card if you’re overwhelmed or if a dog gets on you. It’s not really apart of some sick combo piece.

I’m surprised you had nothing bad to say about BLO because it’s the worst keystone by far, but atleast the subnodes do things i guess? BLO by itself basically says “Increase ammo by 5%”. You know gunluggers get a talent way up in the tree that gives 25%. All of oggy’s ranged weapons have terrible crit scaling so the lucky bullet node is only use is to proc off other stuff that proc on crit, like charmed bullet or… ripper bleed if you’re memeing. But there’s already a +8% crit on kill node earlier up, and it’s not exclusive to ranged attacks.

So you’re essentially paying 2 points to get the power of 1. If you get the others, then I think the total of 8% more ammo, 8% crit and lets say 10% cooldown reduction? (I’m pulling this out of my ass), is not worth 4 node points and any combination of the keystone nodes is not worth putting. I’d honesly rather it just have 4 +5% more ranged damage nodes.

There’s also the node that gives 5% off for ever specialist/elite kill in coherency, so ever 20 big dudes you and your team kills that’s a free ticket to go HAM. In Auric Damanation the concentration of specials/elites is so high you basically have it up all the time. An 8% chance on shot to shave 4 seconds off is kinda poopy compared to this. Seeing as it costs 3 points v 1.

Also it’s insanely useless on the kickback, rumbler and gg due to their low ammo point, and lot fire rate thus less chances to proc. It has anti syngery with blaze away (and any other continuous shots blessings) because I think it’s coded as a you shoot but you instantly reload a free bullet? Not sure on that one, but I do know it breaks blaze away on the kickback and rumbler.

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On the Kickback/Rumbler, the Blaze Away buff is specifically designed to linger through the reload; unless you can hold LMB to shoot with those weapons, you’re pretty much guaranteed to lose continuous fire unless you’re hammering the button

Ah true, then I have no idea why BLO breaks Blaze away.

HAHAH yeah fing auto correct, i don’t know if i can fix the title, i tried to look for an edit button haha

the thing is, if your weaving heavy and light attacks together, your heavy attacks will be refreshing the stacks anyway, so the only reason to take the light attack perk if if you are doing multiple repeated light attacks in a row for longer then 7.5 seconds.

specific weapon attack chains? yeah some weapons might benefit from it, i just feel like, their is so much stuff in the ogryns tree, that you are waiting when you consider running a weapons that needs light attacks as well, I’m not saying heavy attack is the only way people should play, im saying that, maybe one of the trees, should focus more into light attacks as well, for example, a perk that reads “50% of your heavy attack buffs also apply to light attacks” or something like that, now you can get a little toughness from your light attacks, a little more damage, and possible activate some of your other perks, maybe you need to hit twice as much to get the other perks to activate. replacing brutish momentum with this theoretical perk, would make ogryns tree feel amazing to play,

pained outburst? yeah pushing back dogs might be the only real use for this, if that is true, similar to how zealot has the one ability that knocks back melee attackers every 10 seconds
with pained outburst however, it is almost a guarantee save from a dog, since it takes a while before it activates, so it will be more likely to activate when a dog is on top of you.
this alone makes me want to take the perk, the toughness regen is trash but dog resistance is actually pretty big and has the potential to let you clutch the run when your entire team is in a bad spot
the main problem i have with pained outburst is that, their are other things in the tree that do the same thing but better and with less requirements
for my build if i was going to take feel no pain and pained outburst for dog resistance, which is very valid option, i need to rip 2 skill points out of somewhere else, the only areas i would consider doing this are at the top. i would get rid of 50% replenishment in coherency and +25 toughness
the +25 toughness perks are one of the best tank perks to take, since more toughness means you can tank more damage per hit, and you regenerate more toughness per hit, meaning your toughness breaks less and you take less health damage etc
the other area you could take away is +10% toughness resistance and implacable
the toughness is slef explanatory but, implacable is, active pretty much all the time while your heavy attacking, and the +15% applies to your health aswell, and since ogryn have a much higher base health, this perk getx exponentioally better
for example my build currently has 500 health on ogryn, 15% resistance on top of that alone works out to be about 75 extra effective hitpoints, which is “massive”

either way it is a hard thing to switch out, but dropping either of these could be worth it for dog resistance, according to my testing, as long as you don’t die before the perk activates. it is a better dog resistance then zellot, but they both have their benefits, zealots resistance is instant but can’t be refreshed while a dog is on you
and ogryns resistance is guaranteed, but you have a higher chance of dyeing before the perk activates, especially if you have high stacks to begin with

yes i can totally see that, shooting more billets more quickly = more lucky bullet activations, which = more of the perks happening more often, and yes it does make your ability cooldown quicker but, i see what you mean, if you got extremely lucky and hit a bunch of lucky shots in a row, the 2 second limit would just be refreshed, and you wouldn’t get the whole benefit of it
although lucky shot has such a low probability to proc to begin with, that having a high fire rate weapon still gives you more ability cooldown and what not
hell half the time i run out of bullets before i refresh the ability, with this in mind, having a lower fire rate weapon with lots of ammo, would make this ability the most efficient

oddly enough, coherency regeneration is much better for ranged builds since you can regen toughness while at range so at that point, taking feel no pain, starts to make a little more sense, especially if your running a low fire rate weapon, single shot or limited shots etc while staying at range

i mean yeah, the best part about the keystones is just, taking the first one half the time, especially on melee ogryn half the time the first one if all you need
the main problem is getting down to the keystones, you might be taking stuff that you don’t care about, but yeah, half the time the main keystone is the only thing worth taking for melee ogryn, heavy hitter is a good perk its just +25% melee damage 90% of the time

my main issue with that is as follows
the best defence
smash,em
furious
Batter
(delight in destruction)
+10% heavy damage node
+10% heavy damage aura
no stopping me
Implacable
+5% heavy damage node

some of these are the best perks ogryn has, and using light attacks essentially takes away the benefits your getting from them, perks that make you waist the potential of other perks, create a lack of synergy between your whole build. and i don’t like that. i would rather have more options to make light attacks viable. or make other weapons with mixed attacks more viable

thanks for pointing that out, i wasn’t sure if FNP was only toughens DR or health DR as well, since it looked like a toughens focused perk, i think i miss interpreted it a bit, if it does give DR to your health as well, that is pretty big, i think I’m going to drop luynchpin and the +25 toughness to take these perks, considering it gives dog resistance and possibly health DR
also note that DR does not stack addativly either

as to the other things you mentioned, i covered some of them int his reply, and like i said earlyier i have not played allot of gun ogryn, but considering how many perk points i have left over i am left with 2 options
continue to buff my gun, or take damage resistance stuff
both viable options, the reason i don’t mind it is because, all the gun ogryn pekrs worth together in a way that make sense with each other, hell as a gun user i will take as much extra ammo as i can get, hell if it was a 1% chance to not use ammo i would probably take it because if I’m playing a gun character, my number 1 worst enemy is running out of ammo
i totally get that this perk only works for the rapid fire weapons, and i get that that kind of sucks i agree. i would love perks that work with a wider variety of weapons

the thing is tho
when you take all the gun ogryn perks in the game, you will probably have quite a few perk points left over letting you branch out and take other things
for a stabber build, you can probably take out peacemaker or big boom
i mean peacemaker is currently bugged and as far as i can tell, i have never seen it activate ever, furthermore hitting 5 enemies with a single attack is a hard thing to test to see what the game considered a single attack. and big boom well wont help the stubber
so at the end of the day, after taking all of the gun perks that make sense your left with about 4-5 perk points to play with to go over and take extra ability regeneration, or 30% damage to ogryns and 30% resistance, or some other toughness perks, whatever you want

their is something to be said about the difference between a full focused gun build, or a full focused melee build and then a hybrid build
when i make these builds. i like to see what each focused playstyle has to offer, and then work on hybrid builds later on, typically full focused builds tend to be stronger, but might have some shortcomings that you will need to overcome, could be weapon blessings, curio changes or, if all that fails, changing the build and removing some, gun damage or whatever it may be, but at that point your slipping into hybrid build territory, where you become a jack of all trades with random stuff that doesn’t synergize well with each other

thank you all for the comments! i learned a few interesting things about some perks that, would of not known otherwise, testing each perk takes a good long time and sometimes things like dog protection can be overlooked because of the neiche situational nature of it

at the end of this, i like the concept that the ogryns tree is going for, i don’t mind the layout, but i feel like quite a few things in here, could be improved, keystones adjusted to work for a wider variety of weapons, rather then just “1 or 2 specific weapons” that seems like the largest issue at hand, melee keystone not really helping heavy attacks, light attack builds feeling weak because of all the heavy attack perks, the middle tree seems alright but, some of the keystones are useless, and gun keystones only really working for stubber and other faster firing or more importantly, high ammo capacity weapons (you can regen about 1/3 to 1/2 of your ability cooldown with a mag of the stubber, im going to look inot the best weapon for maximizing the potential here, i just have trash, need to test all ogryns weapons first, the high capacity ones at least
i mean like yeah some of organs weapons have like 30 shots total or something stupid like that, at that point with an 8% chance to activate perks, that’s about 3-4 perk activations using your entire ammo pool haha, absolute trash

Yeah it’s clearly for BB that would not have a full melee option without the sub node. It’s niche but important in its niche so it’s fine in my book.

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no yeah for sure, i did not realize it worked for dogs before someone pointed it out. 100% top tier perk just for the dog protection imo, the toughness regen is useless. i just want the bounce back haha, i will gladly drop some max toughness and coherency regen for this perk alone

i chose the adhd talent but I can’t respec out of it

I’ve been playing a lot of melee Ogryn and I think there are some significant oversights in your linked build, but also some really interesting takeaways which I’ll definitely be incorporating into my talents!!

The biggest issue with your analysis for me is writing off 10% attack speed from the Heavy Hitter keystone. Ask any Thunder hammer Zealot the difference a few Martyrdom stacks can make. It may be that you’re charging your heavies too long, but even a relatively small 10% boost is significant enough that I know what it’s kicked in without looking at my buff bar. I admit I’m addicted to attack speed; sure it gives damage but mainly I see it as an asset to survivability.

Also worth noting that for the shovel (my one and only), light + heavy + push attack (light?) + light + heavy is dreamy amounts of crowd control. That being said despite how many light attacks are in that combo I rarely have trouble maintaining Heavy Hitter stacks without Brutish Momentum, though I can definitely see how it can help.

It might be sacrilegious of me, but instead of the Rock I take Nuke in no small part because Soften Them Up (15% damage amplification) is too good for me to pass up. Since I run a Ripper V I don’t have a lot of trouble with ranged specials, although Mutant kill time is poor. And I mean, it’s the nuke so I’m really not that unhappy :slight_smile:

Here’s what I’ve been running with lately:

I’ve sneakily switched off Unstoppable (+ Toughness from kills) after reading your analysis, and I’m definitely on the fence about Won’t Give In because I love a good clutch (and 10% HP would be swell)…

Adding text at the bottom because I accidentally posted this in the wrong place and it’s been flagged as “too similar”…

first of all, i release my heavy attack as soon as i can as their is no damage difference for how long you hold your heavy attack, apart form one useless perk that specifically gives you damage for holding you heavy attack as long as possible

i didn’t “write it off” as you word it like i said i had a hard time telling the difference, normally with this type of stuff i would frame count it, but i decided to just start by testing things in game to see how they feel, typically when someone says they had a hard time testing it, and the put allot of “if” in the sentence, it does not mean they are writing it off completely, i did not make a definitive statement about the perk only relative thoughts 'if this then that" or “if this then this other thing”
put it simply, i wasn’t 100% sure if it was doing anything, and i wasn’t 100% sure that it was doing nothing, if you go back and read my original post more carefully you would pick up on this

but to clarify, if the 10% attack speed, does decrease the time that it takes to wind up it is good
if it does not do this, it is useless
that is all i ever definitely said about the perk

just took a quickly look at your build, it looks like your running a hybrid build i have not tested out a hybrid build yet, but either way if you want more survivability,. i highly recommend finding a perk point for too stubborn to die, since it double the amount of toughness you get from “everything”
i use it on gun ogryn As well to get 4% toughness per shot rather then just 2%, good for clutch situations

Started losing me at Brutish Momentum and I gave up at Feel No Pain.

Not every weapon has a hyper optimized heavy attack chain and FNP is the best set of Keystones in game, i don’t get what you even want.

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its almost like the people here have started saying exactly what i have been saying but are now somehow taking offence at it, I’m getting quite confused, at first i did not realize that feel no pain was doing health DR as well, i thought it was just toughness since, the way it is worded, is not very clear “toughness replenishment and damage reduction” could be read as, “toughness replenishment and toughness damage reduction” because the English language sucks and the way lists works sucks
sometimes lists start with a general statement that is applied to all things after
for example

cows are green, red, purple and orange
in this example we apply the “cows are” to everything since it is the start of the list
and if you only have 2 things it would read as
cows are green and red
which is a word equivalent to
toughness replenishment and damage reduction

the English language sucks, and this is one area that needs to be clarified, because i can read it as standalone “damage reduction” or “toughness damage reduction”

if you had read this conversation you would know that, hell this is half the reason why i post stuff like this. i like getting corrected on information because i get to learn things

and i still stand by what i said with brutish momentum, seriously if your at least doing 1 heavy attack, every 7.5 seconds, it makes no difference if you have the perk or not the only reason this perk exists is so you can repeatedly spam light attacks over and over and over and over again, in which case, you are waiting 90% of your skill tree

my goal here is not to tell people “they are playing wrong, you should only be doing heavy attacks, weapons with different attack patterns suck” no that is not what I’m here to do, I’m here to shed light on how the perks work together, learn more myself about how they work together, and all the small nuances of the perks, and to hopefully, get people thinking about how the tree could be improved to accommodate a larger variety of play styles
i get that not every weapon has an optimized attack chain THAT that right there is what i don’t like about the ogryns tree, NOT every weapon is optimized for the tree,
the tree is not versatile enough to accommodate the little quantity of weapons ogryn has to begin with.

Hey, sorry that I came across as dismissive :slight_smile:

I’m relatively new to Ogryn, loving it, but still just half feeling my way through the talents. So your analysis and breakdown has been really valuable to me, thank you!

It does decrease the time it takes to wind up, as far as I can tell. I’m pretty confident from my heavy weapon Martyrdom Zealot instincts! Not very scientific of me I’m afraid, but I think that I feel when it kicks in :thinking:

It’s almost a QoL since it just makes your character feel a bit more responsive in their melee actions.

Splitting hairs, but no it’s melee. If anything it’s a melee / melee hybrid based on how much I use the Ripper bayonet for Can Opener :smiley:

ALWAYS!!

This is really cool. Especially since you’ve saved me a point on Unstoppable. Oh man, this is like Martyrdom Ogryn material right here – you mean to say this will replenish 50% toughness on the two heavy attack perks??

Also, related, do you find value in No Stopping Me (Uninterruptible)? I’ll start looking out for it, but I don’t find any problems charging heavies even in the thick of things.

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ok so I’m testing if it is toughness DR or just health DR and from what i can tell it IS only toughness DR

from full health i go down from 501 to 444 from a single hit from a melee enemy

with feel no pain active, the same hit from the same enemy takes my health down to 444, so the DR does NOT get applied to your health, as far as i can tell

i do know that the DR is getting applied to the toughness however

at max stacks i go down to 69 toughness (noice)

without the perk i go down to 51 toughness instead (i probably have some other DR stuff up above but you can clearly see this is only being applied to your toughness DR not health DR, still good tho 25% dr at 100 toughness is like picking up a +25 toughness curio, and if you have more then 100 toughness this perk is technically ever so slightly then just having +25 toughness

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Try the liver and lung build, some good synergy there.