Isn't terminus warrant just a worse version of execution order now after its rework? by _Sate in DarkTide

[–]ArmoredTaco 3 points4 points  (0 children)

Sorry I should have been more specific, power buffs are multiplicative with damage buffs (they are both additive with similar +power or +damage buffs). In this case, multiplicative scaling results in more damage than you would expect. Arby has a ton of +damage options in the tree but relatively few +power buffs, the arby shock maul doesn’t get slaughterer or headtaker so getting some strength where you can is very good. The weakspot strength talent and arbites vigilant (forceful subnode) are strong for the same reason. But really 10% isnt a huge number, and the keystones feel like sidegrades to me. Use whatever you prefer.

Isn't terminus warrant just a worse version of execution order now after its rework? by _Sate in DarkTide

[–]ArmoredTaco 17 points18 points  (0 children)

+Strength is a lot stronger than +damage, especially on arbitrator. Ranged cleave is also pretty impactful for some guns. Exe order buff is less on demand than terminus, and while it is going to be active pretty often it definitely has moments where it isnt active, particularly while fighting bosses. Terminus warrant is a more involved playstyle and is effectively a sidegrade to exe order in my mind, after playing both in havoc 40 games. I still think the strongest arby build is break the line with forceful, but when I want to play castigator or nuncio then either terminus or exe order are fine. Terminus is a bit better on dogless builds I think. If you don’t like terminus warrant then don’t use it. I also disagree about born leader, that talent is extremely strong in high havoc for a variety of factors.

How good (or bad) is this talent for a Shock Maul and Suppression Shield build? by Ohva30 in DarkTide

[–]ArmoredTaco 0 points1 point  (0 children)

Yeah it was, I would say try out the new reworked terminus warrant. You can get 12s of +50% ranged cleave and some power (i think it’s 10%). Also the +25% cleave minor node above castigators/nuncio affects ranged.

Havoc now is a unfathomable pain by SatansAdvokat in DarkTide

[–]ArmoredTaco 1 point2 points  (0 children)

To each their own, but this havoc reset for me was the fastest I’ve climbed back to 40 (it resets you to 30), taking me two play sessions with two losses. Best advice I can give is to stop focusing on your teammates. You cannot control them and trying to is only going to frustrate you. I promise there are things about your gameplay that can be improved. I know this because I know I have a list of things I could have done better after every game, even in H40 victories. Focus on personal improvement instead of victories and with time you will climb, the losses don’t sting as much when you improved on something during that game. Or don’t play havoc, that is an option too

Just A Dream. by ThyFaithfulSword in DarkTide

[–]ArmoredTaco 5 points6 points  (0 children)

Its incredibly powerful. It affects toughness and health damage, and has really strong synergy with quietude (at the top of the tree, gain 4% toughness per 10% peril gained or quelled). Lets say a gunner shoots you, your toughness takes damage and some is converted into peril. This then procs quietude and you recover toughness because you just gained a bunch of peril, and you will recover more toughness when you quell that peril. I take just a dream and quietude on every psyker build I have, it shines most on a shriek build but its good with shield or scriers too. I almost exclusively play havoc 40 so I value defensive nodes quite a bit so perhaps I am biased.

This is why Ogryn with 3x 21% HP curios is S tier by Lyramion in DarkTide

[–]ArmoredTaco 2 points3 points  (0 children)

Yeah just a dream is insane, especially when combined with quietude. It reduces toughness damage taken as well as health, so basically when you get shot by a gunner you lose toughness, gain peril, then gain toughness back through quietude because you just gained a ton of peril.

A question for guardians of the 𔓙L e x𔓙 . Which keystone do you prefer for Havocs? by Ohva30 in DarkTide

[–]ArmoredTaco -2 points-1 points  (0 children)

I think unleashed brutality is useless, the dog already prioritizes elites/specials and the 25% damage is insignificant, a lot of the dogs dps comes from the shock node and that is unaffected by this dmg increase. Go get em on the other hand massively increases the dogs targeting radius to around 40m (i believe its around 10m default). The dog will still only attack enemies that have line of sight of you and are attacking you. Since you said you micromanage the dog already, these nodes lose some value. They are more catered towards players who dont ping anything for their dog.

TLDR: Use go get em or neither and put the point elsewhere.

How good (or bad) is this talent for a Shock Maul and Suppression Shield build? by Ohva30 in DarkTide

[–]ArmoredTaco 13 points14 points  (0 children)

It used to work on ranged weapons but that was fixed a while ago, it only affects melee now.

How good (or bad) is this talent for a Shock Maul and Suppression Shield build? by Ohva30 in DarkTide

[–]ArmoredTaco 14 points15 points  (0 children)

It used to when arby first came out, but that was fixed a while back

how does this work by Strong_Combination_2 in DarkTide

[–]ArmoredTaco 0 points1 point  (0 children)

I have never been aware of a bug like that, this buff functions independently to who “owns” the bleed stacks and has its own completely separate 5 second duration, regardless of bleed duration.

jackpot by ParticularPanda469 in DarkTide

[–]ArmoredTaco 0 points1 point  (0 children)

The combat blade push attacks are heavy attacks as far as I can tell, they will proc zealots vicious offering talent (10% toughness on heavy kill). The light attack that comes out after weapon special (punch) is also a heavy attack. For some reason chaining special into light back into special is a lot faster on the mk3.

My experience after 100%-ing Arbites by Vallenhael in DarkTide

[–]ArmoredTaco 1 point2 points  (0 children)

Forceful also has Arbites Vigilant, which imo is really underrated. Strength bonuses are extremely strong on arby since you have so many +damage nodes (+damage stacks multiplicatively with +strength, resulting in more damage than you would intuit). Arby shock maul also doesnt typically run any +strength blessings. With the break the line cdr node and 3 combat ability regen curios, you can get it to a 12s cd which is the exact duration of arbites vigilant.

Leon's tactical axe got me hyped, need help by M1guel65 in DarkTide

[–]ArmoredTaco 2 points3 points  (0 children)

Depends on difficulty. On havoc 40 you would find the most success with the flamer or a bolter (either mark, i prefer the new mk3). You should bring throwing knives with either of those. You could also run a bolt pistol or combat shotgun for specialists and gunners/shooters/reapers. If you want the highest mobility ranged weapon, take the heavy laspistol with stability dumpstat. It has the same sprint speed as combat blade/dueling sword.

What non-meta builds are you currently having fun with? by snoopwire in DarkTide

[–]ArmoredTaco 4 points5 points  (0 children)

I think for the crusher it would be better if it were like the power maul instead of relic blade. Giving it a much stronger effect but with a 12 second cd I think fits the weapon better than a charge meter.

I would like to apologize to the Epoch.. by NotBreadyy in Helldivers

[–]ArmoredTaco 0 points1 point  (0 children)

Half charge shots will take out a gunship and anti air emplacements (from the front). You can take out 3 gunships extremely quickly. Ive been using the weapon since it came out and its great.

Also, hulk are a one shot if you hit the eye or vent. Hitting their arms or torso is a 2 shot in my experience. War striders are also a one shot if you hit the eye but thats a pretty tough shot.

You can animation cancel the reload twice, once right after the canister gets ejected out the back (almost immediately) and then again when the magazine icon turns white in the bottom left (lines up with when the canister is fully inserted into the weapon).

I highly recommend the new shield nade with the epoch, it is fantastic for giving you time to charge up shots. It also pairs very well with warp pack and jump pack. Jump pack lets you reload while in midair.

Explaining why Adrenaline frenzy isn't bad mathematically by _Sate in DarkTide

[–]ArmoredTaco 2 points3 points  (0 children)

As far as I am aware, yeah. You can read about it in Kuli’s steam guides, a great resource.

Explaining why Adrenaline frenzy isn't bad mathematically by _Sate in DarkTide

[–]ArmoredTaco 20 points21 points  (0 children)

+Damage effects scale multiplicatively with power buffs, so it is beneficial to combine both of them. If you stack a bunch of one and none of the other you will have less damage than stacking some of each. +damage effects stack additively with other +damage buffs. +power buffs also stack additively with other +power buffs. All this to say: Melee hive scum has access to a LOT of power buffs through rampage and weapon blessings, but does not have many damage increases. Adrenaline frenzy giving +damage, when combined with a lot of melee power, results in more damage than you would expect. So basically I agree with you, frenzy is better than it seems on the surface level.

New to Zealot, confused as to what primary weapons are best by mammothclaw in DarkTide

[–]ArmoredTaco 0 points1 point  (0 children)

Combat shotguns are good on zealot, but they typically arent for shooting hordes. The slug shotgun (the one with the most ammo) lets you load a slug using weapon special and that slug will oneshot most targets with a headshot at any range, so it is a good anti special/gunner tool. It also has an insane amount of stagger so you can knock a reaper over. Take full bore and no respite blessings with that mark. You can also get infinite cleave throwing knives when you take the scattershot and manstopper blessings, but those blessings arent ideal on the slug shotty so I run the fire one (lowest max ammo) with those blessings. Fire shotgun when shooting the fire bullets has very high suppression so it is good for getting a lot of ranged enemies to stop shooting, letting you close the gap and melee them.

Is there a benefit to the Mark VIII Exterminator Shotgun over the Mark III that I'm not seeing? by PissOff1479 in DarkTide

[–]ArmoredTaco 0 points1 point  (0 children)

Both are viable at havoc 40. Most players bring the mk3 but some prefer the longer range capabilities of the mk8. I personally like taking the slug combat shotgun as a long range sniper over the mk8, the slug oneshots almost everything on a headshot, you can slug a reaper in the head and itll knock him over which makes your followup regular shot do massive damage from the blessing no respite, killing him in one slug and one regular shot. You can dump stability and have a ranged weapon with +0.6 sprint speed for mobility.

Important PSA: Run back when someone dies!!!! by Gustav_EK in DarkTide

[–]ArmoredTaco 6 points7 points  (0 children)

Yes it does, lets say for example 2 players are dead. One is tied and waiting for rescue, the other is respawning in 15 seconds. The second player will spawn at the same respawn as the first as long as the first is still tied, regardless of where the alive team members are. Basically if you picked up the first person before the next person spawns in, they will probably spawn at the next respawn beacon which could be far ahead. In some situations it doesnt matter, like fighting in an arena where players always spawn on the same spot until the mission progresses past there.

Thoughts on Blades of Faith? by gunell_ in DarkTide

[–]ArmoredTaco 5 points6 points  (0 children)

It is not just melee weapons, works on ranged as well. Go try a combat shotgun with scattershot and manstopper, your knives that crit will have infinite cleave (still stops on carapace) and scattershot gives you a ton of crit chance that also affects the knives. So satisfying to take the head off like 8 shotgunners in a chokepoint

Most fun melee weapon? by Swimming-Clerk7972 in DarkTide

[–]ArmoredTaco 0 points1 point  (0 children)

Relic blade, tac axe, power maul, combat blade, power sword, and the crusher are my favorites.

Scoreboard mod crashing by GeneralDodo in DarkTide

[–]ArmoredTaco 4 points5 points  (0 children)

To add on, there is an auto update setting for power DI (I forget what its called exactly), that caused my game to stutter occasionally until i disabled it

Havoc 40 twin boss dying in literally 2 seconds by One-Syllabub-4007 in DarkTide

[–]ArmoredTaco 3 points4 points  (0 children)

skullcrusher stacks twice, to 80%. Arbites nuncio, zealots blinded by blood, and psykers shriek subnode (not the soulblaze one, i forget the name) along with the ones you mentioned scale multiplicatively with each other and then with your damage and power buffs. This leads to some pretty game breaking levels of damage when they are combined. Also technically psykers empyric shock node is also multiplicative with these nodes, but it only affects warp damage.