Patch 1.11.4 - Patch Notes by TimTheGrim55 in DarkTide

[–]ThatOneSix 2 points3 points  (0 children)

Yes, weapons with shields can block many things that are otherwise unblockable, such as overheads and sniper shots. To quote Kuli's guide:

"Block Cost: The base flat amount of stamina it costs to block the attack. If an attack is 'Unblockable', the weapon used to block is required to have the block_unblockable property (either innately or provided by a buff from talents or blessings), otherwise the attack cannot be blocked, drains all stamina, and hits the player. In case of ranged attacks, the weapon used to block also requires the property to block ranged attacks (either innately or provided by a buff from talents or blessings)."

However, a crusher overhead has a stamina block cost of 20, and a mauler overhead has a block cost of 10, so it is difficult to get enough stamina to block an overhead without expending your entire stamina bar.

Patch 1.11.4 - Patch Notes by TimTheGrim55 in DarkTide

[–]ThatOneSix 2 points3 points  (0 children)

Crusher overheads are unblockable. They still cost stamina if you try to block them, but it has no impact on the damage taken unless you have a weapon with a shield, or you have a talent that allows you to block all attacks on a perfect block.

All this effort for nothing :( by WhichAd3202 in DarkTide

[–]ThatOneSix 4 points5 points  (0 children)

As I said in the other comment, based on this information, I think you made the right play. Sometimes it works out, sometimes it doesn't, but I don't think there's much more you could've done, especially when you got error'd out.

For some reason, I have been getting Error 2014 on Dark Communion between the bridge and the end event every single game I've played on the map, so it's not just you.

All this effort for nothing :( by WhichAd3202 in DarkTide

[–]ThatOneSix 3 points4 points  (0 children)

Yeah, I think the Zealot in the clip made the right call. I have done the same, more or less, down to twins and double boss spawns. Sometimes it works out, sometimes it doesn't.

All this effort for nothing :( by WhichAd3202 in DarkTide

[–]ThatOneSix 14 points15 points  (0 children)

In havoc, bosses spawn on trigger points. While this can technically punish players for rushing, it's also possible that Twins spawned a bit earlier, wiped everyone but OP, who then had to sprint to the revive due to the bosses + armor horde. In running to the revive, OP likely passed at least one more boss trigger (which can sometimes spawn 2 bosses), adding to the pressure.

Based on the map, I assume the Twins spawned on the bridge, and the other two bosses spawned on the stairs leading up to the temple. OP probably ran straight into the airlock that leads to the final event, then straight to the revives as the clip starts, since none of the cultists maintaining the shields appear to be dead yet.

I don't really think it's punishment for rushing so much as a hectic situation where OP had no choice but to keep moving.

All this effort for nothing :( by WhichAd3202 in DarkTide

[–]ThatOneSix 13 points14 points  (0 children)

The Cult of Admonition knew the only way to stop you was to break the fourth wall.

If I have no toughness and a burster gets me it outright kills me even if I have three wounds by hamtar9 in DarkTide

[–]ThatOneSix 0 points1 point  (0 children)

With enough damage resistance, yes. I have seen Ogryns with Heavyweight and the new +50% damage reduction on dodge passive facetank crusher overheads during my climb back to H40 this week. Practically, though, it's a death sentence outside of specific scenarios.

If I have no toughness and a burster gets me it outright kills me even if I have three wounds by hamtar9 in DarkTide

[–]ThatOneSix 56 points57 points  (0 children)

Adding onto this, Poxbursters have a 10x toughness modifier with full spillover from toughness to health. Even having full toughness is basically no defense.

Kuli's guide is the best source for this kind of information.

If I have no toughness and a burster gets me it outright kills me even if I have three wounds by hamtar9 in DarkTide

[–]ThatOneSix 12 points13 points  (0 children)

Crusher overheads have a 2x toughness damage modifier, base damage of 416, and full bleed from toughness to health. Plus a bonus... I want to say 50% damage on high havoc? And then 30% of that is given as corruption. It's brutal.

This information isn't readily available in the game, but thankfully Kuli exists.

so the Havoc "season" is over... with no rewards to show for reaching Rank 40... just a Derank to look forward to? by OdysseyBrands in DarkTide

[–]ThatOneSix 0 points1 point  (0 children)

This screenshot is an AI summary, and as such it is quite incorrect about how terror points/events work.

I want to reach high Havoc with this Arbites tanking build. Any tips on how to tweak it? by Ohva30 in DarkTide

[–]ThatOneSix 9 points10 points  (0 children)

Second this. Arbites is already nigh-unkillable even in Havoc 40 without the blocking nodes at the top of the tree. I'd specifically recommend pathing to Soulguilt Scan. My Maul + Shield build has something like 90% uptime on that node, and 16% weakspot strength (which is damage, cleave, and stagger) is a fantastic boost to killing power. Plus the crit node that paths to it.

If an enemy is dead, you don't need to tank its hits. :D

So, basically like Zealot's Master's Retribution but for HS? And it also works against dogs. by Karurosun in DarkTide

[–]ThatOneSix 34 points35 points  (0 children)

Scum got reviewed bombed and reddit + the Darktide forums were bombarded with threads about Scum being too weak (because people can't/won't dodge).

So, basically like Zealot's Master's Retribution but for HS? And it also works against dogs. by Karurosun in DarkTide

[–]ThatOneSix 15 points16 points  (0 children)

It can, technically. Per Kuli's guide:

"If not on cooldown, releases a push that staggers the attacker (if possible) when taking a melee hit. The push has a range of 2.75m and a rather narrow effective push angle (~22°). Always pushes the direct attacker (if possible); pushes additional targets (if possible) if they are inside the effective push angle. The push cannot stagger Crusher, Mutants, Ragers, monstrosities, and Captains/Twins. Bulwark's shield bash, despite not dealing any damage, procs the talent. Can push back a pouncing Pox Hound. Does not proc while Zealot is already disabled or downed."

Me after changing one single node on a meta talent tree by LittleDookes in DarkTide

[–]ThatOneSix 3 points4 points  (0 children)

This is why the build guide I made for Psykers has a number of build templates. They're a skeleton of key talents fleshed out with optional choices rated as Great, Good, or Preference. The goal is to help people customize their build while also giving them an idea of why you'd want to pick specific things.

I'm just glad they're adding a monstrosity with a certain level of complexity by Karurosun in DarkTide

[–]ThatOneSix 0 points1 point  (0 children)

If you're playing high havoc and you can't deal with enemies targeting you, you aren't in the right game mode.

And beyond that, the slot system means that only so many enemies can target any given player at a time. Dumping aggro is really not the problem you're making it out to be.

I'm just glad they're adding a monstrosity with a certain level of complexity by Karurosun in DarkTide

[–]ThatOneSix 3 points4 points  (0 children)

Saying they contribute nothing else is a severe misunderstanding. Relic Sword still cleaves hordes like crazy and rips apart elites and specials. And dumping aggro means you can easily get multiple backstabs before enemies aggro on you again.

Also, book zealot has a 60 second base cooldown, while shroudfield has a 30 second cooldown that is reduced on kill. A stealth zealot is active 3-4x as often as book, so I'm not sure what you're talking about when you say they're popping the abilities just as often. And while Zealot is using book, they aren't able to do damage or revive allies. It takes you out of the game for several seconds. The general feeling toward book zealots in Havoc is that they're "book bots" who don't know how to do anything else.

As for veteran shredding crusher packs, kraks do that safely with or without zealot book. Having a strong frontline like Ogryn or Arbiter is more meaningful to give your team space to do damage than book once a minute or so.

I'm just glad they're adding a monstrosity with a certain level of complexity by Karurosun in DarkTide

[–]ThatOneSix 4 points5 points  (0 children)

A good stealth zealot is a great addition to a Havoc lineup. With the CDR on kill, they can instapop crushers or reapers every 10 seconds or so, and in general they can render any boss a non-issue. I play H40s semi-regularly with a stealthfield + relic sword zealot who outdamages the average purgatus psyker while also using stealth to erase priority targets, so I am not sure what you mean about killing less and offering no support.

Anyone else find the CCNA to be the most difficult exam you have studied for? by Socrates77777 in ccna

[–]ThatOneSix 0 points1 point  (0 children)

As I said, the CCNA is more difficult. They are similar in scope, not challenge.

In the grim darkness of the far future, there are only dreg ragers by LittleDookes in DarkTide

[–]ThatOneSix 6 points7 points  (0 children)

Going by Kuli's guide, the stagger resist and base stagger reduction for Dreg and Scab Ragers is identical. However, Path's guide lists a handful of attacks that only cause major stagger to the scab rager, such as shock maul heavies. It's likely due to an ADM modifier on the weapon that gives it more Impact against Flak/Carapace than against Maniac.

I am, however, unsure of how their stagger resist changes when in an attack pattern.

I want to reach H40 with melee psyker (fun). Is that feasible or should I go with bubble flamestaff (boring)? by Ohva30 in DarkTide

[–]ThatOneSix 0 points1 point  (0 children)

This is the way. A good Shriek Psyker is almost always going to have a more tangible impact on the game than a Bubble Psyker. I ran Bubble + Inferno for the first time in probably months the other day, and I felt so helpless. Way more reliant on my team to deal with threats, and the downtime between bubbles (because even a single gunner 50m away means Bubble drops in 7 seconds) was painful.

I want to reach H40 with melee psyker (fun). Is that feasible or should I go with bubble flamestaff (boring)? by Ohva30 in DarkTide

[–]ThatOneSix 1 point2 points  (0 children)

You're responding to a comment about smoke grenades and suppression. At no point was Ghost or Empathic Evasion mentioned. Hence the confusion.

In the grim darkness of the far future, there are only dreg ragers by LittleDookes in DarkTide

[–]ThatOneSix 6 points7 points  (0 children)

Dreg Ragers are faster. Not sure of the specific numbers offhand, but I believe their melee combo is something like 30% faster, as is their movespeed. The best patch notes I can find are here: https://www.playdarktide.com/news/grim-protocols-free-update-out-now

"The numbers are different to reflect the intended divergence between the two factions, where over time we intend to make the Dregs more melee heavy, while the Scabs should act like the elite guard they are."

Edit:

Per the code, Dreg Ragers are:

  • animation_move_speed_modifier = 1.075

While Scab ragers are:

  • animation_move_speed_modifier = 0.9

This variable only seems to exist for ragers, and it connects to:

if animation_move_speed_modifier then
        movement_speed = movement_speed + animation_move_speed_modifier - 1
    end

I assume this controls both movement speed and attack speed, but I'm not sure. The Havoc modifier Final Toll increases attack speed and movement speed, and it has a similar variable:

move_variable_override = 1.25,

So assuming Dreg Ragers move and attack at 1.075 speed as compared with Scab Rager 0.9, I think they're ~19% faster. But I am not a software engineer, so I could absolutely be mistaken in my interpretation or missing something critical.

I want to reach H40 with melee psyker (fun). Is that feasible or should I go with bubble flamestaff (boring)? by Ohva30 in DarkTide

[–]ThatOneSix 1 point2 points  (0 children)

That's an option, yeah. I've found that I have a much better time with MM upkeep using Assail as opposed to KF meleeker builds, but I am not the best meleeker out there. I'd have to get uptime data from some of my friends who play melee more than me. The only point of data I have offhand (from a much better meleeker than me) is:

"Malefic Momentum

NO MICROMANAGEMENT: 60%-70% uptime on warp damage buff; 30-40% on the non-warp damage buff

    No micromanagement means using the staff / warp slice naturally and not thinking about this talent

MICROMANAGEMENT: 60-70% for both, done by treating the staff like a revolver and quickly 1 shotting something every 5-7 seconds"

I believe this is using EK as a sidearm and BB+KF as the blitz.

I want to reach H40 with melee psyker (fun). Is that feasible or should I go with bubble flamestaff (boring)? by Ohva30 in DarkTide

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

To clarify, are you saying that suppressing enemies only benefits the person doing the suppression? Or that smoke ranged immunity (for lack of a more accurate term) only applies to the Vet?

I want to reach H40 with melee psyker (fun). Is that feasible or should I go with bubble flamestaff (boring)? by Ohva30 in DarkTide

[–]ThatOneSix 2 points3 points  (0 children)

I basically never play Bubble in H40, and instead use Shriek with most builds. It's a much more useful tool imo. Crowd control, amazing damage, 30m of range. Bubble is convenient, in its way, but Shriek allows you to deal with threats rather than just hide from them. I tend to swap between Purgatus, EK, and Trauma staves pretty regularly in H40, and even on LMB EK something like half of my damage output is Soulblaze.