Brittleness and Rending? I would think they’re both anti armor debuffs…
Rending is a buff for you. Brittleness is a debuff for the enemy.
Brittleness: Debuff on the enemy armour that will modify the damage of subsequent attacks
Rending: Buff armour damage for the attack
I think Brittleness is applied to the enemy so anyone can take advantage of it, and Rending is applied to you/weapon only.
Is one more effective than the other though? What’s the point of rending if britleness does the same but the effect lingers for others to utilise too?
Edit: sorry that’s prob not worded well. Currently feeding a 4yr old breakfast atm so typing with 1 hand
Easiest way to word it - in which scenario would you choose rending over britleness?
A lot of effects that grant rending usually give it in larger amounts whereas a lot of brittleness effects requires buildup.
So based on that, you generally want rending for fewer, high damage attacks and brittleness for quick, constant attacks on the same target. Brittleness is also good for support builds.
Rending has higher percentage
And you don’t have to depend on the other players, which might be better
Thanks guys, that makes sense
Also note that, for some inexplicable reason, the Brittleness debuff from veteran’s Exploit Weakness talent is unique, so it brings the max brittle stacks from 40% to 60%.
It’s actually absolutely insane that the true descriptions of these perks are not provided in the game
More like Fatshark’s version control is a mess so there’s no consistency anywhere and things randomly get changed without anyone noticing.
But still the true parameters/limitations/cooldowns etc are only to be found outside of the game which is nuts.
They need some “full description” text boxes so badly.
Explaining how rending works properly would generally be pretty good for players to figure it out.
Basically every weapon has a base rending value too. This is literally just rending% that applies to your bleed/fire effects too. Some weapons have a penetration bar, which actually just increases your rending% on yourself while the weapon is out. You can verify this by putting soulblaze/bleed on a crusher or flak armored target and swapping between various weapons. This is ontop of how some attacks will have an additional rending modifier applied ontop specific to those attacks.
This obviously also means that on weapons with very very low base rending you get way more out of the stat since it “unlocks” more of the base damage, and weapons with higher base rending may not benefit much. It works as intended that way, but it would be cool if this was visualized in game somehow. A lot of people are convinced rending is terrible because they only ever tried it on a powersword.
It doesn’t help that Fatshark at some point erroneously claimed that rending past 100% makes for a substantial damage bonus. That doesn’t seem to work properly, you get some really tiny unnoticable damage bonus past 100%. Something like 2% more damage when you’re at 130% or something.
Not to mention the fact that rending and brittle don’t work on all enemies. Infested is not an armor type, according to FS, and (somewhat more understandable) neither is Unarmored.
The terminology is odd and makes it confusing for sure. The “armor type” is really just the name of the armor. Carapace and flak have sort of a “reduce base damage by %” thing on it that gets directly counteracted by rending, as far as I understand it. So all the “armors” that aren’t actually flak or carapace don’t actually have “armor” they’re just named that and have some different properties unrelated to the actual armor+rending mechanics. Like how maniac is generally scaling down bigger hits.
Are you sure?
Isn’t it just that each weapon has a base damage, then a different damage for all ‘armor’ types, and Flak and Carapace is often way, way below the base damage, and then rending/brittle brings it closer to the base damage of the weapon?
You might be right actually some weapons do less than base damage on unarmored even. I’m not sure rending affects those just like how it would on carapace though, if it does I guess the mechanic DOES apply anywhere. The point was more that “armor type” is unrelated to the actual armor damage reduction mechanic inherently (as in there’s no hard rules) but I guess me making that mistake just highlights how confusing it is
Yeah each weapon has a separate damage for each ‘skin’ or ‘armor’ type. Brittleness and rending brings it closer to the base damage. In the past, it actually reduced damage for weapons that had above base damage against an armor type. Top kek coding.
But yeah it does not work on unarmored or infested… I can’t remember about maniac, but it DOES work on unyielding.
This mod is pretty amazing really:
Basically it’s like having expanded Tooltips for the entire UI when it comes to blessings, talent descriptions, perk details, etc. Really, really useful.
That would probably explain why the damage buff that rending is supposed to impart upon all damage doesn’t actually work properly then in practice. I thought they just messed up the formula.
it’s also beyond spaghetti math how some weps have rending as a stat they impart upon you when they could’ve just baked it into each attack, so now some weps increase bleed damage when you swap to them. This stuff really just makes no sense overall