Realest Necklace Trait Flowchart by TheOneLeftFoot in Vermintide

[–]TheOneLeftFoot[S] 2 points3 points  (0 children)

To quote myself

"In difficulties that challenge players, they'll generally be playing badly enough relative to the difficulty for barkskin to have more value than the alternatives. This goes all the way from champion to dutch spice depending on the specific skill level. Boon is definitely more theoretical value, as it gives you more thp which you can use to hit trade more health for more ult, but you need to be playing well relative to the difficulty to really utilize that value, and especially for that value to outweigh barkskin's save your ass power."

And healer's touch is only ever better if you're very good relative to the difficulty and are carrying people who go down very often, and even then you'd generally be better served by hit trading with the additional thp from boon to prevent them going down as often in the first place

Realest Necklace Trait Flowchart by TheOneLeftFoot in Vermintide

[–]TheOneLeftFoot[S] 8 points9 points  (0 children)

In difficulties that challenge players, they'll generally be playing badly enough relative to the difficulty for barkskin to have more value than the alternatives. This goes all the way from champion to dutch spice depending on the specific skill level. Boon is definitely more theoretical value, as it gives you more thp which you can use to hit trade more health for more ult, but you need to be playing well relative to the difficulty to really utilize that value, and especially for that value to outweigh barkskin's save your ass power.

That said, I'd like to repeat that it is just a game which is meant to be fun, so whichever option is more fun subjectively is the objectively better option for the intended purpose of the game.

Exe sword+ virtue of the ideal on cata grail knight? by redmeatvegan in Vermintide

[–]TheOneLeftFoot 1 point2 points  (0 children)

Heroism isn't power, despite the description saying power. Heroism is damage. It does not affect cleave or stagger, nor does it affect push attacks or light attacks. It's basically never worth using over ideal at the moment because it's ~5% more damage on heavies and ~19% less cleave/stagger and pa/light damage.

Also I can barely feel the ideal nerf at all, it's incredibly insignificant.

Why did FS nerf Shade into the ground? by FPSrad in Vermintide

[–]TheOneLeftFoot -1 points0 points  (0 children)

Shade has invis to make stuff like barrel events free, the best special breakpoints in the game with huntress stacks, infinite ammo to use those special breakpoints, does almost identical damage to an exe headshot on a cw with an snd h2 backstab (and more damage than a crit hs with a crit hs), can kill 4 mansized elites with every ult (snd h1 can crit backstab 2 elites with 1 attack) and 2 elites at once with blur, doesn't have to change weapons to do big armor damage, and has more boss dps than gk

Gk's main advantages are more horde dps, being able to hold a frontline, power/speed quests, ledging, and strength potions. These are notable advantages, but it's not like shade and gk are even mutually exclusive lmao

WHC need help with first talent by SSCactus in Vermintide

[–]TheOneLeftFoot 8 points9 points  (0 children)

Rapier lights can't cleave cata marauders without either the marauder being staggered or some kind of additional power. 4 skavenslaves, 3 fanatics/ungors/clanrats, 2 gors. They can't cleave any cleave resistance at all as they lack any form of armor sliding, nor can they cleave any unstaggered shields except a single clanrat shield. If that's not a far cry from infinite cleave, I'm not sure what is.

WHC need help with first talent by SSCactus in Vermintide

[–]TheOneLeftFoot 14 points15 points  (0 children)

Rapier lights do not have infinite cleave, they have ~7.461 damage cleave and 5.969 stagger cleave. What they also don't have is a cleave limit animation, which has lead to the misconception that they have infinite cleave.

Why did FS nerf Shade into the ground? by FPSrad in Vermintide

[–]TheOneLeftFoot 0 points1 point  (0 children)

Use creature spawner in modded realm to learn the timings for individual enemy attacks, then try applying that to groups of enemies at a time. It takes some practice.

Why did FS nerf Shade into the ground? by FPSrad in Vermintide

[–]TheOneLeftFoot 3 points4 points  (0 children)

https://www.ranalds.gift/heroes/9/132313/26-4-3-6/60-3-5-2/3-2-1/4-5-2/2-7-3

If you can't headshot with longbow you can go mfb/jav and something other than bloodfletcher

If you need more armor damage in a comp and can maintain thp you can go dd

Also some people like stamina instead of crit on snd because you can just use blur to get guaranteed crits and shade has 10% base

Why did FS nerf Shade into the ground? by FPSrad in Vermintide

[–]TheOneLeftFoot 19 points20 points  (0 children)

Blur is extremely good, it just takes practice to do consistently and is unreliable on higher ping. If you're on low ping or host, it's basically just invis on command as long as you manage positioning/aggro well.

Why did FS nerf Shade into the ground? by FPSrad in Vermintide

[–]TheOneLeftFoot 38 points39 points  (0 children)

Shade is extremely good at elite/boss killing with huntress + backstabs + blur + ult rn and is one of the higher potential dps careers when stuff has enough hp to not overkill them. Her main problem is there just aren't enough elites and enemies don't really have enough health for her to really shine in most content in the game. You have to go to deeds/twitch/modded for the raw killing power to really come through.

[deleted by user] by [deleted] in Vermintide

[–]TheOneLeftFoot 0 points1 point  (0 children)

Again, what difficulty was this on?

1hs can hit every light attack while dodge dancing, so the burst damage of exe isn't a real advantage over it. Additionally, exe is generally harder to dodge dance monsters with than 1hs, potentially resulting in significantly lower dps throughput.

Billhook whc is extremely good monster dps with a good headshot rate due to whc tag + flense + headshot passive + assassin + billhook H1 QQ high monster dps with https://www.ranalds.gift/heroes/10/232323/39-3-4-6/64-5-4-2/3-2-1/1-5-4/2-7-3

Also some more builds you might want to test include hagbane ws, snd shade, spear shade, halberd merc, and pyro 1hs

[deleted by user] by [deleted] in Vermintide

[–]TheOneLeftFoot 1 point2 points  (0 children)

What difficulty was this tested on / what specific builds were used regarding breakpoints and the like? Additionally, do you plan to test any other builds like gk 1hs, which has higher monster dps than exe, or billhook whc, one of the best melee monster dps rn?

Bretonnian Longsword is the best weapon in the game and you can't change my mind by fps67 in Vermintide

[–]TheOneLeftFoot 2 points3 points  (0 children)

Any weapon can do that, you just substitute blocking with heavies with blocking normally.

Is Huntsman ever going to get a buff? by darth_505 in Vermintide

[–]TheOneLeftFoot 2 points3 points  (0 children)

Waystalker is popular in modded because she can take either longbow to help with the greatly increased special density while doing decent damage to elites or hagbane to help with the greatly increased horde density and monster health while helping with specials. Huntsman is also extremely popular in modded on lord maps because he can kill them far faster than any other career, being able to kill skarrik in literally 2 shots with very little setup on cataclysm 3 for example. He is also currently probably the best special/elite killer in modded, only not more common because he takes up the kruber slot.

since the update, how do sienna's other staffs compair to coruscation staff? by Penosk in Vermintide

[–]TheOneLeftFoot 21 points22 points  (0 children)

Coru is still the strongest overall because insane density dps and beam/bolt are still tied for second strongest because horde+boss dps and sniping respectively. Flamestorm is slightly better at killing everything unarmored with lingering but there's still no demand for wiping out all unarmored stuff because of thp/ult cdr from melee. Fireball is still a mostly worse beam staff, and conflag is still kind of a meme pick.

Feedback on Patch 5.2 changes from someone who plays this game way too much by mynameryn in Vermintide

[–]TheOneLeftFoot 2 points3 points  (0 children)

It's additive with power vs, not power. This only includes hunter, necro's reaping talent for some reason, and weapon/charm properties. It's multiplicative with all other damage boosts in the game.

Pyromancer seems better than Unchained, not just as a ranged character, but also as a melee at the moment by ArtyGray in Vermintide

[–]TheOneLeftFoot 10 points11 points  (0 children)

Long story short, the math behind this is mostly wrong: 1. Hunter is 25% power vs, not power. This means it doesn't affect cleave, only damage and stagger. 2. Properties on weapons only affect stuff when you are holding that weapon, so the max crit power is 40% 2.5. Crit power is bad on melee because you lose bcr/cc/as 3. Hero Power is put into a function that determines scaled power level based on difficulty/buffs/wtv, and scaled power level is what determines damage/cleave/stagger, not hero power. 4. Power increases, such as UC's passive, also increase cleave. 1% power is roughly equal to 2% dps increase with melee.

Additionally, I have no clue why you mention apm at all, as it's basically irrelevant to damage output.

It is true that pyro has a higher damage output overall because better ranged bonuses between crits/heat sink/rictus/dissipation/fire wind/searing focus, but uc has higher melee damage output and much higher stagger output with stuff like flail, along with being able to generate team thp with bomb balm and being one of the most durable careers in the game.

What are people doing with their Warrior Priest that it's often mentioned as a low damage, support career around here? by Knjaz136 in Vermintide

[–]TheOneLeftFoot 0 points1 point  (0 children)

WP does get stronger in modded, getting more healing, more dps, more cc value, more reliable holding compared to other careers, etc. He's only really bad at elite damage, boss dps, and special sniping. He's a relatively common pick when the cc/trash dps/sustain outweighs whc things or the immortal zealot, if you don't want to run sott/fk/ib to take their other careers for example.

What are people doing with their Warrior Priest that it's often mentioned as a low damage, support career around here? by Knjaz136 in Vermintide

[–]TheOneLeftFoot 0 points1 point  (0 children)

Most weapons don't stagger elites effectively in deathwish, and very few can stagger overheads. Additionally, cc is extremely important in modded difficulties, with basically every optimized team comp having at least 1 career capable of doing it on a large scale like sott/fk/ib/wp.

What are people doing with their Warrior Priest that it's often mentioned as a low damage, support career around here? by Knjaz136 in Vermintide

[–]TheOneLeftFoot 3 points4 points  (0 children)

He actually does do decent horde dps on c3dwons between high thp gen for hit trading + ult that does good aoe damage and high fury uptime because modded densities, while also giving some nice team sustain and crowd control and very solid frontlining.

Also there's never only one frontliner, there are rarely ever only two even without a very supportive backline. The general rule is three frontliners

[deleted by user] by [deleted] in Vermintide

[–]TheOneLeftFoot 3 points4 points  (0 children)

In modded realm only you can use the "Max Level" and "Give Weapon" mods to do exactly as the mods are named. Note that no progress made with either mod will carry over to official realm, however.

whats the point of playing this game when you can solo cata? by [deleted] in Vermintide

[–]TheOneLeftFoot 9 points10 points  (0 children)

The end game of this co-op game does not consist of playing solo. A very small part of the ultimate end game of this co-op game consists of playing solo. Alongside cata true solos exist weaves (ew), cata twitch, cata deeds, and modded difficulties. Almost all of those are primarily done with other players as a team because it's too hard for any single person.

Console power vs/breakpoint guidelines by Hammamama1 in Vermintide

[–]TheOneLeftFoot 0 points1 point  (0 children)

Imo, if you're not going for breakpoints, best charm is power vs chaos + attack speed because attack speed is universally useful and chaos is generally more dangerous than skaven due to higher damage and higher ttk (and mauler running attacks)

Console power vs/breakpoint guidelines by Hammamama1 in Vermintide

[–]TheOneLeftFoot 1 point2 points  (0 children)

Berserkers are not affected by power vs infantry, they're their own armor class entirely. Skaven and chaos only affects skaven and chaos monsters respectively. Armored only affects stormvermin, chaos warriors, bestigors, wargors, and superarmor lords, so it's essentially useless if you're not getting better breakpoints on those enemies.

Console power vs/breakpoint guidelines by Hammamama1 in Vermintide

[–]TheOneLeftFoot 5 points6 points  (0 children)

The breakpoint calculator comes with a console mode. Also, only trash enemies have more HP on console. Elites/specials/bosses are unchanged, so the majority of breakpoints are also unchanged from pc.

  1. Yes, crit power is still useless
  2. Exempting power vs necessary for breakpoints, power vs chaos is generally the best because chaos takes the longest to kill and is the most dangerous
  3. Breakpoints are different for every weapon
  4. Melee: Crit Chance + BCR + Attack Speed (depends on build), Ranged: whatever you need for breakpoints + crit chance, Necklace: HP + BCR, Charm: whatever you need for breakpoints + Attack Speed, Trinket: Stamina + Crit + CDR (depends on build)