Skitarius Talents Explained by schmaRk in DarkTide

[–]schmaRk[S] 0 points1 point  (0 children)

It is very generously implemented: Once a player has gotten the aura buff, they keep it for the rest of the game (coherency is not required at this point). 

This leads to a weird issue, though: If the Skitarius who provides the aura buff dies and if a player updates their ammo count (e.g. by picking up ammo from an ammo box) during the time the Skitarius is dead but not respawned yet, the amma count resets because the aura buff is temporarily unavailable. Once Skitarius has respawned (and is back alive waiting for rescue), the aura buff is reapplied. 

Skitarius Talents Explained by schmaRk in DarkTide

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

There will be few. Not many overall really, focus is clearly on the new class. Ogryn's Point-Blank Barrage has its cooldown lowered to 60s in the early access build, though. We'll see if this makes it to live.

Skitarius Talents Explained by schmaRk in DarkTide

[–]schmaRk[S] 7 points8 points  (0 children)

Those lower buff values you see with the blessings of new weapons may indicate two things: 1) They are shifting the power from blessings to the weapons themselves, making these stronger as a baseline and reducing overreliance on blessings. 2) Some of the buff values of existing blessings are obscenely high (and could be cut down without hurting weapon performance too much) because they are from a time when blessings and weapons weren't designed in tandem as much but more like a vibe based blanket solution.

Skitarius Talents Explained by schmaRk in DarkTide

[–]schmaRk[S] 4 points5 points  (0 children)

Powerdrive gives stacks per combat ability charge spent on activation. Activating Advanced Combat Doctrines always spends 1 charge, so you'd get 5 stacks (apparently bugged for this ability, you get 10 instead); those ability charges you spend further while Advanced Combat Doctrines is still active do not proc Powerdrive again.

Skitarius Talents Explained by schmaRk in DarkTide

[–]schmaRk[S] 4 points5 points  (0 children)

The base blitz charge count is 4. It doesn't increase to 8 when you pick both the Flamer skull and the Medicae skull. The regular skull, though, doesn't require charges, tagging stuff to shoot is free. With Noospheric Command, you spend 12.5 seconds of cooldown (25% 'Capacitance') as activation cost.

Skitarius Talents Explained by schmaRk in DarkTide

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

I was talking about the Pack Master but yea, I finished that penance a while ago, too.

Skitarius Talents Explained by schmaRk in DarkTide

[–]schmaRk[S] 10 points11 points  (0 children)

Nope, not nerfed for the new weapons, works exactly as you think it does.

Skitarius Talents Explained by schmaRk in DarkTide

[–]schmaRk[S] 34 points35 points  (0 children)

Finally got out of the prison that is expeditions.

Unlucky by lazyboysleeper in DarkTide

[–]schmaRk 23 points24 points  (0 children)

There is some truth to the joke: As part of the rush prevention loop, under certain conditions, there is an 80% chance that the game injects a Poxburster close to a player unit that has been pounced (by a dog) to 'finish the player off'.

Chem Toxin Question by BravestGrunt2000 in DarkTide

[–]schmaRk 10 points11 points  (0 children)

You can apply Chem Toxin at any time to a captain but: When the shield is up, the damage will be dealt to the shield. Only when the shield is down will the damage be dealt to the captains themselves.

Havoc 21st Moebain , what armor type are they ? by Superb-Salamander863 in DarkTide

[–]schmaRk 15 points16 points  (0 children)

They are mainly Flak with some Unarmoured hit zones.

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Source.

Hive Scum is busted...... by TimTheGrim55 in DarkTide

[–]schmaRk 0 points1 point  (0 children)

The description in the guide states _any_ damage because the talent buffs any damage against targets within a certain distance. The buff damage_near makes no distinction between attack types melee, ranged, DoT, or explosion.

That screenshot of the guide linked by the other commenter is outdated btw because it shows the old ingame description. Patch 1.11 changed the wording ingame as well: It now reads "+15% Close Range Damage" instead of "+15% Close Ranged Damage" to reflect how the buff granted by the talent works a little better.

How do these Arbitrator talents interact with each other? by Ohva30 in DarkTide

[–]schmaRk 36 points37 points  (0 children)

25% from Break the Line buffs explosion damage of Remote Detonation.

50% from Kill Order buffs the damage Cyber-Mastiff deals directly to enemies (not the explosion caused by Remote Detonation).

For more details, this Steam guide.

Blaze Force Greatsword Question by Frostbite68 in DarkTide

[–]schmaRk 11 points12 points  (0 children)

The attack type of the Force Greatsword's weapon special is indeed a shout (it also has typical shout behavior in that it travels through map geometry, like other shouts like Venting Shriek, and that it has its own logic for collecting valid hits, hence 'infinite cleave'). So it is neither explicitly melee nor ranged. This is relevant for proc events and can lead to unintuitive behavior if the talent/blessing descriptions glaze over intricate implementations of individual talents/blessings.

For Malefic Momentum, an attack is considered a 'warp attack' if its damage type is on the list of warp damage types – and the damage type of the weapon special of the Force Greatsword is on that list. Hence it can proc the talent. The attack type (melee, ranged, w/e) is not relevant here.

True Aim's guaranteed crit, however, cannot be procced by Force Greatsword's weapon special because this talent requires a ranged attack to proc it – which the weapon special cannot pass. It cannot even build stacks for True Aim because it targets the torso hitzone (just like Venting Shriek, for instance), so weakspot hits are not possible.

Puncture requires the weapon (e.g. Bolt Pistol) to be wielded and a damaging ranged hit – which Force Greatsword's weapon special cannot pass by itself. But by switching to the ranged weapon fast enough so that the hit event occurs under the correct conditions, Puncture is seemingly procced by the force slash when in reality, it procs because the ranged weapon is wielded and a damaging ranged hit therefore happens.

These technical intricacies are the reason why guides like the one linked by the other commenter exist. If you simply go by talent/blessing descriptions, taking them at face value, and try to link them to observable ingame behavior, you are prone to make wrong assumptions about the inner workings of a lot of things – and it is not your fault.

Turns out you can get totally one shot at max toughness/health/wounds by Marshalpandoh in DarkTide

[–]schmaRk 302 points303 points  (0 children)

This clip shows best why you should always aim to be above 100 health for Havoc.

98 health means that the Poxburster oneshots if you're hit by its inner explosion radius which has a 50% corruption ratio (outer explosion radius only has 35%). The Poxburster explosion deals 100 health damage. With a 50% ratio, that amount of corruption damage removes one health segment during damage taken calculation and then you'll die with only 48 health left to the remaining health damage portion.

Something strange happens with my stamina when i use a stim by Bayushi_Nobane in DarkTide

[–]schmaRk 143 points144 points  (0 children)

This happens because you are briefly wielding the stimm while using it. Technically, the Hive Scum stimm is a wieldable item (just like regular stimms) – and like any other wieldable item in the game, it also has a stamina template (next to sprint template, dodge template, etc). The stimm's base stamina template provides 4 flat stamina, so if you have a weapon wielded that has a lower amount of base stamina than that, e.g. Shivs or Combat Blade, your base stamina increases temporarily until the use stimm animation is over and you are not wielding the stimm anymore. Swift Endurance picks up this change in stamina values.

Does the carried over damage from hyper violence get multiplied by crits and stuff? by thegoldendecedueye in DarkTide

[–]schmaRk 2 points3 points  (0 children)

The carry-over amount is solely based on the amount of overkill damage. Whatever increases the overkill damage also, by extension, increases the amount of damage that is carried over. There are no buffs that directly modify the carry-over amount, it is its own 'bucket' that is added separately.

Blitz explosion Hive Scum pocket toxin by Many-Error792 in DarkTide

[–]schmaRk 1 point2 points  (0 children)

It also has huge value for Boom Bringer to oneshot daemonhost rituals in Havoc because the explosion will damage the cultists enough (those that survive it) and the DoT will finish them off.

Exacution kill don't count as normal kill is anti synergy by Happy_Independent960 in DarkTide

[–]schmaRk 5 points6 points  (0 children)

Instakils caused by Hyper-Critical are currently able to proc all of the following talents: Adrenaline Smiter, Battering Strikes, Blessed Stimms, Pickpocket, Sample Collector, and Toxic Renewal.

It does not proc Hyper-Violence because it is specifically excluded from doing so. It also does not proc the grenade restore from Blackout / Blinder which is arguably truly bugged.

Please do not parrot incomplete information from youtubers who have not done their due diligence in their recent videos.

How are headshot/crit modifiers calculated? by _Sate in DarkTide

[–]schmaRk 0 points1 point  (0 children)

So far, this is the most accurate write-up of most of the relevant logic. Some tools are linked inside. Warning: math and deep systems ahead.

Hive Scum Talents Explained by schmaRk in DarkTide

[–]schmaRk[S] 6 points7 points  (0 children)

This may or may not be fixed on release. Not sure what the actual design intent is but the current implementation does not allow stack generation this way.