#hivescum-class

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mighty belfry
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It's not baseline, the best class for melee.

stray mulch
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or ranged

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its like 50|50 or 60|40/40|60

flat mist
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Unyielding + sprint efficiency whatthefuck_heresy

stray mulch
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PPL DO USE THAT

mighty belfry
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That's my needler setup ya

shrewd chasm
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anyone got a good tac axe loadout for hive scum

stray mulch
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how much does 10% reload speed even matter

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especially if you aren't actively committing to the use of the gun

bronze glade
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it's not a bad idea

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if you're using melee most of the time

stray mulch
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i think the actual reload time needs to be considered

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i cant count it out but its like a 1.7s reload maybe

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or maybe a whole 2 seconds

mighty belfry
lost ravine
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aren't all reloads staged

stray mulch
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^

mighty belfry
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When I didn't run it, there were a lot of moments where the animation wouldn't actually finish before I switched

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And then when I tried to use it

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Well

stray mulch
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i dont think there is a single non staged reload lmao

mighty belfry
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Had to finish it

stray mulch
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lets say it save .2 seconds

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that's actually kinda nice

lost ravine
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the most staged reload is psyker brain

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we love quelling peril

mighty belfry
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For all weapons actually

stray mulch
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i just can't mentally wrap my head around what I'd need those .2 seconds for, but it COULD help

mighty belfry
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It's just that needle pistol is the one weapon you can afford to run the perk on

stray mulch
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know what would make the bonesaw heavy one better....?

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ACTIVATING ON HIT TALENTS 2 TIMES!

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it irks me

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i don't even dislike the drag because you can dodge on the 2nd hit and still have it

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or i guess dodge just as it goes off

manic wolf
stray mulch
manic wolf
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Its too slow to really make use of the best parts of Scum's kit

stray mulch
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lmao

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I JUST WANT IT T0 BE BETTER

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2 hits that dont act like 2 hits

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you know who needs 2 hits?

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fatshark

manic wolf
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If they wanna make it better, they need to up its attack speed

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Makin it proc on-hit stuff twice would cause a whole other assload of problems

stray mulch
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im sitting at +26% atm and it feels fine for what it's worth

bronze glade
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bonesaw has a similar issue to falch

stray mulch
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slower weapons are fine when they dont have ass properties like only counting 1 hit when actually dealing 2

spice cloud
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Its just damage and speed of heavy 1

bronze glade
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where the heavies are so slow that they're just not worth using

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you are usually better of just spamming light attacks

stray mulch
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or at least the shove l1 into heavy isn't too terrible

spice cloud
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Bonesaw combo inbolves lots of heavys actually

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U need to weave in the push attack

bronze glade
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even PA is a net drop in dps

manic wolf
spice cloud
stray mulch
bronze glade
bronze glade
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and deci

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if you take it over shred

stray mulch
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been liking decimator more if you are using the strength stimm

manic wolf
bronze glade
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they're just so poorly designed lol

manic wolf
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They're wicked concepts, but the execution is just decidedly dogwater, yeah

spice cloud
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Like who playtested the bonesaw and said yeah. That feels nice.

unreal stirrup
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me when the combo include light attack but the light are so dogshit that it better to just spam h1 block cancel

spice cloud
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Bonesaw lights are dogshit imo

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And i love the bonesaw

bronze glade
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the heavies are even worse generally

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because of how slow they are

spice cloud
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Idk

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Doesnt feel like it

manic wolf
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It's just all round a DoT stick and nothing more

bronze glade
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like test in creature spawner vs. 20 bruisers

spice cloud
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I mean im using it atleastKEKW_ogryn

bronze glade
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try light spam vs. the "proper" moveset

spice cloud
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I did ingame

stray mulch
manic wolf
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Which is kinda pointless because Splash Damage exists, so why exactly does Bonesaw given SD works with everything

unreal stirrup
spice cloud
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I will def not lightspam against 20 bruisers

unreal stirrup
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who would've thought that making the weapon have DOGSHIT flak adm make them bad at horde clear even with toxin

bronze glade
manic wolf
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DoT stick.

spice cloud
unreal stirrup
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also slow as fuck

mighty belfry
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it's just the base cleave that's just

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pure ass

spice cloud
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Ull get chipped

bronze glade
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and you have the fart on hit talent

stray mulch
unreal stirrup
mighty belfry
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realistically, it doesn't have the worst ttk against most things solely because of the toxin

bronze glade
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because of how slow the heavies are

stray mulch
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if i die

mighty belfry
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it's just

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awkward

bronze glade
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but i only tested for horde clear times

spice cloud
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U will 100% get chipped only spamming lights and never PA

bronze glade
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in live matches i do only light spam with saw tho

stray mulch
bronze glade
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you get insane dodges

spice cloud
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With bonesaw

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Still

bronze glade
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it really doesn't matter

manic wolf
stray mulch
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i feel like light spam wouldnt really cleave anything

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and the cleave kinda matters

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the angle from the push attack and heavy matter imo

bronze glade
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yall need to just test it yourself

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and see how it turns out lol

spice cloud
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Lightspam is better against single target tho

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I did

bronze glade
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turns out attacking multiple times for every single heavy attack

spice cloud
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I use it a ton

bronze glade
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even with worse cleave

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and attack angles

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is still a better option

stray mulch
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im dying!

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its your fault!

bronze glade
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than waiting 3 business days for the heavy to come out

stray mulch
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im BEING MADE FUN OF

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HELP

stray mulch
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nah i can sorta see what you are saying

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but i might be lacking braincells required to spam

manic wolf
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Getting issued a skill deficiency by Bruisers is relatively common, dont worry about it KEKW_ogryn

stray mulch
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shortest visit to auric ever

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left in embarrasment

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in all fairness i did lag a little

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i'll just learn to do it sparingly

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i think aurics in expeditions might actually be unplayable for me

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every wave is several hitches XD

main wagon
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How it feels catching hang time off small rocks in Deadside with HS

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Crusher overhead just swats you out of the sky with mid air vulnerability

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Had a sniper take aim while I was mid air once and I felt the color drain from me like a cartoon

sudden fog
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yo am i trippin or are the dbl pistols just not that good lmao

spice cloud
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The stubs?

sudden fog
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double

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yea

spice cloud
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They are nit fully automatic

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U just have to use em a lil differently

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They have more range than most of scums guns

sudden fog
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yea but like debately couldnt i just a full auto in place of it and be fine?

spice cloud
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Amd are better fore special sniping

spice cloud
stray mulch
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trying everything yall be talking about in here

manic wolf
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TacAxe Scum is supreme Scum and I will die on this hill chadgryn

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Probably whilst surrounded by dead heretics

ruby frigate
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how do you survive against ranged gunner/reaper stacks on hivescum? this is coming from someone who has played veteran (i shoot them with a rifle that functions well at medium to long ranges), and some ogryn (i had the charge ability to dive onto them).

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i found myself confused, if i didnt have the rocket launcher ability, how i can survive in their view?

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maybe i am just not supposed to be exposed to it or something and play in cover, but running at them didnt seem to work, even with a max speed stimm

reef spoke
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dodge slide to them

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purposely getting clipped to get the +30% toughness regen also helps

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obligatory blackouts too

stray mulch
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you can run almost indefinatley too with it XD

ruby frigate
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i see

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i currently have the default dual smgs since im levelling, but i have seen that weapon before

stray mulch
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it might suck if you dont like the gun though

ruby frigate
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ya i think itll be fine

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im used to lining up the os headshot on vet so its a bit different

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but as long as it allows me to quickly dispatch targets at range (even if they need to die to ticking poison time) then it will be something i prefer

lucid siren
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Stripped down helps a lot but if its like a big/wide room with gunners everywhere it will be extremely dangerous but dodge dancing and melee them in between

reef spoke
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or you know just hide behind your teammates

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they have toughness to spare c:

lucid siren
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As long as theyre alive yeaKEKW_ogryn

verbal dew
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scum now also has built in better sprint dodge angles

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so you can also zigzag your way through gunfire easier, even if stripped down isn't active

bronze crown
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Can HS get a head cosmetic like the Ogryn chainsaw mowhawk for Emperor's sake?

verbal dew
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we already have the actual hair mohawks tho

stray mulch
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so you get back stamina while running

pseudo venture
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quick question: how do the cooldown reduction nodes on cartelstimm work with Desperado? As i see it cooldown only starts once the ability ends so you would need to stimm between abilities to get the benefit right?

verbal dew
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yes

muted pivot
torpid cloud
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I'll need to run Chem nade and boom bringer for their penances

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I really don't wanna but eh

verbal dew
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all scum blitzes are fun

lost ravine
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or one of the previous event

spice cloud
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If u enjoy the tox blinders ull enjoy atleast the chem nade too

muted pivot
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Chem bomb is great, and it's potentially easier to path through for a melee crit build too

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You can skip the 25 toughness node and gain a point for elsewhere

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Since you probably want the Riposte-as-a-talent node already and that only connects to chem bomb

maiden pine
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saw a crowbar build with +3x3 stamina curios

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how do I get +3 stamina curios

vapid jungle
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Prayer

dense hollow
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you need at minimum to roll a stamina curio that has a gear rating of 410

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anything lower is +2 stamina

flat mist
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Get grinding varlet

spice cloud
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I bet u ill prove u wrongKEKW_ogryn Sitgryn

flat mist
flat mist
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It says "randomly get a defensive item" or some shi

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Costs 250 per roll

zenith pagoda
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I am melks biggest hater

dense hollow
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melk would never give me anything

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except the time he did

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which was when i didnt need it anymore

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i got my +3 stamina curios from the armory

flat mist
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I'd love to know what the odds of gettinf 21% health actually is

dense hollow
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is the roll harder than +3 stamina?

flat mist
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Ive spent atleast 80k and got one

flat mist
unreal stirrup
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21% health is 420 iirc?

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while +3 stam is 410

dense hollow
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that's rough

flat mist
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Meanwhile my psyker has like 30 of the top rolls from the good old days where they'd be in the shop all the time

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And i'd buy every one so i could try get the two locked perks i wanted

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Shit just triggered some light ptsd thinking about locks

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And spending over 50 million ordo dockets on trauma staves and not walking away with an upgrade from the one i was using Guarded

torpid cloud
# spice cloud Why not?

Not infinite
Main reason I like my scum is because I don't strain ammo or nades that could be better used by other people

spice cloud
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Vet regenerates

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Arbi regenerates

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Zealots are trash pretty much

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Psyker has none

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Ogryn can use em but as an ogryn man i can say that scum nades are just better then ogryn nades

dense hollow
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yeah hive scum has pretty much the best non regen blitzes in the game

torpid cloud
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Also another important thing
I bound my grenades to a side button on my mouse

On blinder it's thrown instantly which I like
Chem nade and boom bringer however mess with my muscle memory KEKW_ogryn

tranquil fjord
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cant believe they added zealot blitz but better for scum

spice cloud
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Doesnt really bother me tbh

torpid cloud
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Also I have fallen in love with stripped down on my syringe pistol

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I can now just run at gunners

tranquil fjord
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isnt stripped down broken

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not to its detriment

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it works at all stamina levels instead of 50% i heard

torpid cloud
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Dunno about that I didn't test it

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But it's pretty easy to stay above 50%

topaz adder
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stripped down is nuts

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great for reapers chadgryn

jovial heron
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Key for me is remembering I have it lmao

fast surge
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Run face first into gunfire=dodging KEKW_ogryn

hybrid veldt
lucid siren
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Ngl idk why but feels like hivescum recovers stamina a lot faster than other classes even if its the same amount and same triple regen of 12% on curious

spice cloud
lucid siren
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Yea maybe

spice cloud
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HS has like the best defensive ability against gunners imo

lucid siren
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But ye needle with stripped down and run n gun is rly nice

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Very few weaps has it its needle, recon lasgun and 2 of the autoguns

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So a decent limited blessing

spice cloud
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But with tis but a scratch u also regen whenever u do get hit unlike the other classes

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Plus on kill

limber cradle
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Scum has the best feeling toughness regen ime

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Between stuff like Precision violence, just a scratch, that one 50 percent refill if it breaks

lucid siren
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Yeah and even stimm supply ult

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If u also only have 1 stimm lab applied then u can recast it on cooldown basically so 50% toughness every 15 secs

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(Tho u lose fun stuff from lab ofc)

spice cloud
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Literally a constant lifesaver

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And the cooldown is very low imo

zenith pagoda
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Still no hotfix?

mint birch
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Yo anyone with High Havoc experience could tell me what would our gameplay look like, playing Chem, if we are in a group of new players that constantly shuffle between their "tasks" from inexperience ?

For example i know we are supposed to be playing more in the backline and focusing specials/bosses and only Meleing hordes when safe but on my team sometimes my frontline is not there lmao and i have to be the frontline, which is ok until i have like a gap between the Horde and a gunner spawns and i get clapped.

If i die and we get a Twin or double Boss spawn after its pretty much gg cuz im like 70% of our boss dmg also.

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I guess what im really asking is: there is something else i could do @ my end? (Ex. Change build or Weapons) or is just a get good together angle?

vapid jungle
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Get good together

limber cradle
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Like street tough or whatever

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6 or 8 seconds on that is insane

zenith pagoda
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Mine is 3.75m too

brittle sierra
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Even as range Scum I'm fucking diving into that elite spawn the moment I see it

limber cradle
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I keep dodging and they can't hit me

zenith pagoda
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Scum has no line or formation

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Scum has drugs

limber cradle
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Scum just be doing shit

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Zoom over here

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Kill that guy

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Zoom over there

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Kill more guys

mint birch
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Yeah im just parroting advice from a video i saw that makes sense to me if that the most optimal way to play the build

limber cradle
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Don't think about it too hard

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Just kill shit

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Like I just

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Real shit

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Dive everything

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Poxxies, ragers, crusher patrol

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I'm going in

mint birch
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Why would you dive a crusher patrol having Chem Pistol though?

limber cradle
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Fun. Violence.

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Kill em faster.

mint birch
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Hmm, with bonesaw?

limber cradle
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Still works, not normally my preference tho

mint birch
limber cradle
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Shivs, TAxe, current flavor I like

blazing oxide
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give hivescum a nerve toxin LMG

crimson moss
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give hivescum a nerve toxin sprayer

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like the helldivers sterilizer but not dogshit

unique dagger
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monkeys paw curls now enemies also have a toxin sprayer

stray mulch
jovial heron
lucid siren
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yeah elites pretty easy

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2 shots of needle and just keep up stacks with bonesaw or whatever weap u like

jovial heron
limber cradle
jovial heron
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NP

stray mulch
brittle sierra
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Because Psyker and Scum are by far the best classes in the game with no weaknesses in terms of what situations they have a hard time dealing with

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They are soo strong that top havoc players sometimes have artificial rules of not allowing anyone to play them to make the run harder ๐Ÿ’€

lucid siren
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yeah only thing i would say is carapace like maulers and crushers need the needle toxin over just melee but thats whatever rly

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the amount of DoTs u do to dangerous monsters is great when last alive lol

stray mulch
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you can just apply toxin and go back to dealing with threats while kiting

brittle sierra
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The only thing Psyker has above Scum is wave clear

But Psyker is such a broken class to begin with that they literally just destroy the mechanics of the game due to how much CC and cleave they have

stray mulch
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Psyker honestly in a tier of their own imo

lucid siren
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yeah when i came back to darktide this week i got into that train mission and was just 2 bots, me and a lvl 1400 psyker and goddamn that bro just burned and zoomed through all enemies like he was the train lol

brittle sierra
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Fatshark tried to make scum a class that is strong into specialists and bosses but weak into elites due to their lack of CC

Because since they do soo much damage it doesn't matter

limber cradle
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Death is the best CC

lucid siren
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yeah i mean only rly noticable if ur alone or last alive

pulsar aspen
jovial heron
astral canyon
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Street tough also exists now

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Genuinely who the fuck thought scum needed that fucking talent

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And forge's bellow too but that one is chill

limber cradle
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That fact that it's like 8 seconds is insane

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That could be a minute cooldown talent

astral canyon
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I genuinely dont take that talent purely out of spite

limber cradle
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I don't cause it's fuckin broken

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Dumb talent

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Goes against class identity

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Makes me play worse too

astral canyon
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I mean

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That sounds like not taking it out of spite as well lol

lucid siren
jovial heron
lucid siren
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i always used chem one so far

stray mulch
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YEAH

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i think blackouts might be the weakest ordinance in the kit but they are pretty damn good

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basically infinite

bronze glade
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All the blitzes are very good for their role

stray mulch
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for what ppl care about in DT cc on a nade isn't really what you are pining for

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they all are good at what they do, but still I think the other 2 solve the same issue

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making space

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while removing threats

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even if limited

jovial heron
stray mulch
jovial heron
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Lmao

stray mulch
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ppl who thought it was okay the way it was before are tweaks

jovial heron
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You ever telekinetically pickpocket someone from 30 meters away?

stray mulch
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yeah bro

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like i shot the guy from way over there

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and got loot

astral canyon
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The issue really is stunstorm and immolation

bronze glade
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Feels like fatshart doesnโ€™t really know what to do with zealot anymore

stray mulch
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over a bunch of dlc

astral canyon
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Stunstorm just needs a way shorter fuse and an extra charge imo

vapid jungle
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Or scrap them both

astral canyon
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Why?

vapid jungle
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They fucking suck?

astral canyon
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You could also fix that by buffing them

vapid jungle
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You could

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Why polish a turd

astral canyon
#

?????

jovial heron
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????

astral canyon
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Alright so we should just scrap everything in this game that is bad and never bother buffing them

jovial heron
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Zealot in the old days was king of clutch

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I miss those days

vapid jungle
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Try something else

astral canyon
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Its not because the blitzes are fundamentally useless their numbers just fucking suck

vapid jungle
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They are a thematic and numerical failure

unreal stirrup
astral canyon
unreal stirrup
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knife is just a lot of utility

astral canyon
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It makes them really awkward to use in my experience

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If they were like half a second it would feel a lot better

zenith pagoda
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Knife is okay but it's very underwhelming, it has a niche for animation cancelling and working with flamer

unreal stirrup
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I just found gold

limber cradle
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Crippled hive scum huh

unreal stirrup
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I was fucking with him until bro said vet and scum got nerfed

limber cradle
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I do wish the game would stop running worse every update

sharp drum
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I mean vet did get nerfed VOC has got cooldown increase after cooldown increase. Remember when you could spam VOC on hunting grounds missions?

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and hivescum technically got a nerf to the ranged architype which is crazy because the ranged one wasn't even the good scum build on H40

main trellis
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Which got buffed

unreal stirrup
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scum got mega buffed

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all the fucking build have 1-2 less tax node

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vet voc nerf barely matter unless you spam it every single time it up

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exe got mega fucking buffed even though maintaining it was piss easy after the tree change

torpid cloud
#

I need to try to make a ranged scum again sometime

unreal stirrup
torpid cloud
#

Too much fun with rampage rn tho

unreal stirrup
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especially in havoc

torpid cloud
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Below havok pickpocket node was kinda dead even before the nerf
Director isn't spawning shit

sharp drum
# unreal stirrup pickpocket nerf is fucking nothing

I never said it was build ruining or anything but I'm just wondering why it exists? I feel like making it so only ranged attacks could proc it would have been better since it would allow you to run out of ammo if you got unlucky with kill steals.

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it doesn't effect melee scum at all which is really funny

unreal stirrup
#

the problem is its actually fucking impossible to run out of ammo

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๐Ÿ’€

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it also doesn't affect ranged scum since guess what

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elite and specialist is common

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and it take less than 2 seconds to mog them with melee

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what did scum get in return?

torpid cloud
unreal stirrup
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sample collector is free

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1-2 less tax node on most build

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fucking splash damage

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1 more dodge for zero reason

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scum

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got

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mega

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buffed

torpid cloud
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By the way the extra dodge is omega unnecessary
Scum was already feeling untouchable. Especially if you took jittery

jovial heron
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Street tough

unreal stirrup
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you already don't need jitter

torpid cloud
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I just added that as a bonus

unreal stirrup
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its already a trap pick anyway

jovial heron
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Extra damage scaling with crit chance

unreal stirrup
torpid cloud
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Didnt we have that already

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The damage for crit chance one

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Or am I stupid

jovial heron
charred bluff
#

Why do people use so many Stamina curios on Hive? (chem)

charred bluff
jovial heron
# charred bluff aaaah, thanks!

Itโ€™s also partly that the way hivescum is built they are not super tanky. Itโ€™s more about not getting hit in the first place so toughness and health curios are a bit more debatable.

astral canyon
#

Someone pull up the clip of scum tanking a crusher overhead

verbal dew
#

I forgot to record one on havoc (just getting downed instead of dying outright)

stray mulch
verbal dew
#

but ye rampage scum with some health lets you tank

stray mulch
#

It's mostly toughness

verbal dew
#

it is when it comes to overheads and bursters

stray mulch
#

since DR works on both Toughness and Health, but TDR only works on Touhness, topughness has prio and probably is the only thing you really need to worry about

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less total toughness means more bleed through happens on back ot back hits

verbal dew
#

scum has toughness replenish up the ass so health is more important in havoc at least, which is where the tanking is nicest

verbal dew
#

it's not like I forgo TDR tho, health just scales better in havoc

stray mulch
#

if you have toughness regen out the ass having more total toughness means more toughenss generated

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more toughness in total means less damage taken to hp

verbal dew
#

I don't need to argue what I know works in havoc

stray mulch
#

i mean you aren't the only person who knows what works in havoc

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.>

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just assuming

jovial heron
bronze glade
bronze glade
jovial heron
bronze glade
jovial heron
bronze glade
bronze glade
#

If you want to build for stamina go for it, youโ€™ll just need to play accordingly

stray mulch
#

gotchya

bronze glade
amber sapphire
#

is cheap shots any good on uzis? Since they seem to do a small stagger pretty much all the time on everything outside of ogryn - mutants

bronze glade
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No

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Not enough stagger, not enough damage

keen bridge
#

Question is taking the toughness buff for your stims really that bad? Every time I look up recommendations everyone is saying it's the single worst choice you could ever make but I dunno 50% toughness replenishment boost sounds pretty good

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I already have the strength tree maxed out and I already have enough attack speed buffs

#

And I use the stim crate so ... cooldown reduction is pretty useless

manic wolf
#

Scum is already a machine that turns violence and drugs into toughness

astral canyon
astral canyon
#

It got a rework somewhat recently

#

I'd still say its the worst of the bunch but not as much of a gap

keen bridge
# bronze glade Better now

Good enough for me. I tried the attack speed tree but it didn't really feel impactful with my other attack speed buffs on top of it tbh

mighty belfry
#

Health does have its place on this class because it's toughness retention is particularly good. Health is nice for the stuff toughness doesn't do anything about

#

And there's quite a few things

#

That do not care about toughness

#

And curio returns on toughness in havoc

#

Are not very good.

#

Tis what I mean by this class not really having a curio meta

#

Because all curios (except wounds) are pretty beneficial in their own way for scum

stray mulch
#

dude was saying its more importnat to have health than toughness BECAUSE you have a ton of toughness generation

#

if either of them would be more important i would hazard the guess its the one you can outwardly use said generation on

#

the one in most cases that will be stopping you from going down immidiatley after every hit, and the same one that might save you past getting hit by the piercing damage with more hits.

mighty belfry
#

You'd be surprised. Becaue of how bad toughness returns actually are for Havoc, toughness honestly, isn't that big of a deal. It doesn't really add as much padding as I'd like it to for the investment.

It's why I usually don't focus on maxing toughness as much as I first did when I started playing this class

#

Because while I don't notice the toughness as much

#

I definitely notice when I'm way lower health after a burster

#

Or the psyker hitting every fucking barrel by me

stray mulch
#

im not advocating for maxing either tbh

#

but realistically

#

one is a stop gap to the other

manic wolf
#

x1 stam, x1 HP, x1 TGH

#

Ez

stray mulch
#

DR and TDR also matter more with your toughness value

mighty belfry
#

I've been running two hp one Stam and seeing how that fares

#

I like it

stray mulch
#

if you are taking HP over toughness and are still taking TDR what is the point?

manic wolf
#

If Melk would actually shit out another 21% HP curio, I would consider that too, but alas, the dude is tighter than a nun's prison wallet

stray mulch
mighty belfry
#

Because then it makes the toughness you do have more sturdy

stray mulch
mighty belfry
#

It's not that toughness ain't important

#

Its that the extra toughness you do get

#

Isn't a lot

#

And it doesn't scale very well as the debuffs come in

stray mulch
#

the base values for each in h40 are 80 toughness and 97hp before scaling your curios

mighty belfry
#

As opposed to toughness which is a flat number debuff

#

Which really hurts returns on curios

#

That's why you can get to over 200 health in h40

#

While the most you're ever getting for toughness is like... in the 130ish range if you completely invest in it

stray mulch
#

so if you went 3 you'd have 150hp, and with3 toughness curios you'd have 121 toughness

low harbor
#

HP curios are better than people think
Toughness curios are not as good as people think

#

Toughness is good, but u need a pretty significant investment into it to make significant difference

stray mulch
low harbor
#

Not rly

#

Hive scum, zealot and psyker have 80 toughness in havoc scaling

#

10% toughness will only get u 8 more toughness

#

Thatโ€™s not even 1 shot from gunner

#

Health directly counters bullshit

stray mulch
#

okay but you forget that the flat value on toughness only matters when you have it. because the % of your total is where the bleed over happens

low harbor
#

Yes and most classes replenish enough toughness to counter the rate at which their toughness goes down

#

Just by default

stray mulch
#

so when you generate the toughness you want that number to be bigger so DR can do it's math leaving you with a bigger percentile

#

usually youdo not die to 1 hit

#

its multiple

low harbor
#

lol burster 1 tap

mighty belfry
stray mulch
#

and you are more likely to die to multiple due to the % bleeding over

#

extra Hp can't save you just as much as toughness would, especially because you are using 2 different damage reductions

mighty belfry
#

I feel like this is a

stray mulch
#

it has less cases where its the only thing being hit

low harbor
#

If u run 49% extra toughness then it is actually a significant difference from base

mighty belfry
#

"Don't knock it til you try it scenario"

stray mulch
#

toughness ALWAYS comes first unless peirced

mighty belfry
#

You're on the class that breaks a lot of conventions in combat

low harbor
stray mulch
low harbor
#

Every class benefits from hp

manic wolf
mighty belfry
#

But also, arguing it isn't that important because it means you have an incredible form of toughness retention on top of getting it per melee attack

manic wolf
#

Oh i wasnt playing devils advocate there, more that if you can get it back from being tagged by some shitter with a lasgun, you've already got pretty solid TGH economy

mighty belfry
#

Is also valid

low harbor
#

What is kuro even arguing here

#

3x toughness the go-to?

#

Or smth else

manic wolf
#

I dont think anyone else gets TGH from being domed do they?

low harbor
#

Iโ€™m confused

mighty belfry
#

Someone said health investment is more important

low harbor
#

I mean yea it is

mighty belfry
#

Which, I mean

low harbor
#

Health is far better than people think

stray mulch
#

it's a stop gap

mighty belfry
#

I kinda pioneered fatscum so I can't disagree lol

stray mulch
#

today i will conduct another math experiment

manic wolf
#

One resource you get back all the time, one is finite (until you reach medicae)

low harbor
#

Health straight up is a bigger difference to surviving against bullshit

stray mulch
#

because we like to argue things that involve numbers without using them

#

same with the crit convo

manic wolf
#

You can throw all the numbers about you like, we're talking in practical terms. This isnt a damage calculation, this is about how things play out in game

stray mulch
#

just needs a bit of math, and maybe ill even disprove my point

low harbor
#

21% health is 31.5~63 extra health depending on the class
17% toughness is at best 20 extra toughness (~14 for most classes) in havoc

manic wolf
#

You are at somepoint going to eat bullshit, better to survive it than to be nuked because you didnt have enough HP

stray mulch
low harbor
#

You have to be smoking funny crack to think 14 toughness is better than 31 health

stray mulch
#

in the most practical of cases you WANT to take LESS damage to your health

manic wolf
stray mulch
#

not have more HEALTH and take the same damage

stray mulch
#

tf

low harbor
#

The biggest difference toughness makes is that ur less likely to be fucked over by ranged units when reviving people

verbal dew
#

I will post the only relevant clip I have, casually eating a sniper shot

manic wolf
low harbor
#

Because u almost always have stagger tools to revive people in melee

#

But reviving vs ranged is way harder

stray mulch
verbal dew
#

I wish I had clips of eating 3 bursters in a row

manic wolf
stray mulch
#

in the events that you are attacking or doing anything that generates toughness, what do you think will help you take more hits? Hp specifically or Toughness Specifically?

low harbor
#

If itโ€™s mixed horde, hp

mighty belfry
#

Also

#

Not the biggest deal

stray mulch
#

say you get 1 hit in between 2 on yourself

low harbor
#

If itโ€™s boss units (except pack master) block cost

mighty belfry
#

But at least with Rampage active

#

You can take a h40 overhead and not instantly die

verbal dew
#

assuming no prior corruption

mighty belfry
#

Which is surprisingly kind of useful if you also run Forge's

stray mulch
#

with just the 12% precision violence proc

mighty belfry
#

With more health

low harbor
#

Rager mixed horde. Health is better than toughness

manic wolf
low harbor
#

Mauler & crusher, neither rly matter

mighty belfry
#

But I believe you have to hit at least 150 hp for the breakpoint there.

stray mulch
#

but you are all sure that ISN'T just an assumption

low harbor
#

I like the new boss a lot but he highkey kinda op

stray mulch
#

because a lot of yall like to go off of feels

low harbor
#

His armored hound also pretty op lol

stray mulch
#

gotta be clear exactly how and why it would be better

low harbor
#

2.2k hp, carapace

stray mulch
#

because in instances where you are taking consecutive hits and still generating toughness i still hazard the guess that toughness matters more there

#

we can take the mixxed horde comment then and then ill have yall set a scenario

#

because the numbers will be fun

manic wolf
# stray mulch gotta be clear exactly how and why it would be better

Because in the event you're taking hits, you're taking HP damage, the odd hit here and there doesnt make any difference because your toughness will cover that anyway, if you're taking consecutive hits, you're taking notable HP damage, so more HP = you'll have longer to get your shit back in hand.

mighty belfry
#

I guess also street tough (ew)

low harbor
# stray mulch gotta be clear exactly how and why it would be better

Extra hp = u leave with more hp from each rager mixed horde where u might take chip damage

Because toughness is fundamentally a DR mechanic, the difference between 80 and 120 vs a rager mixed horde isnโ€™t that significant because:

  1. if you fuck up youโ€™ll just snowball into getting downed regardless
  2. If you donโ€™t fuck up, you could still take minor chip damage (which is mitigated based on % of your toughness, which every class can replenish well, even tho some are better than others at this), where HP is just better
  3. If you do it perfect, u take no chip damage and neither will rly matter
manic wolf
# stray mulch ?

I think it was pretty clear. If you struggle with reading comprehension, thats not my issue chadgryn

low harbor
#

Itโ€™s not uncommon to take somewhere like 3~8 chip damage from ragers in this game

stray mulch
#

okay lets assume we will be taking 3 rager hits in a fight with no regen period outside of our percision strikes

low harbor
#

+31.5~63 health means that chip matters significantly less

#

Whereas toughness makes not nearly as much of a difference

#

-8 hp on a 150hp means ur still live and kicking

#

-8hp on a 105hp means u can kiss urself goodbye the next time u get fucked by a silent burster

stray mulch
#

anyone got a kuli link? Do they have a guide on enemy base damages?

low harbor
#

Yea just search it up

mighty belfry
#

The smaller amount of toughness you have to slightly circumvent the health damage won't be as impactful as just having far more health in the first place

stray mulch
#

1st thing you see is redit and no kuli link

low harbor
stray mulch
#

ty for being so smart

mighty belfry
#

And this is attributed again to toughness returns also just not being very good comparatively to health returns on bonuses

verbal dew
#

you can find all kuli stuff through links on any of their guides

#

so just find one and you find them all

mighty belfry
#

You know what

manic wolf
mighty belfry
#

I've been trying different curio setups

brittle sierra
low harbor
#

Only thing I miss is better stamina management

mighty belfry
#

I'm gonna go back to fatscum tonight chadgryn

#

I miss being able to take poxbursters and not feel like I'm going to die to a poxwalker's fart

stray mulch
#

can run these through all the modifyers but in the events you are taking hits what will be making a variable, are we getting back toughness or no?

verbal dew
#

I've been going back and picking at least 2 gunner resists on all classes now

low harbor
stray mulch
#

nah

low harbor
#

Run it like 10 times and see what ur avg chip damage is like

mighty belfry
#

I run three gunner resists with hp scum

#

Since that's the thing I wanna ward off the most

stray mulch
#

the same way i could have sat here and believed yall that 5% crit was more damage than 10% melee over 50%

low harbor
#

In live itโ€™s gonna be less because teammatesโ€™ slots will divert them to not surrounding u

stray mulch
#

it wont be helpful to just listen to the masses just say something without being able to prove it

#

that convo i will hold over heads because it has to be done

low harbor
mighty belfry
low harbor
#

U get back 10% per second

#

And u have stun immune to actually fight them

stray mulch
#

and it's slower

#

we should know this since we play havoc

low harbor
low harbor
#

It might even be higher than combat avg outside of kills

mighty belfry
#

I'm pretty sure some people here thought I was unironically gaslighting when I first mentioned having a lot of health being good for havoc

#

And it turns out

#

People actually liked it

#

๐Ÿ™€

stray mulch
#

idk unironically yall said that the 5% crit was better. No one tried to prove it or run any numbers

#

someone just said t was and yall said yeah

low harbor
#

I never said that

#

I wasnโ€™t even here

mighty belfry
#

I think the difference between 5% crit and 10% melee damage

stray mulch
#

frfr

mighty belfry
#

Is negligible at best

low harbor
#

10% melee damage is better for hive scumโ€™s best melee weapon (itโ€™s the fucking Rashad again)

stray mulch
#

thinking and knowing

low harbor
#

So thatโ€™s pretty much all that matters

stray mulch
#

past 50% with ANY amount of modifyer would have to be lower than a flat increase on the damage that would affect the same modifyer

low harbor
#

I canโ€™t wait for next class release and their best melee weapon Rashad, their best ranged weapon Vraks 5

#

Again

stray mulch
#

just know maths someone could say this

#

and i had to show it lmao

vapid jungle
#

The more crit you have the less valuable each additional percent chance is

verbal dew
stray mulch
mighty belfry
stray mulch
#

this is why just saying hp is better doesn;t help

mighty belfry
stray mulch
#

i mean so was i

mighty belfry
#

Its not something calculations can fully prove because its something you actively have to notice ingame.

stray mulch
#

we just arent agreeing

#

if you are generating toughness in between taking hits it has just as much or even more value as hp

#

we want to speak of variables for hp but are legit ignoring some for toughness

mighty belfry
verbal dew
#

before release I wished scum would make brauto actually better since the class would like focus on body shots or something

#

alas

mighty belfry
#

The humble sniper who shoots you but hasn't even aimed their laser

#

Barrels

#

Hell pox gas even

manic wolf
#

No bullshit happens in darktide, its only skill issue

mighty belfry
#

Because that shit just melts your toughness regardless of how much you have

stray mulch
#

ngl

#

bs happens and we still generate toughness

#

got a whole talent for that

mighty belfry
#

There's just a lot of things that ignore toughness that are also just, not as easily preventable

manic wolf
stray mulch
#

.>

manic wolf
#

I give up, this is playing chess with pigeons territory, at the end of the day they're gonna squark, shit all over the board and knock all the pieces off it anyway

verbal dew
#

the bs that matters eat toughness for breakfast

stray mulch
#

hp too when you dont have enough toughness

#

we gunna skip past that?

mighty belfry
stray mulch
#

idk rager hordes do

#

, walkers, and most attacks in game

#

most ranged hits

#

bombs

#

fire

#

most things do

#

but prep for the few that dont

verbal dew
#

ye

mighty belfry
#

Yes true.

#

But those things

stray mulch
#

and make it a higher priority?

oblique basin
#

How it felt to combine combat axe with rampage

mighty belfry
#

Are far more avoidable

stray mulch
#

.>

#

ngl statistically

mighty belfry
#

Toughness isn't going to do anything about the burster that launched itself 90 degrees around a corner

stray mulch
#

there are more pox walkers in game than you will ever run into ragers

mighty belfry
#

Yeah. And those in practice are way easier to deal with

stray mulch
#

and ragers, and all the shooters and things that hit your toughness are far more likely to actually do so than anything going through hp

#

because of sheer numbers

#

what is that argument?

mighty belfry
#

That toughness damage even at its lowest is still circumventable while the scenarios presented in favor of having more health because those scenarios sometimes are just utterly unavoidable at times

stray mulch
#

far more avoidable =/= less likely to be an issue or happen, especially not when the cases they happen in are more frequent

hybrid veldt
#

vc outage

stray mulch
#

feel tide is weird

mighty belfry
#

It's not feeltide when I can actively tell the extra health is mattering far more for me.

stray mulch
#

it's a diff thing if yall just say things feel nicer

#

i'll let that rock

mighty belfry
#

Holy shit.

#

It's not just feels dude

stray mulch
#

well its not numbers

mighty belfry
#

You've been presented many things pointing towards that not being the case

#

It's not just about numbers

stray mulch
#

many opinions

verbal dew
#

it's us experiencing being able to live way more bs thrown at us

mighty belfry
#

Opinions?

verbal dew
#

because that's what havoc does

mighty belfry
#

So me having

#

More health

#

After a sniper shoots me

#

Is an opinion?

manic wolf
#

Chess. Pigeon. Shit all over the board.

verbal dew
stray mulch
#

no but this very much is

#

and the cases you try to portray as evidence as something working in fact

#

doesn't help the case

mighty belfry
#

It does.

#

That's why everyone heres been echoing the same thing.

low harbor
# stray mulch can run these through all the modifyers but in the events you are taking hits wh...

Ok my math could be wrong here but this just basic illustration

Letโ€™s say vet, no TDR active, 95 base toughness (pretty common)

3 rager attacks
First attack removes 36x1.5 = 54 toughness, now 41 left (then stance recovers 10% so now 41+9.5 =50.5)
Second attack, toughness DR kicks in, toughness eats 54x(50.5/95) =28.705, health takes 36x(1-(50.5/95)) =16.863, then stance recovers 10% so now ~31.295 toughness
Third attack, toughness eats 54x(31.295/95) =17.789, health takes 36x(1-(31.295/95)) =24.141

So in total, 41 health damage taken out of 97.5 health, which is ~42% gone

If u had +21% health, this would be ~31.8% gone

If u had +17% toughness (so 111.15), this would be 13.89 health gone on 2nd hit, and 21 health gone on 3rd hit, which would be 35.8% of health gone

Now, consider that vet is the highest base toughness & lowest health class in havoc (best case for toughness, worst case for health), and health still wins out over toughness in this kind of chip damage test (albeit small)

stray mulch
#

it's ancedotal at best

mighty belfry
#

It's not a feel thing

#

There's actual reason my dude

verbal dew
mighty belfry
#

And now this is just sounding like a bad faith argument

low harbor
#

I just showed the math

#

In the best case for toughness and worst case for health

#

Health wins

#

On another class with higher hp and lower toughness, health will only pull ahead more

#

Not to mention health directly countering bullshit

stray mulch
low harbor
#

The only case I think toughness genuinely wins over health all the time is martyrdom zealots

low harbor
#

rager combo 36 damage with 1.5x toughness multiplier

#

So on health it does 36, on toughness it does 54

vapid jungle
#

How realistic is it to have no tdr in game

stray mulch
#

.>

low harbor
#

This is just simplified calculations

#

If u want to add TDR u can calculate it urself

#

Iโ€™m just lazy

stray mulch
#

again

verbal dew
#

most of us wouldn't even do calcs so still props

stray mulch
#

why no (t)dr on 1st hit?

low harbor
vapid jungle
#

Reminiscent of another exhausting toughness/stam debate

low harbor
#

First hit 0 health damage because all damage is on toughness

#

Health damage is only for 2nd and 3rd hit

#

This is calculating 3 attacks

#

Only 2nd and 3rd will have toughness bleed through damage

low harbor
limber cradle
#

Huge agree

mighty belfry
#

And even if you have one hp perk to survive the blast

#

Having that little health afterwards?

#

Yeah I'd be significantly more worried that I'd be going down at that point

limber cradle
#

With less than optimal toughness

mighty belfry
#

Because now any form of chip is downing you at that point

#

Regardless of how much toughness you have.

#

It would be different if the things that didn't care about your toughness weren't utter bullshit at times

#

But. Playing this game enough, you tend to realize, they are.

dim moth
#

sniper audio queues being client side so if you just so happen to be standing behind the guy they're shooting at you get zero warning :)

vapid jungle
#

Part of the cue is only given to the target iirc

mighty belfry
#

Because it's happened when I'm the last one alive lmaoo

vapid jungle
#

If there's a shooting gallery don't dodge near one a other

wind hamlet
#

i want to be red

low harbor
#

Talk more

mighty belfry
wind hamlet
#

i am speaking

mighty belfry
#

More!

wind hamlet
#

bless the emperor

#

i tried hive scum first but im a new player

#

moved to arbites

#

does this game have prestiges like space marnine 2?

#

help me emperor to get red

#

i love t his game

#

is this enough
?

stray mulch
#

but i am currently running the calc to confirm something

#

also need to confirm where the dr is coming from just in case

low harbor
#

because vet's toughness replenishment is much higher than 10%/s in combat

stray mulch
#

the dr needs to be on or off

low harbor
#

if u involve TDR like iron will then it'll change things ofc

#

the more variables u add the more complex it gets

stray mulch
#

if it was considering it then all calc must be with it off if toughness is 71 or less or 83 or less

#

okay so then

#

the 50.5/95 value used in your calculation

#

where are those numbers related from?

low harbor
stray mulch
#

okay and lastly

#

the game works in whole numbers iirc

low harbor
#

this 10%/s is meant to simulate a basic level of toughness replenishment

stray mulch
#

rounding down correct?

low harbor
#

decimals are always calculated

stray mulch
#

if no then this makes it easier

#

im trying to make sense ofaall that was said

low harbor
#

21% health is simply better than 17% toughness in a 1-to-1 comparison most of the time

stray mulch
#

Ok my math could be wrong here but this just basic illustration

Letโ€™s say vet, no TDR active, 95 base toughness (pretty common)

3 rager attacks
First attack removes 36x1.5 = 54 toughness, now 41 left (then stance recovers 10% so now 41+9.5 =50.5)
Second attack, toughness DR kicks in, toughness eats 54x(50.5/95) =28.705, health takes 36x(1-(50.5/95)) =16.863, then stance recovers 10% so now ~31.295 toughness
Third attack, toughness eats 54x(31.295/95) =17.789, health takes 36x(1-(31.295/95)) =24.141

So in total, 41 health damage taken out of 97.5 health, which is ~42% gone

If u had +21% health, this would be ~31.8% gone

If u had +17% toughness (so 111.15), this would be 13.89 health gone on 2nd hit, and 21 health gone on 3rd hit, which would be 35.8% of health gone

Now, consider that vet is the highest base toughness & lowest health class in havoc (best case for toughness, worst case for health), and health still wins out over toughness in this kind of chip damage test (albeit small)

#

this is waht you posted

#

and the toughness dr kicks i part has to make sense

#

again i need to know for certain it was not considered

low harbor
#

that's what it means

#

toughness is a DR mechanic vs melee after all

stray mulch
#

ty

low harbor
stray mulch
#

they are variables

#

its all algebra

low harbor
#

like for one, most people don't know about dogpile DR being a thing (the more slots u have filled, the less melee dmg each slotted enemy does to u)

stray mulch
#

it will take a while but if it proves me wrong at least it did so while i was doing maths

low harbor
stray mulch
#

which i love

#

it's what i do

low harbor
#

generally speaking, on a 1-vs-1 case, 21% health is better than 17% toughness

#

+%toughness is good if u stack a lot of it but u should pretty much always get some +%health

stray mulch
#

but

#

i still need to know something given the info

low harbor
#

having no +%health is like not having insurance and trying to go through strait of hormuz rn

#

u could be fine

#

but do u rly wanna risk it

stray mulch
#

given street tough exists

#

yes

#

unless the math tells me im dumb af

#

just waiting

low harbor
#

what's street tough supposed to do on silent bursters again

stray mulch
#

being proven wrong here would be good for me more than likely tbh

brittle sierra
#

Health this toughness that

Where are my wound Scums at???

stray mulch
alpine orchid
low harbor
#

street tough is best vs rager/hound

stray mulch
#

i found 1 error

#

well maybe

#

50.5/95 = 0.5315

#

0.5315 - 1 = 0.4685

#

oh wait

#

its an error on my reading the passage

#

ignore

low harbor
#

u forgot health dmg is 36, not 54

stray mulch
#

idk why my eyes skipped past the comma

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and went straight to the parentheses

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wait

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yeah

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i might just have to line it out for my mental to break it down

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more work

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i think this part is still confusing me: Second attack, toughness DR kicks in, toughness eats 54x(50.5/95) =28.705

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why does that equation make sense after we got back to the 50.5

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the 28.705 does do any thing here?

low harbor
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for the 2nd attack, calculate based on 50.5/95
for the 3rd attack, calculate based on (50.5-28.705+9.5)/95

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the 2nd attack damages health, but also toughness

stray mulch
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so for ragers it's 36x 3 for the combo right

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36 x 1.5 = 54

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if every hit is 54, why exactly are we reducing 54 to get 28.705 if the 2nd hit is hitting a shield at 50.5 toughness. 50.5 toughness is 53.15% of the 95

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the damage that gets through is based on the remaining of the toughness when it got hit correct?

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so then the 28 is actually health damage right?

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the 36 value is for what [36x (1-(50.5/95))]

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54 to 95 > 41 > 41 + 9.5 = 50.5

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50.5 - 54 = -3.5 but this doesnt go to hp, just sets toughness to 0 if I'm not mistaking?

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the equation on this line ends at the 28 damage right?

low harbor
mighty belfry
low harbor
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the less toughness u have, the less dmg is dealt to toughness (and more is dealt to health)

stray mulch
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it was written as a positive and stumped me

real python
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whats the single target optimal attack pattern on shivs? spam heavies or reset after H1 to get the double shiv bonus

low harbor
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mixed horde, do both situationally

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pure single target, heavy spam

real python
mighty belfry
low harbor
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also my math could just be wrong

mighty belfry
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Since the heavy + light chain resets so quickly

real python
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im trying to be lazy and save some clicking and trying to see if i can something on skittarius working. my forearm hurts Haha

low harbor
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maybe I got the toughness application wrong

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lol

stray mulch
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ie at 50% toughness you take 50% of the hit

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but it's not supposed to stop you from taking a full hit to the toughness itself [assumed]

low harbor
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yea I prob got that wrong

stray mulch
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under that assumption was why i was making my argument

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toughness will eat the damage until it depletes

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it doesn't get more resilient the lower it gets

low harbor
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toughness dmg stays same

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I did that outside so prob got smth wrong

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lemme recalculate

stray mulch
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the numbers up till the 2nd hit is right for health damage if we ignore the rest of that line

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i got 28.674 vs 28.705 but that's because of how many numbers used past the decimal

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so after the 2nd hit you would actually be at 9.5 toughness (same 10%) following the same variable for the third and final hit

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and given the remainder and the % of the shield you'd take -5.4 damage from the last hit

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which is 48.6

compact oyster
stray mulch
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total would be 77.3 damage to hp

low harbor
# stray mulch so after the 2nd hit you would actually be at 9.5 toughness (same 10%) following...

first hit -54t (9.5t + 41t, so 50.5t for next hit), 0 health dmg
second hit -54t (9.5t + -3.5t, so 6t for next hit), health dmg = 36x(1-(50.5/95)) = 16.86
third hit -54t (0t left after), health dmg = 36x(1-(6/95)) = 33.726
total ~50.59 health dmg (51.88% health gone)

with +21% health, this is ~39.22% health gone

with +17% toughness so 111.15t total
first hit -54t (11.115t + 57.15t, so 68.265t for next hit), 0 health dmg
second hit -54t (11.115t + 14.265t, so 25.38t for next hit), health dmg = 36x(1-(68.265/111.15) = 13.89
third hit -54t (0t left after), health dmg = 36x(1-(25.38/111.15)) = 27.78
total 41.67 health dmg (~42.74% health gone)

low harbor
stray mulch
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if 54 damage hits a 50.5 toughness shield im sure its 0 extra to hp but the damage dealt to hp would be 28.7 or close to your calc

real python
stray mulch
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Toughness in Darktide acts as a protective shield covering your HP, absorbing 100% of ranged damage while active. It regenerates near teammates (Coherency) or through class talents. Melee damage "bleeds through" based on missing toughness percentage; if you are at 50% toughness, you take 50% of the melee damage to your health.

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ai summary