Toughness negating dmg

I recently just learned the combat stim actually gives you rending, so you can use a flamer or purge staff or bleed on crushers just from the power of the stim. It really would be nice if the game told you what the stims do at least lol.

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Yeah there really are a million things like that. For just a few examples:

Many talents don’t work at all as described, or have extra that make them far better than they appear. For example zelly’s Thy Wrath be Swift (immune to melee stuns) has always applied to ALL dmg, ranged, flames, everything, and makes you literally unstoppable.

Stats can have completely different scaling depending on weapon & variant. For example staff Quell Speed displays completely wrong min/max range on details, and actually has a logarithmic scaling where the higher the stat is, the better your Quelling Efficiency (active & passive) gets per point. Quell Speed is NOT a dump stat, the difference between 60 vs. 80 stat is massive, shared with all staves:

But if you compare Charge Rate 60 vs. 80, Voidstrike charge gets only +3.6% faster, where Trauma gets a whopping +23%. For Voidstrike dropping from 80 to 60 Warp Resistance means secondaries cost over 22% more peril. So almost without exception, Void’s real dump stat is that Charge Speed.

And let’s not even get started on the cleave stats which for many weapons not only don’t make sense, but don’t even work right. Like the infamous oggy cleavers.

Not to mention all the other stuff like … :

  • Hidden weapon properties like combos, attacks, etc
    • Deimos H2 headshot staggers or knocks down every enemy in the game including muties
    • Force Sword push-attacks have a 9m range, stagger everything except muties, and always count as a 1 dmg headshot for stacking related talents & blessings
    • Knife III special+light has the same dmg & penetration as a heavy
    • Some weapons like shotguns get extreme extra finesse dmg in ADS (depends on mark)
    • Weapons have different base crit rates, like Knives & laspistols +15% crit, or Autogun & Stubber -2%
    • Knives have 0.5 sprint stamina efficiency modifier, for TacAxes & Duelling Swords this is 0.75, while for some weapons like oggy Shields it can be 2 or more (as in, you consume 2x more stamina while sprinting). Which is why many builds want to switch weapons for sprinting.
  • You can always slide / dodge+slide even when charging & channeling staves, weapons & abilities
  • Psyker stamina recovery delay is half as short as others, but they also only have 1 base stamina and the slowest out-of-stamina sprint speed. Kinetic Deflection also scales on stamina.
    • Which is why a +sta curio is a fantastic investment for psykers, since their survival depends on positioning & avoidance, not tanking.
  • Sprinting while your stamina is over 50% evades ranged locking, meaning it won’t hit you if you run perpendicular to the direction of fire
  • All finesse (crit, weakspot, both) buffs from any source apply only to the portion of finesse dmg vs. base
    • Most weapons do +30% dmg on crits, while some can do +300% and more
    • Adding +30% weakspot dmg here for example, means the latter will literally get 10x more extra dmg from it. Knowing this is vital to making most finesse builds work.

Etc etc. I’ll just stop here. But there’s so much stuff like this! :sweat_smile:

Edit: Oh yeah and about the stimms, I can at least give a few tips for psykers:

  • Combat Stimm buffs dmg, rending, stagger, AND massively reduces peril buildup, making it insane for when you really need to dish out a ton of dmg without constantly quelling. But on Scrier’s builds, it usually makes you into a God for 15s.
  • Celerity Stimm does a bunch of things but above all it massively buffs melee attack speed, heavy attack charge speed, and staff charge & quelling speeds. Letting you basically rapid fire heavy attacks & charged staff blasts.
    • Combat & Celerity stimms will easily let you solo ridiculous situations when timed well, avoiding the wounds a health stimm would have healed many times over
  • Concentration & Health stimm are as simple as they seem, Conc. stimms however are regulars for any builds that depend on ults. Bubble psykers for example love them, since it means you can put out ults back-to-back to guarantee your team is safe for at least ~15+ seconds.
  • tldr; What stimm you want depends on your build, but get the right one & use it well, and it’s a single-use reversal that can easily avoid what would have been a wipe
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Ogryn is (un)ironically the squisiest and weakest class in melee, the only advantage he has is the shield. All 3 other classes are capable of dealing and tanking more damage than an Ogryn without shield thanks to the damage reduction mechanics that were nerfed into oblivion for Ogryn (Feel No Pain).
Ogryn, who is from an objective viewpoint supposed to be the tankiest and phisically strongest character in the game, is outdamaged/tanked by some shouting maniac wielding a kitchen knife.

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No…
And tbh, I played a lot the Ogryn, and maybe 1 mission with the shield for the entire time.
Ogryn has best toughness regen. It is made to be a tank, however, they failed at that. Feel no pain is badly designated, and the stagger role (you stagger more than what you kill) is broken. Also, the weapons deal too much damages to let this class becomes a pure tank (and yes I have read the forum, and I don’t deny there is a problem, but I locate the problem on ogryn weapons).

Toughness regen means nothing if it gets melted with 1-2 hits or 0.25 seconds by a gunner.

And it means something if you are in a combat you get toughness regen that help you.
Maybe you should watch the environment and not get caught in a middle of a room by a line of gunners.

Yes, you have to adapt to your class. Nothing new on this.
An Ogryn is not the best at fighting gunners. Zealot is the right tool.
But Ogryn can face lot of dangers. With a pickaxe (or shovel) you can be the ogryn killer (enemies ogryns). But fighting gunners implies being fast. An Ogryn is clearly not the right class for this.

My point is that ogryn should be the tankiest, hardest hitting melee class by default. He should shrug off blows that would otherwise down/kill others. But it isn’t the case. I’d like to play Ogryn more too but I simply lost interest after the nerf.

Yeah, to that end I think it would just be nice for ‘core mechanics’ like this to be better explained.

I think certain things, like along the lines of your list in your other comment, make a lot of sense to ‘let the community figure it out’. Finding out the differences between the classes in terms of stamina and toughness and what not was cool! Figuring out an Uncanny Strikes Deimos can happily deal with anything in the game with chained heavies after stacking said uncanny with a warp strike to the head was awesome! Realizing the difference in mobility stats and figuring out the ‘optimal running weapon’ to have on particular builds felt like something worth learning, and same goes for certain weapons having innate crit verses others.

But when a tutorial says ‘toughness blocks all ranged damage!’ and then doesn’t even have the decency of taking an extra bit of text on that text box and say ‘but for melees, it will reduce the damage taken based on the amount of toughness you have remaining!’ it’s like whyyyyyyy XD. I get wanting to encourage players to learn the systems to show skill expression, that is cool! But basic things like ‘this is how your toughness works, this is what a block will actually block’ feel like something that should be given a bit more time to be explained.

Cause like, that note on sprinting is actually in the tutorials, and you’re told to sprint to a far off bridge as a gunner shoots at you as it’s perpendicular to you, and you can then get across and beat it up. And that makes sense to tell the player, and then let them figure out the intricacies of the system from there. But ‘toughness is a scalier to melee damage, not a shield’ feels like it should be note one XD

In fairness the servers have always been bad, which just makes the fact that almost everything is handled server side even more annoying. (Looking at you ghost bullets or weapons refusing to swap)

That said I wouldn’t be surprised if this was matter of getting hit in tandem with regenning toughness so you don’t see the toughness drop significantly as you take a chunk of health damage.

I really wish I could host again. I knew it was coming with dedicated servers since so many companies now are using things like Amazon cloud servers which suck for anything faster paced.

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