#psyker-class
1 messages · Page 1897 of 1
you need another source of soulblaze, like Inferno, or Blazing Spirit on voidblast, or creeping flames venting shriek
i didnt know i would need more humph you know? haha
also, here's my copypasta explanation from my Inferno guide:
Some people dislike Wildfire, but it is good and is a damage increase. Wildfire works by spreading up to 4 stacks of soulblaze on a target that dies, with each stack being distributed evenly (so a dying target with 3 stacks spreads 3 stacks, 1 stack to each nearby enemy if there are 3 of them with 0 stacks, but will spread 4 stacks if the dying target has 4 stacks, 2 to one of the 3 nearby enemies). Wildfire will spread stacks to a target as long as the target has less than 4 stacks. Wildfire is incredibly useful because it can spread beyond your Inferno staff's range, meaning when an enemy enters Inferno's range you already have 4 stacks applied to them when in tense, Auric Damnation/Havoc 25+ situations due to enemy density being stupidly high. That is 1/4th of Inferno's max stacks, which is significant and really helps Inferno stack all that quicker and kill quicker, helping Wildfire spread more. On top of that, Wildfire helps eliminate chaff (4 stacks doesn't kill alone but can kill with Blaze Away and other buffs) and manage your sides/back without you doing anything. You won't be killing hordes with Wildfire, but when you turn around to face a threat you'll find enemies nice and pre-toasted. It also helps you gain more Warp Siphon stacks through In Fire Reborn, and get the first stack of Soulblaze so that your Blaze Away blessing always applies even if other Soulblaze Psykers are around. I wholeheartedly support Wildfire on an Inferno build in the game's current state (and it's still very good on a lot of other staff builds with Creeping Flames too).
Wildfire is a 'burn more' node. The more soulblaze you have, the more it does.
which is pretty appropriate for a node named 'wildfire'
is PC good then? can i take out a point from there, or should i keep PC and add other soulblaze stuff on top of it too to max wildfire?
PC is one of the strongest nodes in the tree, but only shows its power at very high difficulties
perilous combustion is busted
You can check the pins for staff builds. Every staff has a soulblaze build (which is the meta way to use that staff below Havoc).
throw it on any build for free damage
It's not that busted that it works on any build
no it does
It is very busted tho 
ohh okayy
ur killing everything at the same pace
so majority of the time, any PC procs dont get that much value
sure, except some things are chonkier than others
but still, PC is still useful for when you're melee or ranged
even on a smite build
Yes, but not always more useful than other options
i shouldve said its less effective, but still super strong
There's a reason I always drop it on gunker
PC on gunker is absolutely stupidly broken
gunker's raw damage output, especially with guns like vraks
allows you to kill entire elite packs in seconds
PC does it better
PC is not instant
Literally everything but dclaw is broken to you
uhh
basically yes
powercreep !
FGS is absolutely broken and if you cannot see how then i dont know what to tell you
And when everything is broken
evil laugh
nothing will be
FGS is painfully mid outside of warp slash
it just is
and the horde clear is plenty fine
warp slash is overpowered
Staves glaring at you rn
yeah thats how we get even more unfun difficulties
for melee weapons
-7%
thats
but because it is only on psyker
You’re not getting it
Zealot has bigger dodges, no?
i forgot there was a base difference
By far the worst in the game
then whats evis/relic blade distance
Relic blade -14% is 2.15m
Whopping 0.29m better than FGS
just make the enemies broken, cycle repeats
oof honestly it didn't feel that bad
then we get people complaining about shooters being broken
Power sword -12% is 2.2m
And people think it’s abysmal dogshit in dodges
wow
it really doesn't
powercreep is not healthy for this game
the idea of "everything is OP, so nothing is" just doesnt work the way people think it does
then they buff toughness, then they buff weapons, then they buff enemies, then they buff toughness...
to the contrary, i think powercreep is good at shaking up the meta and making things interesting
?????
but the way fatshart is handling is wrong
We should buff most weapons and nerf the existing strong options
Like unironically most weapons need buffs
there's a genuine argument for it in general game design
but it has to be done right
which is not the case here
exactly
what would doing powercreep right be?
powercreep, by nature, makes old content, such as weapons, weaker or less relevant
that's the point
if you want variety in a game, you want everything to be relevant
Buff old weapons to match new gear
it shakes things up, keeps things fresh
well yes, but having everything be equally relevant has its own problems
as Helldivers can attest
but there's such a thing has going too far, and it's not an easy balance
now, sure
but thats more of a macro powercreep thats less definable
and has to do with their inability to balance healthily
now that i think about it
i can't find a single example of an online game where i'm like "wow! this game is actually really well balanced" 
rainbow 6 siege
!
for honor !
there's always some pretty material issues somewhere
sorry, i don't play ubishit slop
dead by dayli- dies
Out of all the answers u could have picked
i guess he was joking
U picked the one game where they nerfed an operator 8 times for having 1 useful gadget
but i totally missed it because i haven't touched RS in 10 years prob
I don't play For Honor and I know that's a lie
people complain enough about its balance to me 
i think the way relic blade and FGS feel, with unique sprint attacks, combo chains, draw attacks, etc, is really well done, and i wish that all weapons could live up to that standard of unique feel
however the powerlevel they have is too much, and should be toned down, alongside buffs to weapons that have shown their weaknesses in comparison to these weapons, such as evis, which is entirely overshadowed by relic blade in every form
yeah it sucks
abysmal dogshit
i was joking
she was
sorry, i just assume everyone's a guy
I think what you’re struggling with is finding a defined line between old weapons and new weapons that no current weapon occupies where it’s just balanced and good enough but not obnoxiously strong in general application
they would not be nearly as popular or have the same feel if they weren't as strong as they were
theyre popular because they feel good, AND because theyre extremely strong
I’m honestly somewhat ok with relic blade’s current status, it’s good enough and makes u feel powerful
they can be toned down without ruining them
I disagree. Evis 'feels good'.
relic blade really just needs some nerfs to single target imo
evis feels great to use
but
its dogshit
its a terrible weapon
which is proof that a weapon's feel does not rely on its power
I think it’s actually somewhat ok
Maybe reduce power on duration by a few seconds
But I wouldn’t change much else
the only reason evis sucks to use is seeing how quickly literally any other weapon kills enemies
compared to you
seeing a knife user one tap a reaper that you just started sawing
no, but it is modified by it
I don’t think relic blade is even as good as power sword
or an hsword clearing a horde in half the time it takes you
Relic Blade actually feels strong enough to justify the lack of mobility as a two-hander
like, if evis couldn't chew through enemies when you specialed, it would be crap and ruin the feel
even if it is only 1 at a time
huh
taxe, crusher, thunder hammer, heavy sword (kind of)
All of these need buffs
Yea

Carapace and unyielding dps
Basic breakpoints for BM
taxe maybe could use some reworking to make it less reliant on crits but it doesnt need an increase in powerlevel
Taxe bad 
buff mk4 i beg 😭
thammer I would like to see have more reach or something
thammer needs a little tuning, but really its just been power crept so hard that it feels bad to use
mainly DS is the culprit
Nah not just that
something to fix the "I've prepared this hit and the enemy has walked away while I did it" aside from one specific ability Zealot has
Crusher has the stagger and at least decent damage, Thammer goes all-in on single target damage (which stops being overkill in Havoc and ends up nicely in sufficientkill), Relic Blade is strong all round, albeit with the charge and overheat. Evis feels like it sacrificed attack speed and mobility (as a two hander) and general usability (as a chain weapon) and got nothing to show for it
Thunder hammer can’t stagger rager without speccing impact
And has completely borked breakpoints for havoc
It also has x140% block cost from front for some reason
we should never balance around Havoc
I’m not quite sure why they did it
yeah i dont get that part
Havoc is inherently unbalanced in its changes
especially compared to how relic blade is amazing at blocking
Like I said, at least 5 buffs for TH
power creep !
yes but i was listing options that are in pretty good places right now
Just enough to make them not suck abysmally in specific areas that they should not suck at
they can use tuning
but if it werent for powercreep, theyd feel good to use
if we had current thunder hammer back when dt was first starting out
people would love it
sure, but if it weren't for powercreep, this wouldn't be a horde game 
that doesnt even make sense
oldtide, where you run at single enemies and chew through one baby at a time
they have literally continually buffed enemy counts for ages
they decreased enemy counts in aurics ages ago due to console releases
I rly want them to add some havoc spawn mechanics and havoc's red mutator as base game mechanic that applies to all modes
so that consoles could run the game
which ones
yes
initially everyone thought it was a bug but
and now they've introduced Havoc
they never fixed it
rush prevention
sandwich
final toll
auric shouldve maintained its old spawn rates
i dont want to play havocs just to fight an enjoyable amount of enemies
i dont enjoy havoc that much
I don't enjoy Havoc either
I don't like how the actual best way to play outside of havoc is to run forward and farm dps ahead
Havoc was a mistake
I like havoc rn but I also want to qp into difficulties that aren't a fucking joke without running trash builds for shitty babies
final toll is the CC immunity at low health right
yea
can lower it to work at 30% health instead of 50%
rush prevention and sandwich i agree with
but idk about this as itd just be an indirect nerf to chain weapons lol
I wonder if they balance around malice or something
nah because they don't instant recover from stagger by turning red
i know
and chain weapons in general need buff to stagger
maybe as a modifier but i dont think it should be base
chainsword with the glorious 0 melee elite stagger breakpoint outside of saw-rip
peak
mk15 needing greivous wounds to stagger a crusher
is stupid
I want multiple boss spawns for at least mael
same
and with enough health that they don't just get instagibbed by the bolter mashers
i wish aurics had better spawn rates
this game a drug, auric now a snooze fest compared to havoc 😒
thats one of my main complaints with the games rn
complete immunity to a feature of the combat is such a bad way to increase difficulty
burgled trappers and dogs
awful,,,
complete immunity at such a low health they die in 1 hit to almost every melee weapon
remember that red is elite and captain only
doesn't apply to specialists
i know
im just giving it as an example
i dont think final toll should be base
i think aurics need better spawn rates
and more unique spawn mechanics
hi ainz
"Oh hey, the boss' healthbar is going back up. Oh, look, pink enemies."
I did not say to add purple to base game
just red
add wargors and purple to base game
I don't think red should be base either
so they can heal while they heal
and this time wargor banner explosion knockback is barrel level
Heck, nerf nurgle blessed to be less stagger resistance (and maybe more common in exchange)
nurgle bless just make it not apply to specials
and itd be a looot better
i still wouldnt like it
but i wouldnt wanna explode at least
I disagree
why
Complete immunity to a core combat mechanic is just bad, no matter how it's framed
It's why dodges are king
Because dodges work on everything, always
that's basically the point of the modifiers though
complete immunity to a core combat mechanic that activates based on the player's control
you have control over when to activate red
unlike nurgle bless
I don't see why that's so wrong
You theoretically have control, practically soulblaze can and will ruin it, or you'll use a grenade, or you'll cleave too much, etc. etc..
Recklessly? Lmao
idk red in and of itself has never bothered me much
woe psyker teammate upon ye
by the time they activate red every elite is basically dying in 1 hit
what exactly is so wrong about it I don't get it
the only modifier that really need some fixing is ritual
nah I love double ritual spawn
removing a core part of the combat, stagger, just isn’t fun
that shit is troll on steroid
can we have triple ritual spawn please
What's so wrong about it being stagger resistance and not immunity?
stuff like red and gold is small time
do you understand how stagger reduction is calculated
be honest
what is even the point of the modifiers if they arent allowed to change core game mechanics
if u don't, why would u want to apply smth u do not understand
I mean, I don't have damage calculations either
but I can tell when something does too much or too little 
like, for one
do u know what let's say
+30% stagger reduction
actually means
because I don't
and to know what it does I'd have to check every weapon and every enemy in the code
he doesnt have to really understand the mathematical equation or anything to know that stagger immunity is 100% immune and "stagger reduction" would be <100% immune
and stagger immunity would be better
if it's activated by player control
that's the debate happening apparently
Like, I just want things to not be invalidated. If I invest into stagger, I should be able to use that investment.
Stagger immunity just kills that completely.
yea, u stagger smth in first hit
it could even be stagger reduction that only activates at 30%. or it could be at 50% to make it a little more balanced i guess
If I've invested in stagger, next hit may not kill them 
that's way too much of a smite problem
too hard, people still ignore mobs that literally self tags 😏
heavy stagger state lasts quite long for 2~4 hits in
every single stagger breakpoint that matters is applied on first hit
Again, I don't see the issue with resistance over immunity. All of this applies to resistance.
besides ur complaining about smth that's actually already in the game
stagger immunity is already in base game
u activate it by staggering an enemy
sure, and it sucks
and it's not done that well
Just because we do things a certain way doesn't mean we should keep doing it that way
because it differs on an enemy-to-enemy basis with no visual indicators
but the idea is right
nah
nah the idea is right
I think it'd be better as a stacking stagger resistance
this is clearly just a matter of opinion
void is trying to say any form of stagger immunity is bad regardless of activation condition, without understanding how stagger system works
but I do
if his reason for saying this is that he doesnt like things being 100% immune to stagger then he doesnt have to understand any equation or anything to say that he wants <100% stagger immunity
who cares, didn't you yourself say game shouldn't be balanced around havoc? red only exist in havoc 
The literal beginning point of discussion is Path wants it in normal mode
do u think combat axe light attack stagger interupt 50+ maulers so they can never attack player even once, and the player being able to whittle them down over time without ever needing to dodge, is good game design
they might need to add a new type of maelstrom and then they could justify it
be honest
No, but stagger immunity is not needed to fix that.
because that's what complete lack of stagger immunity means
yea, so some form of stagger immunity is needed
if your solution is "tune stagger and stagger resistance so it's not able to stagger", what's the difference from that to stagger immunity
end result is "u cannot stagger"
You tweak the Caxe's numbers, you give enemies stacking stagger resistance based on how long they've been staggered, etc. etc.
Yes, but the point at which you reach that depends on your investment in stagger
i.e. player investment is rewarded
that is not at all how this works
because first off there's no "stagger investment" for combat axe
not a single strength blessing affects combat axe's stagger breakpoint
Sure, but there is for other weapons, and talents in the talent tree
and also, again, tweak Caxe's stagger numbers
secondly, stagger blessings are done very poorly at the moment
Sure
because the vast majority of weapons that have those blessings
CANNOT stagger major threats without them
I don't care about the immediate situation of the game, I'm saying it would be healthier long-term to do what I suggest over slapping stagger immunity everywhere
because stagger is done in a staged system
+120% stagger is not a transformative increase
it could mean a lot of things
It should be though. You could change the stagger's duration based on how much stagger is applied (and that target's resistance).
stagger immunity is first off, already applied in the game and done mostly well with some flaws (no visual indicator)
Well no
I don't think it's done well at all 
It's just slapped on as a bandaid. It works, sure.
I'm not talking about the bosses
I'm talking moreso about general horde enemies and elites
I'm talking about everything.
and ur wrong, unfortunately
no u
the only real issue is no visual indicator
so player cannot identify who's in a stagger immunity window and who isn't
secondly
given u do not understand the staged stagger system
I have to explain it
Again, it's a larger systemic issue of invalidating player choice and punishing a system that is already on the back-foot compared to damage
because stagger is done in stages, if you have already staggered an enemy
y stagger when enemy dead
to reach the next stagger stage you need more stagger
and to reach the one after u need even more stagger
these are not linear threshold increases
heavy stagger state has a much higher stagger threshold than medium stagger state
and then u have stagger reduction
this "stagger resistance" saying is not that intuitive
because the game only recognizes stagger reduction
when u say "stagger resistance"
does that mean higher stagger reduction, or higher stagger threshold
I cannot tell
stagger reduction is the same across all stagger stages
but threshold changes when a new stagger stage is reached
if you change threshold, u now run the risk of smth that could stagger now being completely unable to stagger no matter what
if u change reduction, u now run the risk of having a few specific attacks that ignore most of stagger reduction being completely unaffected
whereas every other weapon suffers
this is a very complex system with multiple parameters
Sure
so stagger immunity comes in here
but here's the problem
you're only thinking in terms of the current system, and I think that system itself is problematic.
short enough that u cannot tell they exist without paying close attention
Omg path hi it's been a while 
u have no good solution yet so maybe u should at least understand how the current system works
I just provided one
u didn't?
Duration based on stagger value
raise stagger resistance, what does that mean
So you have the stagger applied
that is the stagger from the weapon reduced by stagger resistance on the target
the stagger applied controls duration of the stagger
very simple
duration is actually even worse of an application because again, stagger stages have different corresponding stagger durations
heavy stagger lasts much longer than medium stagger
whereas medium is not much longer than light stagger
sure, my point is you would smooth that out
u will still have to deal with stage-to-stage transition
and code every enemy and weapon separately
yes? Not sure what you mean
compared to adding a short stagger immunity window that prevents stagger chaining
You control the speed of the animation to match the duration, or move to the next animation for longer durations
you're overcomplicating a problem for the sake of it
I'm simplifying it, tho, it sounds like 
nah
You provided a huge wall of text and I summarized my system in like 3 lines
changing every stagger stage's duration, threshold, then adjusting stagger reduction, then adjust every weapon's every attack's stagger value
that's your proposal
No
way more complex than it realistically needs to be
No
this is what "smooth that out" means
You're still thinking in terms of the current system
change everything
so it is overly complex and not at all worth doing
if the staged stagger system works how i think couldnt they just move the stagger thresholds up by one stage (for stagger resistance vs immunity)
Imagine all those calculations when you're fully charging trauma into a horde or somethin 
simple if u do not understand yea lol
The game has enough performance issues as is
not at all simple when u do understand tho
I think I get what you guys are saying. We need to buff dueling sword
Stagger from weapon reduced by stagger resistance = duration, duration controls the animation played and the speed at which it is played
very simple, actually
Game already runs tons of calculations like that
all the time
ok so smite can stagger rager for 0.05s then he starts moving for another 0.05s then he gets staggered for another 0.05s
on repeat
and everyone's framerate tanks worse than when ogryn drops a box
potentially
no?
why do you think it will tank framerates
I know this is offtopic but i still stand by my opinion that ragers should be immune to smite
Just to fuck smykers
game does those calculations very fast
game already does math calculations all the time. Literally what HP is
i hate math
you mean i've just been playing math all this time??
even life...
because smite is not just a stagger effect
so u also turn on/off a bunch of other switches repeatedly while u make ragers tweak
maybe when u make ur own game u can do the system ur thinking
if that already happens, how does the proposed stagger system change anything
because the current smite has 1 stun override and that's end of story
how does the current stagger system work? is it like this? where the bar on top "fills up" based on an attack's stagger value?
If you wanted smite to continue doing what it is doing, you could still do that
there's no bar to the right of stage 3 stagger
yeah
u don't achieve anything by going above stage 3 stagger
also they're not equal distribution
stage 1 and 2 are far easier to reach than stage 3
hmmm
stagger reduction is a separate thing (not stagger resistance)
Can I borrow a small loan of 10 million dollaroonnies?
stagger reduction is applied to your stagger value, then the product is checked against these stagger stage thresholds
so for example
let's say u have a magic sword
which does 30 stagger to X armor type
Also, just to note, stagger resistance still works in the current system as-is, cuz it's just reduction, and wouldn't need my overhaul.
u fight an enemy with X armor type, who has 5 for stage 1, 12 for stage 2 and 40 for stage 3
and the point there would be to allow for potential investment of stagger from players.
what is this hypothetical system designed for
enemies resist stagger instead of being totally immune
the hit videogame Darktide, brought to you by Fatshark
however, while that enemy is attacking, he also has 50 stagger reduction
you, uh, don't want to know how many calculations the flamer/flame staff does
So now let’s do the maths
You deal 30 stagger
You’re against 50 stagger reduction
Now you have -20 stagger
GG you do not stagger
But wait that’s not the end of it
Because on weakspot hit, by default, all stagger reduction gets halved
honestly, it would be really difficult to figure out something to add to darktide that would significantly increase the number of calculations per tick compared to what it already does
So if you hit him in weakspot, you have 30-(50/2) =5 stagger
Unfortunately for you
No, it would not.
Because that enemy’s stage 1 threshold is 5
Meaning you have to be >5 to stagger
You still don’t get the stagger
We could do some trig instead of approximations to really feel that PC heat in the coming nuclear winter 
So you cannot interrupt his attack
yeah uh it already does that

Now, if your weapon had let’s say, +30% stagger
They don't use approximations???
You’d be looking at 30x1.3 -(50/2) =14
This is basic dev stuff 😭
is the regular force sword bad without uncanny strike? i was thinking of going blazing spirit and deflector but dont know if it willstill be strong
i guess, basically put, to do stagger resistance they would:
A red enemy is as hard to put into stagger 1 as a normal enemy is to put into stagger 3.
Which is now enough to beat stage 2 stagger threshold of 12
Yes
You can do fine if you have some other elite/carapace killer tho
So +30% stagger in this case made you go from being able to stage 2 stagger vs not being able to stagger at all
But it’s 1 very specific example
Uncanny + deflector/slaughterer is what I'd recommend
This weapon u use can have another attack have a different coded stagger value because yes
https://en.wikipedia.org/wiki/CORDIC i mean they technically do but it's apparently all hardware based
CORDIC (coordinate rotation digital computer), Volder's algorithm, Digit-by-digit method, Circular CORDIC (Jack E. Volder), Linear CORDIC, Hyperbolic CORDIC (John Stephen Walther), and Generalized Hyperbolic CORDIC (GH CORDIC) (Yuanyong Luo et al.), is a simple and efficient algorithm to calculate trigonometric functions, hyperbolic functions, s...
no, those are approximations
phew
I thought it was real trig
They could always add more steps to dodge calculations 
they could even make havoc (with red only, probably*), unlike the rest of the game, use different stagger stages. like they'd use stagger stage 1.3, 1.7, 2.5
that way the difference between stagger values can be attainable in real gameplay and not quite as exponential an increase
what about the great force sword? will it be weak if i take blazing and deflect?
Give enemies dodge capable ai 
you're goddamn right because havoc already uses different stagger thresholds from base game
which I'm personally against
calculating every single gunner shot hurtling towards you with scatter and a forced cone size increase or something when you dodge
i guess they could use an even more different one for red
(also a shame counter of how many times you dodged early)
there're maybe 6.52 people in the entire DT community that understand how the stagger system works
and they change that for 1 mode
very peak design
Blazing is nearly worthless on the greatsword bc everything just dies to it lol
They don't just... spray approximate?

I mean, neat to have the bullets actually be bullets
volumetric particle density buddy
they like... do?
there's AI bits where they'll strafe to fire I recall. or i could be confusing with another game but
darktide is a pretty advanced game
no wait that's elden ring AI
ur not gonna believe how many calculations are done for a weapon's dodge
why the fuck did I read elden ring AI scripts
how many
More than 2
im guessing 54
dodge template
dodge template override
class dodge template parameters
dodge diminishing returns
It's not just a "move until collide and give immunity for duration"?
they apply on top of each other
right, but it doesn't calculate all that every dodge... right?
it does calculate all that every dodge

mfers never heard of optimization
dodging cannot happen per frame, thus most any amount of dodge calculations are trivial
DT is a very optimized game I only drop to 113fps when ogryn box goes off with frame gen turned on
as in, the calculated portion of the static stuff
Calculate it once on load/mission start
also fatshark doesn't do rito levels of "we coded our entire game in C with assembly code so that we can cram as many games per server as we can"
😭
ok so what about all the gadzillion times it changes
Bruh, I'm not an optimization engineer but surely you need to do a lil, as a treat
that's why I specified static portion
You do calculate the parts that change in-mission
yea one of the things they did was stagger immunity
look if there's a dynamic portion there might as well not be a static portion it doesn't matter
because chain stagger will eventually blow calculations out of proportion
does this mean that final toll enemies have slightly better fps/performance
It does
more numbers added together is worse performance
it's that simple
whatever is gained is immediately nullified by havoc's spawn density
number adding is so incredibly trivial I do not think it matters, at all, on modern computers
It's always a tradeoff between memory and runtime, but memory is a lot easier to come by these days
It adds up
Otherwise lag would never be
pun unintended but now that I see it, I approve of it
computation lag is usually from operations that cannot be something used frame per frame
character development for void
allocating memory is probably one
like I think the director does do things that, if done EVERY. SINGLE. FRAME. would be uh
bad
mostly pathfinding solutions!
sure, but that's when loading the match
and loading the match can take much longer
than a single frame can
well that's disk usage
Gotta think about ur optimization 🤓
which is a whole other category of worms
I love the fact that they felt the need to code 2 versions of every enemy melee attack
but like... storing all the possible variables that dodge can have makes it literally trivial afaik to calculate it every time
even if you flip parts of it on and off again
but I don't like how they keep messing with stagger system without ever explaining how it works to the avg player
It's also trivial to store the part that doesn't need to be recalculated every time you dodge.
It's literally calculating it and then putting it in a single variable on mission load
and then accessing that variable when needed
also like.. deciding wtf the 'static part' is I guess
and also as mentioned that's an unneeded optimization because storing 3 numbers added together in memory every time you use it adds like... a ludicrously stupid inconsequential amount of extra cycle time compared to a single number?
Things like the base dodge distance, dodge template, modifiers from weapon stats. It depends how you want to calculate talents that mess with it as well.
especially because most modern processors do that in parallel! So it can be literally ZERO extra time to add those numbers together!
i suppose it could calculate all the possible values per state it would need and then just refer to those calculated values when that state is fulfilled
remember that DT also uses soft raytracing to do its global environmental lighting
thank you guysss for the help
assuming you have the compute
0/10, poor optimization
yeah well you have it otherwise whatever the fuck on the rendering engine would render a single frame a second
what is the summy stat for great force sword? forgot to ask that haha
The compute could be tied up in doing that 
shotgun code is weird it does weird radial spin patterns
Don't wanna add more tasks to limited compute
dump warp resist
they have so many lines for shotgun code just for all 3 to be abysmal
okayyy, thank youuu
warp resist is actively bad to have for the greatsword, to the point where the optimal value is 0%
the horizontal shot special ammo is funny on hordes with psyker
Me who has a FGS at 20% WR but uses the one I have at 60% anyway 
i think someone here got a 0% optimal one
also probably not worth as it took like literally thousands of swords
ya
dumping WR is ultimately not that big of a difference
it's not like plasma/ripper
60% warp resist vs 30% warp resist is like 1 extra warp slash before u blow up
yeah it also tbh doesn't really matter cause i think even at 60% it's over 50% which is what's mostly needed :x
given FGS's lack of group stagger
being able to warp slash 1 more time without going immediately kaboom is nice
the slice is the group stagger
yeah but it can just decay back down to 98% or whatever and regardless of warp resist you can just use it again
yea, which having 60% WR instead of a super dumped one is better for
really low warp resist is just quality of life in getting your warp permacapped at 100% ;p
so I don't personally find any value to chase these super dumped WR rolls
it's never gonna be practically beneficial to how much dps u can crank out
mk8 haha left mouse button go brrr
what mk8
FGS?
mk8 FGS is very funny I'm almost convinced jsat or combine invented its moveset
gotta be a special kind of autism to make a weapon's best horde combo based on swap cancel
do you not just block cancel after L3?
fgs is weird and has effectively 0 swap time as you can immediately cancel the wield animation into an attack
so you spam swap cancel into l1?
hypothetically the recent assail changes were a massive buff to assail weaving with the FGS too
FGS8 best horde combo is swap to FGS, light twice, repeat
i would quite frankly recommend a macro to assail swap, attack, swap back to FGS at just the right time to not cancel the assail :p
been gone for two years what assail changes?
assail got rebuffed after overnerfs during the first release
was it not nerfed because people overreacted thinking it was completely broken but it was mostly just people abusing the fuck out of hand cannon rending on assail
it was mostly 'cool stuff is too effective please nerf' that has plagued psyker for their entire career
swap to assail 
as long as you let the assail attack finish before swapping back ouit :v
Would you happen to know the exact decimal of a second to not cancel assail
right but for a macro

off memory it's fairly quick like 0.1 but also you can just look at the code and see the attack time for assail
but also probably has to be rounded up for the ticks it runs at plus weird i don't want to do that right now darktide time
fyi the odds that it will be nerfed is probably low IMO because like... unlike quell canceling, you can do it pretty easily without a macro too it's just a lil annoying :p
honestly the most likely 'removal' of it, I hope, will be simply making assail possible to use quickthrow like for zealot
...also I forgot does ogryn still have the optimal shield usage being rock swapcancel?
because admiring ur rock between attacks is optimal
holy shit is it really 
yes
no way that's faster than BC
cancel by 'miring your rock
shield block is big long block
miring frand rock is fast
you can see it in jsat's ogryn videos they use it constantly
miring your frag grenade might also work but you need a grenade or you can't admire it
yeah you can yeet a rock too if needed
just like
don't yeet all your rocks or you can't admire your rock anymore ya know
Does that include the swing right after swap or wait for L1?
instructions unclear, l1-4 go brr
love a go brrr
right after
(honestly i pick the easier on fingers option unless it's an extreme dps increase)
which hmm
is possible considering quell canceling was dumb
seriously the electrostaff felt like a machine gun
Same with mk6
ya but mk6 is bad and has stupid diagonal attacks :c
I prefer it for the easy stab 
Well, you're bad and have stupid diagonal attacks
erm wtf
Mk6 still clears hordes just fine, but having easy access to a very powerful anti-armor stab is really nice.
That guy is super rude just block him 
I've been favoring the FGS8 lately. The only reason is that it's slightly faster in the hit it takes to hit a target.
I have poor reaction time, so it helps.
Also, I'm bad at melee.
Don't mislead noobs 
Psyker level 5 woooo!!!!
Nooo beans noooooo
Being Selfish In Memes
I know right? I'm lost.
Check out Vermintide 2 lol, you’ll get really good
Didn't transfer.
Skills stayed isolated af and died.
FR? Transferred super smooth for me. Different buttons?
No. I don't adapt well to new button layouts.
I played Vermintide 2. I'm bad at VT2 but good at Darktide 
well, 'good'
I'm better 
lol same at this point
Havoc 2.0 is probably harder than any vt2 content?
regular T5 is easier than VT2; especially with a decent team.
Regular damn is probably like legend difficulty
It's different, but VT2 has so few spawns and is much more methodical
no I can solo legend and can't a regular T5
I'm that bad
Sin and I were running around legend (maybe cata??) and it was like running around in malice.
We had overtuned characters, but still.
Cata is a bit hard. Enemies hit super hard
(it's a silly response common on the internet that doesn't mean anything)
Maybe the maps were bugged, but there were no spawns. Like when the spawns broke in old havocs.
dodge push dodge push repeat
well push less then :v
Vets need their lungs checked.
all of them got asthma or bronchitis
They let too many dreg ragers cough on em.
a tad more seriously you can practice dodging as little as possible in a way that gets you not hit at all. there's like... a tempo to it it feels like which gets you never hit.
No im too bad
Nah all that VoC screaming got their lungs fucked up
Except for ragers. The only way to deal with ragers is to not be near them at all in melee when they swing and kill as fast as possible :p
you right
Vet rework should have stam regen delay at 0.75s default. Only 1 node on talent tree and bring it to 0.5s if taken
and them coughing right in our ears
(you can dodge ragers it's just annoying and not productive at all and one mistake gets half your health chunked so meh)
(also dodging ragers gets the rest of your team killed too)
You can outrange ragers with big sword
(seriously fuck ragers just kill them ASAP)
If it's just one or two ragers, not that bad to dodge. Add more tho...
like any time i want a smooth no difficulty darktide game: see a rager, kill a rager
same with gunners, gunners are just ranged ragers tbh
Havoc when 40 ragers drop out of nowhere
Ragers standing in the queue ready to wreck your day.
sometimes on veteran I do the team mom. aim down sights revolver. combat knife. krak grenades. VoC + toughness regen is shared with the party
my job as team mom veteran: delete anything that hurts my team. particularly rager/gunners. and specialists. and then ranged people. melee people? meh those are the fun things they can handle
Did they survive?
yes
Veri pro
this tends to result in an exceedingly smooth time. as it turns out, if you delete specialists and gunners/ragers rom the game, 3vEverything is trivial
Btw did karien ever get back to you beans?
No. If she did, I missed it.

is ok
Someone click it and see what happens.
They lived. Also a there was a monster that spawned right after the rager train.
Hell yeah
Dog queue
Wish I knew exactly how much damage I did to a plague Ogryn with my infantry autogun and active gaze.
I just mag dumped into its head and watched the health bar go down to like 20% with teammates finishing it off.
No mods. sad times
Isn't boss hp default in game?
Can't remember. I was just about to ask.
You just see a red bar, it doesn't show numbers.
Can be hard to pay attention to it tho. Record if you can I guess. PS5 has some clip feature I think (unless someone was using a capture card) and you can record with steam.
I see. So the number is probably from numeric ui.
I have unyielding and elite damage perks on the gun, the blessing that gives damage on repeated hits and one for backstab damage (for beasts).
So it's kinda set up for boss killing, my main weapon is Deimos.
Also I crit on almost every shot even without the gaze.
Can't test how much damage I deal with full (or near full) disrupt destiny charges since you can't get them in the meat grinder.
elite doesn't help with bosses iirc
I honestly was wondering if it does anything for bosses.
You would be better served with flak, since that works on captains
That's kinda exactly what happened in the game.
You can also get DD charges in the grinder if you have creature spawner and turn off invisibility, since DD only targets active enemies
that's on an infantry autogun without unyielding btw
If you're doing mods, there's ones that give you the DD stacks for testing so you don't have to fiddle around.
that combat shotty XD
i meant the look
I was using vraks tho.
The clip is a vraks I just didn't change it off agri for the screenshot
Ah, ok.
I switch between them and cba to change the perk from crit chance every time
when i used the weapon customization mod i just cut off stock from shotguns
On agri I would probably use carapace or unyielding damge
still very funny that the infantry autos can kill carapace
I only used autoguns against armor with Onslaught on veteran.
even without onslaught they kill carapace alarmingly quickly
Erm actually,
im level 956 psyker number one NA 
I kinda liked veteran with autogun, onslaught and marksmans focus.
Assault rifle go brrr, heretics go "ooh, ah, that hurts". Well, not really, cause they're all dead.
That's not true, I heard this guy called Unsanctioned is numbah wan
gun vet build with no onslaught
with the way that I would build the talent tree for that
ping unrelated
This you?
Get brain bursted, idiot.
Well, thats my second account (im lying)
Nah lol, named my psyker "Lich"

The Unsanctioned? Impossible
Can't be me I'm a fake.
It's true, they said they're the real one after all
Fake news, there is no such thing as an unsanctioned psyker
You're welcome. 
2 oggies 1 zeal and me burga no bubble.
Was kind of hard but my fault for not bringing safety bubble. Xd
Tru 
Bro I saw your pfp and instantly heard the sounds of Revachol
That was a cool game
Banger game truly
Embrace skorpion.
Never 😠
Ninja ahh
Something something mortal kombat
can't unsee it
It's a pretty sick premium skin ngl
It's def one of the nicer designs
Psyker is actually quite buffed bro has bicep vein.
Hell yeah
Swole from all the carrying
Hope you don't mean the skulls in the back packs
😭

My first thought was "Mortal Kombat" when I saw this outfit.

Kinda not a fan of most outfits you can get for psyker, tbh.
Mostly the ones with like big pauldrons.
every psyker outfit has a big goofy collar
I mean them's the lore breaks
That reminds me, there's a new bigger goofier collar
they can make some more lowprofile ones
I do prefer the fits where the collar is subtle instead of being peacocked
but honestly what gets me is the amount of psyker tops with stupid loincloths
Look at that fecking thing.
nice feathers 😏
I fecking bought it
I ended up buying the newest psyker torso in the shop despite my initial dislike of it
The loincloth looks stupid but the rest of the fit is incredibly solid, especially the gloves
otherwise this is the one I want
on the off chance it reappears in the store I'll cop it immediately
I like this one too but it seems to be essentially deprecated and I've never seen another psyker wear it
How many belts does a psyker need?
that second one is noice
always carry spares
you don't want to get caught with your pants down
Safety First!
haven't seen this one
must have been up during one of my breaks
I also like the dark krieger one
I think it's more because a lot of psyker cosmetics are meant to restrict movement as much as cover or protect them
So they're kind of like straitjackets
I don't really see it to be honest
I think the belts in particular are just a silly fantasy detail
also what pains me the most about psyker outfits is their atrocious glove game
I'm forever praying for psyker pants that aren't baggy but also doesn't give em chicken legs
way too many psyker outfits, both free and paid, have those goofy thick butcher's gloves
yeah if they release something as chunky but with less random dangly shit all over the place i'd cop it immediately
I like this one a lot too but the manacles get annoying to look at after a while
although to be fair dangly snag hazards are a 40k thing in general so 
something like these?
How do you even get that one? Just kill a monstrosity with brain burst in a private game?
yes
oooh that looks nice, a little poufy tho
Why is it exclusive to private game, anyway?
it used to lead to griefing because "muh penances"
Needs more coordination
so they banished it to private games only
Those are the only in-the-middle type I could find I'm afraid
its just hard to do things like that with randoms, and it was causing issues with people trying in public games
takes more team effort for most people, so they need private games
i like the leather ones in store rn ngl
everything else is either regular psyker slim-fit or baggy imperial guard stuff
same I love these sm
with pubs these days i don't think it's gonna be that hard considering how many people just fuckin ignore monsties 
I WANT THOSE
Kinda annoying seeing random psykers using brain burst on trash mobs.
Cleanest drips?
you're late by like a month and a half I'm afraid
wait didn't we have this convo like last week @wraith sphinx 
er I don't think so, but possibly?
premium drip gets brought up all the time anyway
WE DID 
lmao
i'm a sucker for that kasrkin helm
sucks vet didn't get one smh smh 😔
anyways I've no clue when they'll reappear, courtesy of fomo shop
there are these currently in rotation though
It USED to require you to completely kill a monstrosity from 100 to 0 with brain burst only
and was then changed to be 90%
and then 50%
and then private game only
because people would throw games to try and get it
Bruh.
any penance you see that says private game only used to not be that way, and was changed because people were griefing public lobbies to try and do them
and rather than rework the penances to be less fucking stupid
Fatshark made them private game only as a bandaid
and then nerfed them anyway 
so now the private penance thing is kinda redundant
in the case of malleus monstronum you could p easily get it legit in game with a meme brain burst spam build
one blue stim+3 stacks of EP, and double shield
they should do a podcast to explain their descisions like that. 100 to 0 brainburst, what where you thinking??
you're gonna do half that monstrosities health in the blink of an eye
eeeehhhh
urmadcuzbad
shadow taxe wizard gang
but, I guess if you get lucky with a weakened boss/really bad teammates, you might have the time
nah uh

Yeah, not great 



