Why not “Armor Penetration” and “Armor Vulnerability”?
More wordy, is my assumption
Sound cooler ![]()
Bewilderment is the closest synonym for confusion, representing a state of mental uncertainty or a lack of clear understanding.
Its all an inside joke to FS.
It’s to save effort and time. Fatshark needs that excess effort and time to continue turning the tooltip for Scrier’s Gaze into a steamy romance novel, you know.
Armor vulnerabilty? ![]()
damn didn’t know that worked again
@Raichu Had you known that ?
i don’t think they put much thought into it considering they used rending for both at the start, but i think rending and brittleness are fine, armor being brittle means it protects less, rending means you rend through it
they should just have an ingame guide for stuff like this like vermintide did
Doing a quick google on Rending and Warhammer says that it’s the type of damage a sword type weapon does on crit. In VT, crits ignore armor so perhaps it kind of started from there even though the concept evolved over time.
Crits were also a lot more rare in VT2 besides Victor’s 6s of f u team this is my feed (literally, you deny all your allies one of the best temporary buffs because 100% crit rate for just Vic is so good with his killing blow passive). They definitely went a bit too crazy with it, since its basically a binary check on weapon effectiveness. Do you suck major eggs against one of the most HP bloated common enemies. And the weapons that are good against armor are also good against hordes and monsters, so there’s literally no upshot to argue for. Unless its a mechanic as trivializing to most melee enemies as d claw parry.
Or why not just use “Sunder”, a common RPG term for reducing enemy armor.
Rending is an old WH40K weapon special rule.
I dunno about brittleness.
Better question: Why not rending and brittleness?
I’m not even shitposting (that much); they have to call it something, and “rending” and “brittleness” are short, snappy, distinctive, and reasonably descriptive for their actual effect. They certainly could have called them “piercing” and “shred”, or any of a billion other things, but it doesn’t really make a significant different in terms of intuitive understanding of the effects.
FatShark absolutely needs to add an in-game glossary and (ideally) separate keyword tooltips that will explain what a given keyword means when it shows up in a tooltip, but the actual keyword choice itself is pretty meaningless and nothing substantive would change if they’d picked different values for them.
Didn’t know about this feature… Mark using < > brackets…interesting
test
but did know underlying forum code is HTML and BBCode just don't know all the interactions and keywords...I think this nearly hits the issue of “why don’t they explain those terms in tooltips that are visible to the player?”
If your brain always associated the terms with their mechanic, this wouldn’t be a problem you had to begin with.
I woulda called it “hit wot makes armor more weaker” and “more hurtier when ya hit da git”.
But, nobody asked me
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More or less, and keywording is pretty important IMO. If FS was smart like GGG is with PoE they’d have little reminders of what each keyword means (or just a friggin glossary), and always capitalize every keyword.
For example, “Recently” always means “within the past 4 seconds”.
That reminds me, I recently came across this absolute gem of a description:

In reality provides stacks of +5% strength, rather than scaling up to a maximum of 5%.
It should probably use similar wording to Thrust (and so should Crunch!):
I could be wrong, haven’t done much testing, but I’m sure I didn’t fully understand the ability just based on the tooltip that’s for sure!
I’ve always had an appreciation for how pedantic Path of Exile gets with its keywords. It helps build an intuitive understanding of the game’s mechanics that much faster, and you know that when it says something, it always means a specific something else. I think Darktide could use a touch-up on these kinds of keywords, but I don’t think Enhanced Descriptions is necessarily the way to go about it.

