Stop naming status effects and bonuses random things that don't have definitions anywhere

What is ‘rending’? What is ‘ranged attack finesse’?

Why can’t I hover over any of these effects to see what they actually do?

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The game really needs a codex that explains all effects and even all the enemy types for new players

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Yes, a list of enemy classifications and health types is sorely overdue. And frankly an expanded, more detailed explanation for stuff like abilities and blessings.

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Finesse Increases the Weapon’s Attack Speed and grants bonus to Critical Hits and Weak Spot Hits.
ranged finesse basically only does the latter two iirc.

rending is a debuff you apply on enemies, reducing their armor

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Rending is a self buff that reduces the effect of armour on targets you hit.

Brittleness is a debuff that reduces armour effectiveness on the debuffed enemy.

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always confuses the two, you are right

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It doesn’t help that Fatshark more often than not do too, the descriptions are better now but still use them interchangeably.

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yup the keywords are horrible imo, shredder doesnt sound at all like a “special key action buff” it sounds like apply bleed on blast attacks or something

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Finesse as a stat on a melee weapon usually (always?) Increases attack speed, but I’m pretty sure melee finesse bonus from talents such as Vet’s Desperado is just extra crit and weakspot damage.

Knowing FS, the codex will need a codex.

I agree so much with this.

I also understand following the lore, but there’s people like me who don’t know and don’t care for WH lore, I just want to play the game. How the hell am I supposed to know what “warp damage” means?

The game just has poor documentation in general. Where does the game tell you what your characters base stats are? my base toughness and health that im adding and multiplying to? Where does it show my total crit chance? The game gives you so little info to work with, and its a big problem that players have to comb through forums and web articles to find explanations.

The ‘Full Build’ list for your skill tree really needs to evolve from being a shopping list of addons into something that just lays out all your cumilative stats with breakdowns for how its calculated, and highlighted keywords that can be hovered over to give definitions.

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The fact that people are replying in good faith with explanations that are wrong just proves how murky and unintuitive the naming conventions are. Rending could be something like bonus armour penetration and brittleness could be changed to armour breaking and it would make more sense despite having more words per term

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warp = hellish place (dimension)
psyker = someone who has strong mental connection to the warp to manifest abilities to manipulate realspace (basically risky hell magic)
warp dmg= magic dmg

also the keywords don’t really come from the lore or tabletop, they are just random words vaguely fitting the setting

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Range is my favourite misnomer. Damage drop off? I’m not a physics professor, but I’m pretty sure that if you’re firing buckshot for example , then velocity = damage = range. Do you mean spread instead? Who knows! Certainly not our developers.

Anyway. I fully agree that the terminology in the game is poorly explained. As it was in VT2.

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They should take a lesson from another upcoming wh40k game - rogue trader, where you have a glossary with pop-ups when you put the arrow on highlighted terms.

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Seems all weapons both melee and range have finesse modifier, it’s just hidden like additional crit chance. Other way i don’t get how some talents should be applied.

Like this one
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Also i wonder, does this affect shot’s cleave cause of power

don’t think it does

Power generally increases every stat across the board, which is why many +power blessings have been nerfed.

The only question is, is it applied to only stats that are visible or does it apply it to everything, since some weapons lack stats like finesse but still have finesse calculations.

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it doesn’t increase every stat, it increases specific offensive stats, but to entertain the thought, how many ranged* weapons with the “cleave” stat could you spot, and how much variance have you noticed regarding ranged weapon cleave? if you made the same observations as i, you’d agree that weapons have a fixed pierce amount.

I wouldn’t mind being wrong here if a sourcecode guy would proof the opposite