Yeah, it’s not a damage buff at all. If a weapon already does full base damage (or even more) to an armor type, rending and brittle does practically nothing.
It’s why it’s so annoying on Trauma, for instance, because it does 100% or nearly 100% damage to all types already, so the brittleness blessing on it basically only helps teammates, and not yourself.
Rending caps at 100%, beyond which it will give a minor bonus to dmg. Since it’s on you and not the enemy, it ofc. extends to all targets you hit. But if the Rending comes from a blessing, then it will only work for that particular weapon. So even tho you can see the buff on your tray it will not actually work for your other weapons.
Brittleness is a debuff on enemy and caps at 40%. It ofc. works for your whole team and even if you change weapons, but it needs to be applied to each enemy separately.
Afaik they both do the same thing and at 100% Rending you won’t do any extra dmg whether the target has Brittleness or not. 100% Rending adds +25% dmg on Flak & Unyielding, +50% dmg on Maniac, and ~250%++ dmg on Carapace. The Carapace dmg is very variable. I haven’t really tested it in any detail, but basically weapons with some penetration & dmg will do 2-3x more dmg, while stuff like lasguns with zero armor pen can do ~50x dmg if the base dmg was literally 1. It’s possible Rending’s bonus dmg to the other types is similarly variable as with carapace, and depends on weapon. But so far those are the numbers I’ve gotten with the handful of weapons I’ve tested it with.
Finally as always with Darktide, not everything about this stuff is immediately obvious or works as expected etc. To give a few examples:
Revolver’s Hand Cannon’s description is a bit ambiguous. How it works is that any shot that crits gives you a Rending buff for x seconds, including the shot that crit. So no need to crit on every shot, except for the crit bonus dmg itself ofc.
Deimos & Obscurus Force Sword’s special attack actually procs 4 hits. This means a single headshot with that will stack Uncanny Strike (Rending) 4x.
Regarding Brittleness, the game has some old & outdated descriptors. Trauma’s Rending Shockwave says “Target receives up to 2-8 stacks of 5% Brittleness, scaling with charge time.”. Really the T4 blessing applies 20% Brittleness per max blast, capping at 40%. Note that anything caught anywhere in Trauma’s radius gets the full debuff, even the things on the very edge that only took 1 dmg. It’s easy to miss that Trauma’s full AoE is absolutely massive since it doesn’t do any real dmg outside the epicenter.
In the past there have been weapons where a Rending blessing applied to other sources too. So it’s likely there are still some exceptions to the stuff above.
It is supposed to have a a small bonus damage aspect (4:1 the rending percentage worth of bonus damage past 100% according to fatshark) but this doesn’t actually function the way it should and seems to give you like 2 damage on a 800+ hit tops. Fatshark claiming it works that way in the patch notes then not actually implementing that way is what keeps that specific misconception alive
(also it would probably be OP if it worked, turning uncanny into a straight up 25% damage blessing for most enemies too)
Elodie doesn’t like people disagreeing with him, so he won’t see that he’s wrong, since he has already ignored me for previously disagreeing with him.
Anyway, he’s wrong.
He’s right about Force Sword multiple tick though, and he’s right about Trauma applying 20 instead of 40% max. It’s not about outdated descriptions though, really. It’s about FS screwing up. At some point in the past they changed one thing (on Vet, I think), to apply 2.5% per stack instead of 5%, but inadvertenly changed ALL THINGS EVERYWHERE.
Also the reason the Fatshark games are possibly the only in existence with effectively useless critical hit and weakspot hit bonusses.
The damage there is the armor type’s predetermined damage with some arbitrary set value for “critical damage” or “weakspot” added in. When you get a bonus to them, you only get the “critical damage part” or “weakspot damage part” boosted, not the full value.
So when a weapon deals 400 base damage and has 200 critical damage, making full critical damage 600, a 10% increase would be 10% of 200, so you now get 620 critical damage with the 10% bonus.
A hit with the weapon special.
I believe the tutorial teaches players about weapon specials.
The keybind for using the weapon special can be found in the esc menu under “keybinds”.
If the weapon special is an attack (like a fist punch), then you hit someone with that.
If the weapon special is not an attack, but an “activation” (thunder hammer, power sword, chain sword etc.), then you just do any attack to hit someone with the weapon, while the “special activation” is active.
I assume, that you ask in the context of this blessing, that i mentioned in the post that you replied to.
This blessing only appears on the ogryn’s ripper guns.
The weapon special of ripper guns is a melee attack.
The can opener blessing applies to enemies, when you hit them with that attack.
Yes it does apply 16 stacks, but not 16 x 5%, as the blessing claims.
Brittleness used to always apply 5% per stack, capping at 8 stacks (40%).
It got changed to 2.5% per stack, and now caps at 16 stacks (still 40%).
Since that change, the description for the can opener blessing is wrong.
It used to apply 8 stacks of 5%.
Now it applies 16 stacks of 2.5% (but the description still claims the old 5% per stack).
Both result in 40% brittleness for the T4 version, so the blessing’s performance has not changed. The T4 version of the blessing still caps out brittleness in a single hit.
The lower tier versions still do not.
So in many cases you’d have to punch the enemy to get the bonus… Then hit again with the normal attack… But is the buff boosting the punch or the next real hit? Presumably the punch? Unless it’s just timed oc.
I have no idea what you are trying to say, or trying to ask.
Can you rephrase?
In case you are referring to brittleness, that is not a buff. Multiple people have stated in this thread, that it is a debuff.
When an attack applies stacks of brittleness to a target, that attack obviously hit the enemy before it had the brittleness debuff on it. So the brittleness debuff that is applied by a hit, obviously does not benefit the hit that was required to apply it in the first place.
Any following attack against that target will benefit from the brittleness debuff.
It’s the special hit with Ripper guns, you then have to switch weapons, if you want to use the opportunity to strike with melee. But it also only lasts 5 seconds.
This and there are so many content creators that make claims that some of these buffs/debuffs esp on blessings are bugged or trash yet i seen the results actually work with some things