Hi!
Some clarification. The blessing should say that its on chained repeated weakspot hits and not repeated hits. You can’t chain from the weapon special so the chaining is reset there. Will make a not to update the text.
Best regards!
/Guen
Hi!
Some clarification. The blessing should say that its on chained repeated weakspot hits and not repeated hits. You can’t chain from the weapon special so the chaining is reset there. Will make a not to update the text.
Best regards!
/Guen
Rending end brittleness remove armor mods from an attack. The benefit of brittleness and rending is dependent on the armor mod of the attack.
So if an attack had 50% armor mod normaly (remove 50% of base damage) and the enemy have total 40% brittleness (max brittleness is 40%) that means that we remove 40% of the armor mod applied. That results in an end armor mod of 70%. (40% of 50% is 20%, 50% +20% = 70%.
If we instead hava a base armor mod of 80% and 40% brittleness we get a new armor mod of 88%. (40% of 20% is 8%, 80%+8% = 88%)
If we had an original armor mod of 0% (you make 0 damage) and brittleness of 40% you would get a new armor mod of 40% (40% out of 100% is 40%, 0% + 40% = 40%)
In this way different weapons (or even attacks on the same weapon) will benefit differently depending on the original armor mod.
Also Rending and Brittleness stacks ontop of eachother, even above brittleness limit of 40%. So if you have 40% brittleness on an enem...
Read moreHi!
The text is a bit confusing the % in the text is how much of your normal full toughness regen you get.
So 10% means 10% of the toughness regen you if you would stand with your 3 allies.
We might need to update the text on this one to make it more clear and we might need to tweak it to be a bit better (no promises)
Best regards!
/Guen
Hi!
Thank you for taking the time to repport bugs.
The blessing only works with ranged attacks so the bayonet should not give extra toughness beyond the normal amount that you get for melee kills.
In general toughness is not generated client side so there could be some network delay before its shows up in the HUD but I will also take an extra look to see if I can reproduce this.
Best regards!
/Guen
Hi!
The text for the blessing is wrong and should read:
“Target receives X} Stacks of 5% Brittleness on Hit. Lasts 5s”
Rending (attacking) and Brittleness (target) removes armor and does not boost base damage (as with a damage or power bonus)
As previously stated in the thread it tears down the armor of an enemy. If attacks penetrate armor they can’t take the benefit of that armor not being there but all other attacks.
For example this gives teammates better damage against it or giving you better damage when you switch to melee. Its mostly a support blessing, boosting your teammates.
Best regards! /Guen
Hi!
Thank you for taking the time to report bugs, its very apricated and help us make the game better!
First of all. In Darktide a armor in itself does not apply a armor modifier. Its just notates what kind of armor a enemy have. Instead each attack have the armor modifier in it. That means that different attacks will get different amount of benefits from armor penetrating buffs like rending or brittleness.
(@Pygex is essentially correct)
Instead of armor having a 0.5 armor mod with all attacks, we specify in each attack what armor mod that attack have. Thunderhammers light atacks have ~0.5 against flack armor while its heavy attacks have ~1.0, and so on.
In this example brain burst penetrate all armor except carapace armor (i.e it have ...
Read moreThank you for reporting this. This one was a bit hard to find.
Best regards!
/Guen
Rending and Brittleness remove armor from enemies. If there is no armor to remove you don’t get a bonus from the attack.
For the Rumbler’s Shattering Impact the situation might be that you are hitting a Crusher that a teammate is fighting in melee with. You stagger the Crusher and now all of your teammates attack penetrate the armor because of the Brittleness.
You should see an effect with a Ogryn cleaver. Attacking it with the a Shattering Impact Rumbler and then with the cleaver. The direct impact by the Rumbler projectile already is penetrating all the armor so for that projectile there is no more armor to remove.
Ho...
Read moreYes. And its the same thing there with Brittleness.
/Guen
Hi!
Thank you for taking your time to report bugs.
The text of the blessing is wrong. It should use the wording “Brittleness” instead of “Rendering” and should read
“Target receives 3 Stacks of 5% Brittleness on direct projectile hit. Lasts 5 s.”*
so its not the attack that you hit with that gets the rending effect, you brittle the armor of the enemy you hit. This will be fixed in an upcoming patch but text changes may take some time due to translations. We’re working on it as fast as we can.
For the Rumbler it does not have a huge bonus on the projectiles themselves since the impact damage have pretty good armor penetration but it will help your allies give more damage towards that enemy. The explosion will hit harder. It might be hard to test since the grenade will bounce off the target and it might not be hit by the main part of the blast. Best way to test this is to get a direct hit first and then ...
Read moreYes. The Bonus is only applied to the melee hit. Not the explosion.
Hi Dev here!
First thank you for taking the time to report bugs.
This is how it works currently: A burn stacks have a duration in which it does damage ticks. When that duration is up every tick after that will decrease the stack count by 1. Next tick the stack count is lower and does less damage and decreases the stack count once again, until you reach zero when the brun is removed.
Adding a burn stack when en enemy is burning resets the duration before it start decreasing.
In this case the burning have started ticking down but you add a stack to it, reset the duration but end up at a different level then first.
Lets take an example.
You get 2 crits in a row and get up to 0→2→4 stacks. Then it ticks down to 4→3→2→1 stack. Then you crit, adding 2 stacks on top of that and get that to 1→3 stacks. Then you crit again and gets it up to 3→5 stacks. Since the blessing maxes out at 6 stacks if you do another crit you will go from 5 → 6.
The da...
Read moreHi! Thank you for taking the time to repport bugs!
I think you might confuse Rending and Brittleness. Rending gives a bonus on the attack itself. So For this blessing the crit attacks themselves are rending and gives higher damage to armored enemies. Brittleness gives out a debuff on the minions that cases subsequent attacks to be rending for all players.
Best regards! / Guen
Hi! Dev here!
To give some clarification:
We do have a little beeping sound that triggers when enemies being highlighted. So if you are highlighting 3 enemies you will hear 3 beeps or sound ques, one for each as they gets highlighted. This is to make it so that if you pick up one beep you know that one enemy is highlighted. Several beeps you know that there is more the one. No beeps, no enemies, etc.
This also applies to other allies if you choose the talent Bio optic targeting. Then your allies in coherency also see outlines and they will also hear beeps for each enemy highlighted. So even if you don’t trigger your ability, another veteran in you strike team might trigger theirs (with the talent) and cause you to see outlines and hear beeps.
All the 3 level 30 talents for sharpshoter also makes the outline refresh if you kill an outlined enemy. This will keep the outlines of the enemies that is currently outline AND outline any new enemies not already ...
Read moreHi! Dev here. I apologize for the frustrations this cause. Bolters can crit. Rest assured that’s the case.
To explain a bit more. We have a bug currently in the Psykanum that the color of the damage number that pops up is incorrect some times even if the attack crited. So you crit you will give higher damage, but the color of the damage number is still white.
This is the case for all bolter hits that hits more the 5m awa...
Read moreHi!
Thank you for reporting this. Will look into this.
Any specific weapon you are using or any specific enemy you are testing against?
Hi! Thank you for finding this bug.
The bug is that we acidentely added the damage from the explosion twise and in the weapon detail view we displayed a higher number then intented. The bug is hence in the stat screen and not with the ammount of damage the weapon does. This bug is only comstic and don’t effect gameplay in a mission.
The weapon stat screen will get patched in the next patch but the weapon does the correct amount of damage.
Best regards! / Guendolin from the Dev team.
The issue is that the beyond 5 meters the bolters make a secondary attack (the bolt rocket gets armed after 5 meters) and explode. This secondary attack does not crit and that makes the damage number get the wrong color.
This is an issue with the color of the damage numbers in the psykanum and does not effect gameplay at all. The damage number color will get fixed in a future patch but rest assured that the omnissiah’s blessings works and that Hadron is not at fault.
Hi! Guendolin here from the dev team.
Thank you for your feedback and bug report. Unfortunately this is kind of working as its intended. Let me explain.
In the game we bind some actions to pressing a button and some to holding them. The bayonet action for the Lucios Lasguns is one of those cases. You hold the weapon special button to charge up a melee attack and release it to make the attack. This way we want you to be able to charge up the attack while moving towards the enemy and then release it as a bayonet charge!
Since you can’t hold the “mouse scroll up/down” inputs we cant do the attack. Force Staffs melee with the psyker works in a similar manar and wont do attacks either with weapon special bind to the “mouse scroll up/down”. You will find a similar issue with the plasmagun. When holding the weapon special button you will vent the overheat from the plasma gun, but you can’t hold “mouse scroll up” so that won’t do anything.
Another example is bind...
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