I THINK he means that toughness above 100, such as 110/120 total toughness, is still below 100% if it is damaged, so you would take some bleedthrough. Whereas, 120 toughness in this example is 100%, so absorbs all damage at full.
But have your total toughness bar is still larger, so it’s damage reduction lasts for more hits.
So basically they are saying that you need a full toughness bar at all times to avoid chip. Which kind of makes stacking toughness pointless unless the damage mitigation stays at like 99% until it drops below 100%? Why do the dev team choose the most convoluted ways to tie this stuff in. It’s like they’ve been getting help from the worst Warhammer rules writers thoughout history.
If you take a hit with full toughness, you take 0 health damage.
If that hit as an example, brought the toughness to 80%, which is more likely if you had stacked further toughness, as attacks deal a numeric amount of toughness damage, not percentage.
Then the next melee attack would have it’s health damage reduced by 80% and you would take further toughness damage, etc.
So it’s a percentage then? If my max toughness is say 120% and it’s down to 105% I’d take what exactly? Intuitively I’d say no chip but if it’s a percentage of total toughness then I assume it’s 105/100 multiplied by whatever the modifier is?
i dont think it’s based off of base toughness, but max toughness. in that case, I believe 120 toughness = 100% toughness.
This does (strangely enough) make higher max toughness values more susceptible to bleed damage because it takes longer to get back to 100% (definitely correct me if im wrong here)
The curio is boosting your base raw toughness number by a %.
That new number is still 100% toughness for the purpose of health damage reduction. But since it’s larger, a second hit after the first will have more total toughness left, thus more health damage reduction%
If it works it out by percent and each percent is a greater value than one then presumably you’ll be getting more toughness damage each time you lose 1% of toughness.
EDIT: Current bleedthrough has been confirmed to be bugged, and this can be disregarded until fixed.
Let’s say you are such a badass you managed to boost your toughness through equipment, so you have a total of 200 toughness. A dirty scab attacks you for 20 toughness damage. You are at 100% toughness, so you take no damage, and toughness goes down to 180. Your toughness now sits at 90%. So next hit deal health damage, but that health damage is reduced by 90%.
This is not that much of an issue in the large calculation of toughness restore speed. Since feats that restore toughness, restore a % of total toughness.
I do not know if coherency restores a flat number per second, or percentage per second, however.
Why do you make people grind on EVERY character separately? Why didn’t you do it like in Vermintide? One common bank of resources, gold, and weapons for all characters in the account
Soz? Is that it? Like people feed back that the game is a grind as it is and crafting is essential, despite it not being ready for release. In what way is this new player friendly ? How does it mitigate grind? It’s not like missions were giving you tons of resource anyway and they were spread out across the level.
This change suggests to me you’ll be using your premium currency with the crafting system.
I mean, we wont be, and we increased the counts that each pick up does give you in a mission should you not get pasted within the mission and do make it out alive.
As for the grind and siloing of resources, we’re working to make that less of a chore.
Bunch of empty promises or straight up lies. It’s insane how they refuse to own up to literally ANY mistake. It’s always “we’re looking into it” like how you’re looking into overhauling the VT2 crafting system? Or fix class breaking bugs? How’s that going btw?
Toughness is absolutely awful now, its dire, I went from getting through T3 missions with little to no health damage at all to almost dying from a couple of basic enemies. Its now completely broken and makes the game incredibly frustrating. Also the new dodge limitations make this 10x worse because its very difficult now to deal with multiple enemies that can down you in a couple of hits.