#hivescum-class
1 messages · Page 275 of 1
if we do missing i think that's right
but toughness always depletes on damage by the value it's struck by
at least this was what i learned
its a smaller damage amount
The question is, is the extra toughness you're being given by toughness curios enough to circumvent the health loss, with the worse toughness returns compared to a higher health pool with lower toughness investment?
well when this calc is done it becomes easier to test
the answer already looks to be yes
based on how much you are regenerating
In regular play, yes. It is.
it wont matter for ragers
but in general i think it would
because most hits will actually be affected by tdr
and dr
from talents
it's another layer of math that amplifies the value for the toughness it self
What weapons yall runnin now a days?
In Darktide, Toughness Damage Reduction (TDR) reduces the damage your blue toughness bar takes from attacks.
this is why iron will is frigin broken
Is crowbar worth smacking with
It's different in havoc because the debuffs to health and toughness cause a discrepancy between the returns of both health and toughness.
Very meh melee
95 - 27 = 68
Sad to hear. i heard it was buffed so i had hopes
Very small buffs that I don't think changed much the overall stats
It is still useable though
@stray mulch fixed math
Because of how toughness is flatly cut as opposed to health being cut by percentage, as well as just having a higher base health, the numerical returns from health bonuses are far more significant there.
at this % of toughness the next 54 damage has a .2843 modifyer
health still pulls ahead slightly
54 (.2843) = 15
no
after reviewing the maths it doesnt
i can fully calculate the combo total damage to hp now
and it will be applicable to all tdr and dr values in game
the reason why iron will is and will always be busted is because of how it works with toughness
I remember playing rampage crowbar with bottom left stimm and just light and heavy spam into horfed
Was hilarious and addicting
with what you provided if the math was done right the total would be 77.3 damage to hp
that is a lot
and it's not recommended to forgoe DR because of this
toughness amplifies all types of DR
and benefits you health's longevity
especially in the ways yall were talking about it
if you can keep it up
you will keep taking less and less hp damage
unless pierced
if on rampage with HCB and 3 stacks of Chem Dependency you are getting 60% dr
54(.4) = 21.6
95 -21.6 = 73, you have that much toughness to continue working with
75.4 + 9.5 = 82
82/95 = .8947
100 -89.47 = 10.53
54(.1053) = 5.6862
that would be the damage you took to hp on the 2nd hit with just the stuff hive scum has
and it would be less with more toughness
i just want to vent my frustration in trying to explain this earlier, nothing against yall
with iron will
first hit -27t (IW active, 9.5+95-27 = 77.5 > 0.75x95, IW active for next hit), 0 health dmg
second hit -27t (IW active, 9.5+77.5-27 = 60 < 0.75x95, IW deactivates), health dmg = 36(1-(77.5/95)) = 6.63
third hit -54t (IW not active), health dmg = 36(1-(60/95)) = 13.263
total health dmg 19.895 (20.4% of max hp)
with +21% health, this is 15.42% of max hp
with +17% toughness, total toughness 111.15
first hit -27t (IW active, 11.115+111.15-27 = 95.265 > 0.75x111.15, IW active for next hit), 0 health dmg
second hit -27t (IW active, 11.115+95.265-27 = 79.38 < 0.75x95, IW deactivates), health dmg = 36(1-(95.265/111.15)) = 5.145
third hit -54t (IW not active), health dmg = 36(1-(79.38/111.15)) = 10.29
total health dmg 15.435 (15.83% of max hp)
so health still pulls ahead by a very small percentage
@stray mulch
IW doesnt deactivate on the hit that would put it below the threshold
again i did the math right
yea my math includes it
on a 1-to-1 comparison, in the best case for toughness & worst case for health, health still pulls ahead very slightly
my math here has +10%/s applies for every atk after the first
which if you remember the chat's claims
yall 100% are generating enough right?
or are yall getting dogged on by ragers the ENTIRE time?!
even on this class
in which case toughness amount kinda doesn't matter
that was JUST ragers
for melee
which is not the majority of cases
I for one never said health is strictly better than toughness
I just said toughness is not as good as people like to think it is
and on a 1-to-1 comparison, health is better than toughness
which my math (corrected) has shown above
on paper
Ngl crowbar pretty fun
in practice also

because the truly threatening things don't rly care abt toughness
ur never gonna have enough toughness (without gold) to tank a silent burster
this can't possibly be speaking from a stand point where you are actually taking defensive talents right?
because now we can go back to the sniper incident
and talk about dr
as well as multiple hits
what are u trying to imply here
if ur saying toughness > health on a 1-to-1 comparison, that is false
not once did i say that
so what exactly are u saying
I never mentioned snipers?
I only ever brought up bursters
but if you scroll up you can se me double down here, health is not better than toughness
is this wrong?
ESPECIALLY if you are claiming to be generating "enough"
if u generate enough, toughness total amount starts to matter less, because ur largely looking at 100% toughness vs every melee attack that doesn't have spillover
so the bleedthrough never really happens
in which case neither +% toughness nor +% health rly matter
like, here
10 dreg ragers, neither health nor toughness actually matter because even with the 1 hit I take at the very end I'm immediately at 100% toughness anyway
where did the 86 come from?
68 typo
68+9.5 = 77.5
if that helps
but you are still doing it wrong if you got more than 5 (rounded up) on the 2nd hit
yea this is base vs extra toughness
this is base (+21% health)
Just wish it was better 
lose 15.422% health (+21% health)
lose 15.83% health (+17% toughness)
so health pulls ahead by small percentage
For everything melee theres Rampage
again, i already said that on paper health is better, i then made sure to say that if you guys are ''generating enough toughness'' like what was stated, then you wouldnt need health more than toughness
if you have ''good'' toughness generation toughness is better
yea but in practice health is also better
in MOST instances
in less cases than toughness
no?
Okay. Actually. What games are you playing where you're taking absolutely no pure health damage to not understand the practicality of having more of it?
because the situations where you would run into the ''threatening'' instances in whci you speak are statistically smaller than the ones where you wouldnt
there are more gunners, walkers and chaff in general, than there are ragers
crushers
etc
you would have to be blind not to see all gunners, walkers, bruisers and others on your screen
if dmg spillover, toughness doesn't matter, health better
if dmg normal, toughness replenishment sufficient, neither matters
if dmg normal, toughness replenishment insufficient (health chip occurs), health better vs melee (at least 1-to-1, on paper)
and daft to act as if you never get hit or put in bad situations by getting hit by one
what other case is there?
if taking multiple hits while still generating toughness with dr, toughness is better
TOUGHNESS BREAKING IS BAD
NOT TAKING DR IS BAD
IF YOU ARE TAKING DR AND TOUGHNESS GENERATION TAKE TOUGHNESS
no? that's case 3 in which case we just proved that health is better on paper in a 1-to-1 comparison
I'm too lazy to type bleedthrough twice
matter of fact. I'll stop there and say, they both fine
HP not better, but im not gunna have ppl say toughness is worse
Toughness is worse 
but we just proved that it is (by a small percentage) worse on a 1-to-1 comparison
??
realistically, there are too many variables and the matter is subjective enough for pple to continue ignoring obvious factor in favor of one's they prefer
Fatscum lives once more!
even when using wrong math
ive said it multpiple times that on paper sure
especially with only a few variables
because there really were just a few variables
yea, it is better?
and only a situation that would favor the use of hp was tested
we gunna ignore that too?
this is a lotta excuses lol
is this not reality?
and doubling down on the fact that ive said it's better on paper
I feel like this fixation on this one test is not accounting for pretty much
aye man
The entire game basically
you used multiple insteances of wrong math to help your case
and it did not show much knowing
but u confirmed the new math is right tho
and i was sure to say on paper it's better
and that it would be good if i were wrong that it was worse, but its hard to say something is worse when the experiment that was set to test it obviously favored the opposition, now isn't that right?
what favouring
weren't we testing for case 3 here
I never said toughness bad
a situation where you ARE going to take multiple hit's that DO get through toughness, obviously does NOT favor TOUGHNESS
unless that makes no sense
I just said toughness not as good as people think
yea but that's also like the only case where health doesn't have as clear of an advantage in the cases I listed
but you were sure until the proper math was applied
.>
yea and then proper math proved me right
I was outside getting coffee sorry my initial maths were wrong
I should memorize DT source code entirely
and it's honestly kinda funny that u haven't reached the next conclusion from the proper maths
No need, if you have math problems HMU though
which is that, given +17% toughness, the 2nd hit's dmg on toughness left it at ~71% which is really close to iron will's 75% threshold
meaning that, with just a bit more toughness investment, it'll be active for 1 more hit, which should theoretically make it pull ahead more vs health for those initial hits
but on a flat 1-to-1 comparison health does on paper pull ahead
this doesn't mean running health maxxing is the best way to go tho obv
You can't tell me what to do Path!!!
Watch as I will throw myself at five poxbursters
And LIVE
u will learn to appreciate toughness a bit more when there're 3 stalkers blasting at u trying to get a revive off
I know. I know.
I don't health maxx as much as I did before
#hivescum-class message this will never not be funny though
Also to be fair
If three stalkers were able to get a Salvo on you during a revive
At least in havoc
There's a good chance you're just gonna die.
No matter what you're using
Noooooo fat scum meta…..
I do think toughness stacking is very justified given sufficient investment
Yeah I stack a little of both. I am in my 3 stamina curios phase so it’s just 15% 15%
Triple stam has been and always will be meme
Yeah I have fun with it even in havocs
It’s a pretty funny meme tho
3X 17+ Toughness with special regen, ally rev speed and + more toughness. 
And die to 1 single silent burster 
i mean if you're john darktide, then let it rock
As has been discussed. Bursters don’t give a fuck about toughness
The ally rev speed is pretty based
ally rev speed always sits at 24%
SuperHansfromPeepShow.gif
18% attack speed funny
Yeah I wished I still had it the other day. 20 collective rescues, revives, and players helped before even finishing the mid event
Doesn’t it count base stamina?
Yes
Should have clarified
yes but +9 translates to +18%
EXTRA attack speed
Which gives Rashad a total of +24% atk speed from swift endurance
This guy axes
Which is kinda too op even for my taste
3 +3 Stam curios result to 18% extra attack speed
total yeah, but the assumption from me was that the mention was only considering the total from the curios
On top of the current bonus from your base
Nononono say it again but use different words
my bad
Is Fatshark on holiday or something
i just played hive scum and whenever i press F to drop the medicae crate, the game crashed...
GUID: ad60ea92-a376-40b6-ac62-6a9e00b8fc97 Log File: Info Type: ----------------------------------------------- [Script Error]: scripts/managers/localization/localization_manager.lua:323: bad argument #2 to 'lookup' (string expected, got nil) ----------------------------------------------- [Crash Link]: crashify://ad60ea92-a376-40b6-ac62-6a9e00b8fc97
Do you have Scoreboard?
yes i do
Update it. You gotta go to the modding Discord to get the new version.
the new version is not available on nexus?
At least it wasn't when I did it.
Might have changed.
thx. i will try to update it
there is an update for scoreboard this morning on nexus. I just installed it and it still crashed when i drop medicae crate...
Mind a DM?
sure
I do have the file directly from the modder's Discord
is it from backup
I think he has the newest version
with packmaster, armored hound, plasma gunner, and the scoreboard position settings
someone needs to just make a definitive scoreboard mod lol
stubbies any good or does needle pistol solo
they are good for special sniping and for killing elites at range like ragers but needle pistol is very good for boss damage and damage on carapace. Can in a pinch kill packed tight mobs
can i get that too?
four standards
new standard
five standards
they were good on desperado builds, but they nerfed it to the ground
They buffe them lmao
I prefer combat shotty/bolt pistol for melee builds though
I should specify, they nerfed desperado build
not the guns
Thats just not true they even buffed the stubs
Really? How so?
I wasnt aware of any nerfs
are we going to go through this again? they nerfed pickpocket
lol
U mean they fixed it?
"fix" or nerf it's weaker than before
I do not care mate ts is not nerfed
HS is broken
There is not a single thing that got weaker
Yup, but they took out ranged HS brokeness
U still have infinite ammo
No
U still have infinite ammo
Just use desperado maybe?
barely a slap on the wrist
I don't think it's as havoc viable anymore, it's as if they would require psyker to melee elites/specials to regain use of peril
nah it's a super light nerf at best
needs a lengthy internal cooldown on it still
I haven't even seen a HS run desperado since then lol melee hs is just way better
lol
any havoc40/duo updated builds? havent played scum this patch yet
its pretty much the same
something like this you can mess with the few extra talents you dont need to path with
thanks seems similar
i dont take chem depend with long lasting or even without stimm supply i think those synergized but its close
did Alley Rat and Nimble change i thought distance was together with speed/time
but look like distance is separate now 🤔
i dont like hyper-violence and hyper-critical together, they negate eachother
its purple so you have to choose one or the other
yeah they changed it
got it
so i didnt take hyper-crit and, leaves me 1 point to spend on ummmm
Splash Damage? 🤔
lemme see what else is there
Chanelled Devastation could be cool
I've tested it in the psykanium is still doesn't add a whole lot of damage to crushers
Slippery Customer would be nice i slide a lot
basically lots of good options left
or Jittery
oh Maxed Out Chems with a quick stimm thats a good option too
the beautyf of Maxed Out Chems is that even if you drop from the maximum 4, using a stimm brings you back to 4
so its not difficult to maintain max even if you dont spam it as soon as its off cooldown
It's also good, I just like spending the point elsewhere
I know It is heresy but scavenged Fleshgrinder Cult cosmetics would be so badass. 
honestly i feel that's more because desperado scum is just
boring
I think it's more that even before the nerf they're hard countered by armor which is spammed on havoc esp rotten armor
gun hs was fun imo
WHAT?!
anything thats scales off of killing specials and elites has more use cases in settings that spawn more of said enemies
Same how psykinetic aura gets more and more uptime the higher in difficulty you go. The amount of targets increasing allows for more opportunity to proc it
you might be the same kind of person who though survivalist aura was perfect the way it was before the changes.
that's a bit rough
Not seeing a ton of incentive to use the bonesaw
Particularly in the blessings
Shock and awe is a good blessing
Remind me what hitmass does?
It's kinda just rough to play
Doesnt make a great use of Scum's kit
Its also slow as molasses
Which is not fantastic given, again, Scum's kit kinda thrives off being able to attack quickly
Even as a DoT stick its not very good because everything can do that if you build for crits
Yeah it needs blessings and perks to be good enough
But it can be decent
The dot is honestly the best thing about it
With the new chem explosions
I would put it as the lowest of Scum's weapons personally, but ymmv
Crowbar
Crowbar at least attacks fast and can make use of Hypercrit regularly
Its also pretty dog, but I would rather play that than Bonesaw
I will always choose a faster weapon with better mobility over a slower one with worse mobility, even if the damage is (marginally) better
Same reason I don't play P'Sword on Vet
I see
Just feels terrible to play
Im the opposite
Were that true, you'd be playing Rashad and not Bonesaw 😉
hitmass is a value each enemy has that gets modified by difficulty. When your attack's hit mass [cleave] is calculated vs an enemy's hit mass, the total of the enemy is deducted from the attack. The is a remainder for the attack is used to check if it moves on to the next target and has its damage affected by cleave values.
It feels weird to me with rampage
I'm ngl I love the bonesaw but having to alternate between regular and heavy attacks for any horde clear gets on my nerves
Push attack heavy heavy repeat
Especially when I get staggered and it resets to right swing so I do the wrong one
Or lightspam
Just play TacAxe 
I will prolly finally play it on HS
Scum makes the best use of it
Its still hugely strong on other classes, but Scum gets the most out of it
i dont think swapping on the bonesaw is for hordes
it's just for bosses imo
the time it takes and how it changes ADM isn't worth using the purple toxin over the regular in hordes
imo
might have misread, that's on me
rude
it's fun
in a dumb way
If you say so chief
i mean some of yall like crowbar, so idk -- i think its a valid take XD
Yea even for carapace enemies the DOT does more damage than the boost from the brittleness. I really only use the brittleness against full bosses since I usually just slam my needle pistol for toxin anyways
Needle pistol and Bonesaw 🤮 There is no hope for some of you 
i think this is how it is supposed ot be used, yeah
valid combo
It's just funny that you'd assume it's main use is for crushers but then it's actually better just to leave it on tox for them lmfao
i think it does kill crushers in a few less heavies
Actually does brittleness even boost toxin damage? Cus isn't toxin basically neutral to all armor types
It's lowest ADM is 0.9, so not really
i dont think even swinging at a crusher is worth on the bonesaw though
im more likely to mess up and get pounded before killing one
It will boost it, but there isnt really a whole lot of need to given the Tox DoT is already giga-stronk
Dunno, I clear them pretty quick on damnation with the perk that makes you do 60% extra weak point damage
Thats what u have to use tho cause bonesaw does nothing to cara
it's weird
Like 2-3 heavy hits and the dot will take the rest, not the fastest but it works fine
makes max toxin into carapace and unyielding go from a bas max of 868 to like 1025
For crusher hordes I just throw a chem grenade and kite them inside the radius
or something similar
Yeah it needs needler and chem nade
that was just the 15% rending
i still am not sure what the max value on purple toxin is
I'm only messing man, I don't like Bonesaw coz its shit, Needlegun is good, but it doesnt turn heretics into soup so it doesnt tickle the Ork brain 
Needler is actually insanely good I was surprised when I started using it. Even for full on bosses I'm doing at least half their health just by upkeeping the max tox stacks
It is
Its very stronk
I think it's like 30 or 40%
yeah i saw somewhere the other day when i was testing, it being like 37.5%
im not sure the accuracy
or how many stacks is max
It's a unique source of Brittleness, so it also stacks with other sources
Also does the heavy ripping attack form the bonesaw apply multiple stacks of whatever you have coated? It seems like it does several damage instances
So provided your team is kitted for it, you could make armour heavy modifiers a cakewalk just by using purple all the time
bosses don't stay alive long after you swing a few purple hits into them
Ehh, I'm hesitent to say it does because other weapons with a ripping attack don't count as several on hit damage instances
I haven't seen a decent bonesaw hs yet so I doubt it
bones saw doesn't either for blessings. Hopefully that's not the same for toxin
tests!
how does Unstoppable Force work on crowbar. do i need to hold it down until it releases on its own? or is there a point when its 'fully charged' and i can release manually to save a few frames?
Well, thats cos the weapon is bad, but the effect is probably quite useful if you have a team specifically geared for armour busting, because again, its effect stacks with other sources
Still can't believe fucking fat shark hasn't added an option in the meat grinder to make stacks of debuffs visible
Would be so incredibly useful
so
Theres probably a mod for it tbh, in fact, I'm like 95% sure there is one
Idk what its called tho
theres a mod for that. in fact i have around 50 mods running just to fix things shartfart shouldve done but never bothered 
Also would y'all say wrath or the blessing that decreases hit mass is better on the bonesaw? I've had trouble deciding which one I wanna run
Unfortunately I'm a console gamer
Then again it would only apply to like 2 types of enemies: crushers and bosses
looks like each hit applies an extra stack?
IIrc it effects everything outside of Unarmoured and Infested, but due to the typical ADM's that weapons have, its not really relevant vs most of them
And typically every other enemy dies before you can stack too much poison on them
Ngl I dropped hivescum when they first game out because dual wielding crackhead sounded so mid to me but once I saw they have a dedicated DOT path, with dedicated melee and ranges toxin weapons they immediately became my #1 class
The main reason I played Psyker prior was because of the inferno staff but hive scum is so much more fun
Hmm, interesting, doesnt work like that for other weapons
Well yeah, coz Inferno Psyker ignores half the game mechanics
At least I'm not any build for Arbites
rending on the needle pistol
i don't think its pointless as it scales with a bunch of other damages
Almost every experienced player will tell you straight up that Inferno Staff should be reworked because infinite cleave is fucking 'tarded
if im right you can get it close to 2k per DoT tick
Eh, Arb is alright really, Stagger bot and hard to kill, but not capable of the same damage output as Scum and Psyker can do
Ofc it depends on the player, but all being equal Psyker and Scum would pull way ahead
im not sure how you are doing more damage purgy venting shriek
they would have to not be trying i feel
At least you have to work for your damage with Scum a bit, not as much as you did, but more so that Psyker
No, melee Scum is actually just that capable
a good chunk of damage is probably well placed rockets though on rotten armor
we talking about overall on map, or into bosses?
Plus you know, RPG, Blackouts wi/Pocket Tox and Chem Nades being some of the all round strongest Bltiz's in the game
On that note, double barrel with maxxed reload speed absolutely tears through crowds
both
Yeah, though that'll always be a Vet weapon for me because guaranteed crits for Manstopper turning it into an infinite cleave railgun that bleeds everything that doesnt die
with those sort of close ranged only builds i just always think that purg psyker would do it infinitely better thats why i dislike them
I tried the chem blackouts but I never really felt like I was regenerating them fast enough to be useful, especially with how limited the radius feels. Always ended up going back to chem grenades
You get them back slower with Pocket Tox because kills from the DoT dont count towards regen, but they do something the class isnt innately good at, in such they give you on-demand stagger, and a lot of it
Honestly, an despite how strong they are, I find Chem Grenades to be the least useful all round for Scum
Didn't they change it with like the first patch after scum to make it so DOT counts for close kills?
Blackouts are a hugely strong get out of jail free card and the RPG evaporates big armour blobs
what are your talents?
are you using hyper crit?
Not that I know of
no
they did, but blackout grenade dot specifically doesnt apply to itself
the needle gun DoT from a shot specifically counts
every other DoT does not count towards blackouts
Oh I thought they were just talking about DOT not counting at all
No, just the Blackout DoT
Yeah when scum first came out dot didn't count at ALL so if you used Bonesaw you were absolutely shafted
It's only 20 enemies though anyway, thats pretty trivial to manage
And next to none of your melee kills would count because the chem would finish them off most of the time
As far as I'm concerned nothing beats force greatsword
True but a short stagger, and killing only non elite enemies is kinda a hard sell against having 15 seconds of every single enemy who lingers in that area getting killed, including crushers if you can hold them there for a few seconds
the only DoT that counts is from the needle gun shot
It regens so slow to me I have a suspicion that poxwalkers/groaners dont count
never tested it though so someone let me know if im wrong
So...does bonesaw not count then?
Cus if so that's actually insane
Yeah no wonder the blackouts have felt so ass 😭😭
you HAVE to get kills with the melee damage and or shots of the needl pistol
good thing is that the needle pistol can get a full stack in 10 shots
since it can hit 2 targets at a time
"hey guys, let's make it so the weapon designed around finishing enemies off with DOT will actively sabotage you if you use 1/3 of the blitz choices"
been complaining about this for like 3 days
I just realized now looking at the patch notes they specifically mentioned fixing the dot regen for the needle gun
dumb design
when soul flame exists and works in next to an identical way with the talents that care for it
So it sounds like it's... unfortunately on purpose
It's especially ass when the bonesaw already isn't a super great melee weapon anyways
I love it, but there's definitely better choices
it's ass because bonesaw is downright abysmal at stagger so without blinders u kinda just get cooked by ragers in melee
lol
bones saw has decimator and strength stims if you care for stagger --- not that it's SUPER helpful
I don't even bother meleeing rangers anymore I just whip out the needle and tag them
Too many times I've had a rager hit through my swing and take a third of my health, I can spare 6 shots
don't think it's enough to hit actual rager stagger breakpoints
i dont think you care too much about melee when using the Bonesaw though, it's a back up weapon imo
DT's pseudo RNG is wack waoh
I still cannot believe how much worse it used to be
i stagger ragers, but i couldnt tell you the BP and it feels inconsistent, probably because street tough
i need to reanable mods eventually
problem with ragers atm i have, is that i either kill them with 1 heavy, or they are dead before ever reaching me
wdym
did they use a diff pseudo RNG model before?
for proc chances
super head shot reliant
Oh I was thinking of weapon RNG
My bad
I can tell u, the only bonesaw attack that reliably hits rager stagger is the heavy sticky overhead
I'm kinda happy that tox doesn't scale with anything but strength so if you run the needle you don't feel pressured to optimize damage. Having the perk that lets you dodge all ranged damage while sprinting is so fun
i know, and i both hate and love it
like it for killing mutants while dodging
hate it for hitting anything else but mutants and bosses
this means nothing rly
I only check stagger breakpoints while enemies have max stagger reduction
If it was the sticky overhead every time I'd be a little more motivated to use the bonesaw
Any maybe a few extra toxin stacks to the max
it wasnt about the stagger why i posted it
and only on the 2nd tick
lol
i posted this because in practice it's been hard for me to figure shit out in live games, because they either always just die, or street tough stuns them
so u can hit them, do dmg, ur saw is stuck on their head, and they still swing at u, until u pull the saw out
very funny fatshark
30 toxin stacks actually does a ton of damage
1147 per tick is not something to scoff at
Yeah it melts through basically anything at a decent speed
or 1050 ish
and that without run and gun
or max effect of in your face, or the extra 10% from toxin mania. It also doesnt account for brittle stacks from any of the stacking sources or rending
Only thing it doesn't destroy is captain shields because well....melee
The bonesaw is actually kinda nice for that the ripping attack does a good chunk to the shields
Does anyone know if Captain shields cleanse debuffs when they break? I can't remember
from what i remember it does damage to the shield, which is abysmal in number, but doesnt do anything when the shield pops
i could just not be paying attention though
i wouldn't bother using DoTs on the shields, from what i remember the ADM is actually ass
You mean toxin? Yeah it does basically jack shit. Just wondering if I can build up 30 stacks so that when the shield breaks they get eaten by it while I'm knocked back
worth testing, but i can't use mods yet
Are shields classified as their own armor type, and in that case does brittleness...impact it at all?
I haven't really considered it until now
and i don't think creature spawner has captains on the list
not back when i used it at least
If only fatshark could actually just make this base game
creature spawner has captain
3x melee and .5 ranged
"hey here's a place to test your gear! Yeah you'll have no enough what debuffs you're applying, you also won't be able to test anything against bosses, hope this helps!"
im guessing it's 1x from toxin outside of needle pistol shots
just get mods 😎
Does brittleness impact that tho? If I apply it does it make ranged damage do more?
worst game systems ive seen in many games
Also toxin is definitely not 1X because it barely even damages the bar even at 30 stacks
Even at 30 it doesn't hit the cap on single attack damage that the captain shield has
I don't think so
Yeahhh I figured
The shields really are just "eat shit hope you have a fast melee weapon" check
The way the toxin works is it damages him after his shield pops
no reasource online that i can find says that it doesnt
brittleness affects armor modifyers in general
so i would assume it affects the void shield
brittleness just has higher value against lower modifiers like carapace and unyielding
nope
Brittleness is like exponential too right? The more terrible a weapon is at that weapon type the more damage brittleness boosts yea?
void shield enemies have a fixed ratio of damage you can do or rather number of attacks before it pops
it's armor penetration
40% = take your damage with the enemy armor ADM modifier and reduce by 40%
no
yeah, imagine if this resouce was just given to players
ty
bad assumption
Wack, I've heard that a ton of times here and on the subreddit
well, they're wrong as usual
weapons that absolutely ruin void shields - energy melee weapons, heavy eviscerator, chain special (because it counts every tick from the rev as a separate attack)
this ☝🏼
best way i can explain brittleness is that when the debuff is active on enemies all atacks have that value in rending
rending being the ''extra'' penetration stat
and also rending counts as armor pen but it's just a damage buff xD
I feel like ps does peanuts on the void shield
it's not exponential
let's say ur attack has 48.96% ADM vs flak
add 10% rending (self buff) or brittleness (debuff on enemy) and u do 58.96% of ur normal dmg vs flak
cuz it has only 3 power up attacks 🙁 try the relic blade :3
same deal lol
it's this at play
u don't even need to bother with activating power sword vs void shield
just light spam
^
yup
the best weapons vs void shield are chainaxe XII and eviscerator XV
on an unrelated note, has anyone managed to push the pack master off a ledge to 1-shot him yet or nah?
im tickling you, but faster
he usually dies by concentrated fire
also he's prob top 2 strongest boss in the game
debatably top 1
no but 2 rounds of needle pistol shots kill him after like 2 hits of the BS
wait...what?! O.o
demonhost included?
the purple toxin on bonesaw needs to be applied, i didnt edit it in
does it really make THAT much of a difference?
I don't even consider DH a boss tbh cuz u don't need to fight it anyway
the only boss that's at packmaster lvl is like, sword captain
on mortis they sometimes get spawned in as a boss
an extra 100 per tick is like 500 extra damage and the more rending you can get on it affects the modifyers
lemme write that down, tenderize before marinating, got it.
yea but 1. it's mortis, and 2. it gets melted
packmaster has the most insane debuff in this game yet
don't think they can top this one in a while
if hes as easy to dodge as plogryn hes buns
that shock thing is fun...he did like an EMP and immediately stopped my ult
he's easy moveset but u cannot get hit by him
it's not that he's easy to dodge, he's like velcro, you can't run away
get hit once = ur fucked
reduce 5~10% sprint speed
increase 100~200% stamina cost (all actions)
reduce 75~150% stamina regen rate
increase 150~300% dodge recovery time
refreshable while active (lasts for 10s)
and all of his attacks (except his charge) apply this debuff
lemme put it into perspective
if you block it do you get debuffed?
Not really, they pull you out of absurdly shit scenarios and they're effectively free. You're getting on-demand, unlimited CC
he also raids your fridge and kicks your cat
at 2 stack debuff (get hit twice), ur 2-push-cost PA now costs 6 stam
nasty guy...
yes
u can only dodge
packmaster might be the only boss in the game that deserves the 4-krak-to-face treatment
Well not me because the DOT from the bonesaw doesn't regen blackout grenades and 80% of the time it's what's killing chaff enemies
An I certainly wouldnt call Blackouts a short stagger, you can put everything in front of you on their ass
i actually havent gotten around to fighting it yet
try melee solo it in creature spawner
oh also he has 66k hp (10% more than plague ogryn) and carapace weakspot
the psykanium has undodgeable attacks itd probably be tuff
and he can see through stealth
some of the values i get with just a few toxin applications and stimms. It's not unnoticed as you will be killing things faster with the DoT. I need the mods to check max damage, as i can still have run n gun increasing the damage, toxin mania and max brittle stacks
he also can't be 1 tapped by stealth zealot because of carapace weakspot
u can cheese him with ranged tho
I heard he dies in 2 needler mags
My beloved said that the pack master will be added to regular missions in the next hotfix
from 1k a tick to 1.4k a tick, did i see right?
so can all monsters 
if u kite him forever and keep needling him, yea
this is giving me psyker with 26 stacks of soulblaze vibes xD
they still quite an easy target to kill
that's not a dog, that's a walking battering ram xD
and really only spawns one or two
I was suprised I saw them in havoc without the packmaster
Only gets good when they add pack master
and fuck up all players
You can only do 4 shots at a time tho for max stacks, so you have to wait for whatever the duration is for tox between every 4
869 no mod, 1043 with 20% str, 1173 with 20% str and 15% rending, 1253 with 20%str 15% rending and 3 hits with the purple toxin
it's just not 'nothing' especially since you can keep reapplying toxin stacks while using the the purple mode and kiting
That'll be a while then
i can get it past 1500
but the crusher doesnt have the hp to show more than 1 tick of that
I think it's like 5 seconds and I think(?) the stacks decay on their own timers. It's still a good chunk of damage, enough to where if your team can block you can easily solo any monstrosity
red stimm?
yeah but Onslought was only for him, right?
like that unique modifier
only applies to him
...I think?
🤔
if it only applied to him it would be rending
brittle is a debuff applied to enemies
with what i mentioned without the brittle stacks from the bonesaw your ticks will be doing 1294
if running at close range
basically allows drive bys
hey how's the "buffed" 1911s now?
i haven't been seeing a lot of 'em ingame...seems the buff was more of a pad on the back than anything else
the stubbers?
i think only one person here actively uses them atm. I would ask @spice cloud
Hey thats rude
i'm not saying you can't pull it off with style, i'm just saying...compared to...other weapons for those you need a pHD xD
They are not like the rest of scums wepaons yeah
More long range
More special sniping
Not as much horde clear
flat dps build or crit?
flak/maniac?
Yeah
Thats waht i usually have on
They can deal with flak
But not really cara
cuz i tried before the patch to take down a Crusher...dude died of embarassment...
Bring rockets
Use melee tbh
Shivs
With the rending they can kill a crusher but it takes a lot of ammo
i always wondered, do you go for the 25% on the tree or 30%? And do you use Float like a Butterfly?
the aura, bottom left basic talent and chem dependacny at 3 or 4 stacks
idk the gun's base crit
When i use chem dep i use the 4 stacks
20%
my guy
Ah yeah i use the damage aura usually
respect
wait really?
left to right: Ammo refund / melee damage / crit
20% + the 10% base from the class?
yeah 😅
oh nah wtf
and i still can't kill shit with it
that's a lot lmao
of you get +20% total with 3 stacks of chem dependency then i don;t think the extra stack is worth
assuming thats 30% + 20%
15% crit with 3 stacks
KORDHELL - MURDER IN MY MIND (RIAA CERTIFIED PLATINUM)
LYRICS -
Jacking is the sht in the 9 4
Pack my nine millimeter cuz I ain't finna go
out like a busta ass ngga and just lay down
Imma run up on a n*gga and shoot my nine with the 15 rounds
Got Lil E on cloud 9
Murder Murder in my mind
Artist links - https://linktr.ee/Kordhell
#kordhe...
Honestly the obly guns i use on crushers is needler and maybe spearhead boltgun
yes
3 needles in the noodle
and he's dead
he does deserve this as his theme
2 🙂
fair
depending on your buffs im sure
difference for me at least is 2 is efficient killing 3 is for slightly faster killing
i only use this mk and set up because im on blackouts
10 shots into a horde = 1 nade in my pocket
assuming they hit only tagrgets you can pierce
run n gun does
it also affects DoT applied byt the saw iirc
so i use reload speed and stamina xD
Run'n"Gun does?
how?
is it like the Lethal Proximity thing?
easier if i just clip it
it'll do you a disservice cuz i gotta head off to do choress
but i'll see it when i get back
🍻
run n gun is close damage
when playing with the needle pistol running and gunning is just peak
plus strip down makes you damn near invincible to all shooters
obviously you need space though
street tough, alley cat and blackouts are what i use because it's fun
(stub pistols should get garaunteed crits from the spin attack)
or like +50% for just being cool
would balance it around the tree if it ever got out of hand
I really like the stub pistols they’re just
Not good
And it hurts my soul
my feelings towards the bonesaw
if nothing else the brittleness coating needs improvement
It's worse at killing heavies than the tox one
1 sec im gunna get on to test this
because in my experience that has not been the case
enough ppl have actually said it for it ot be worth looking into
I haven't fully kitted the bonesaw but just testing it in the psykanium is not promising
Spam tox kills faster than brittleness + secondary
in general it just sucks into ogryns
but i dont think the purple coat should be worse than the green
at least that's what i think, it's better to see if it is actually just worse
Certainly feels worse but I COULD be missing something
hmm
harder to test because i keep critting
both took 6 hits in 3 different tests
BUT
green i think could kill with the DoT after the 5th
also not sure how long brittleness stacks last, i think im gunna go on a limb as say, green is probably slightly better if you aren't running increased melee damage on the tree
it's also so damn hard to hit the head back to back with all the moving lmao
the major issue with bonesaw regarding the two modes
is the time it takes to switch modes
fair
and that brittleness in general isn't that great for anything but crushers really
which, isn't good
brittleness is good into monsters
eh
brittleness also has the problem where it matters more depending on what you are using
rending in general
It's not all that worth. Unyielding ADMs for most things across the board are pretty good
So brittleness just ends up feeling kinda redundant even for them
faster lower damage hits benefit from all types or rending more than the slower attacking weapons usually
look at vet with the IAG
its the application and how you use it, but the rending value is never technically 'bad' on carapace or unyielding
It's not bad. But is it worth it?
Because the issue is
Green mode inflicts toxin
And quite a bit of it
i think having my passive damage get a +200 or +400 per second matters
difference between 1100 each second and 1500 each second is not small in DT
closer to 1000 and 1300 most of the time
unfortunatley purple mode doesnt bar you form applying toxin
you just have to crit
It's more that the other mode will pretty much do damage to what you're hitting, regardless of the rending you've accumulated on the target because toxin's ADMs
and have other ways of getting max stacks
so you can stack with the needly pistol and just swing with purple to keep the stacks up while applying brittle
Which is not a very fast attacking weapon
And the toxin ain't even affected by the brittleness anyway.
yes
it
is
toxin has an adm
adm is affected by rending
and i have shown enough clips of the rending affecting the damage
The damage increase you get, is so marginal though. It's a weird case where because the weapon is so awkward about switching to the means of inflicting it, it ends up being just, not really worth switching to it in a vast majority of cases.
it's not so marginal
the numbers need ot be tested
but each 100 damage per dot
is a new ttk threshold in havoc
even outside of havoc that matters
you are willing to take 10% damage increases on talents and blassings but when it comes to applying that through a feature built in it would become no worth?
If the animation is long enough that its an active loss to DPS?
Hell yeah.
That's why people tend not to use purple mode.
If the animation was just even a little faster.
There'd be more justification to using it.
jumping from 1043 and tick to 1173 a tick is already a decent jump
i think you are missing what im saying
DO NOT CHANGE STANCES BETWEEN THE 2
use the purple
and apply toxin via the pistol 1st
then you dont need to worry about anything but swinging
But I don't really use needle pistol like that.
I'm talking about the weapon itself.
the weapon itself is shit for applying toxin to begin with
even if you were always applying 3 per hit, you have the shivs that probably could always apply it faster
Kinda wish the shivs had some way of increasing the max number of throwables
Shivs are already busted as is
I really don't think they need more knives
Esp since it's so easy to get them back
sadly, that is what it competes with
the only area where it wont really compete with others that can probably out perform it, is in applying the brittle stacks. To me it's obviously just a back-up/support weapon you'd have in other games
At least the plasma gun attempts to have tradeoffs for being good at both CC and armored targets
The shivs just ARE good at both AND give you a ranged option
How a melee weapon has a special that somehow power creeps zealot knives, a blitz
Is beyond me
this is only true because of the nerfs over the years
nerfs and changes*
eventually shivs will get touched
maybe?
They did.
But it was more a cleave nerf than anything
Which
While needed
Was not the only thing about the shivs that are busted
U can still get the cleave thru perks
But you do have to invest in having the cleave more now.
Tbh i think they could just remove the throwing knifes from shivs
Which is a good change.
yeah just like the plasma gun, there were many factors making it as strong as it is and was, the shivs are going to be touched more, i can feel it
but also i can see FS not doing anything drastic because technically that is playing with their extra money
Having basically zealot knifes as a weapon special is kinda bonkers
it's funny ngl
They would still be plenty strong without imo
i think so too
Now we just need a TacAxe we can throw 
its just hive scum you can probably get similar results with tacaxe and regular knife
Why would I care about shivs special throw if I can just shoot my syringe pistol
It means you don't have to run needle pistol to make use of toxin
Which is quite nice actually
yes but it's not satisfying
Needle pistol is boring
to some i guess
This. It doesnt make heretics explode into chunks
melee is boring
Nor does it go bang
doubtlessly effective but not satisfying
and basic gunning is boring
I've only started to use it again
Because fuck Rotten Armor
With the new spawn changes
doong the same thing ive been doing on other classes ismore boring
needle pistol does not go spin
more melee and more shooting is not less boring than a new playstyle
Or bang, don't forget bang, thats very important

looping combos and doing the same dodging and blocking and sliding i have always done doesnt change at all especially with old weapons
Th.. that is how the game is designed? You literally can't get away from that
so play with new weapons but they have a different play style
Yeah I do think shivs need a nerf overall
at least the use case and playstyle for new weapons are different
To some extent
until you hit the shivs again
It just over shadows the other weapons
but you can choose to interact with the game a different way
Not really, TacAxe is very comparable, so is Rashad, at least if you wanna be bored out your skull
I'm not sure "tap anything anywhere" constitutes a new playstyle
using toxin doesnt even stop you from doing what you were already doing, just a different thing to do on top of it
Also, Knife is cracked on Scum
and even if it did, how's that different from infernus reconlas minus the fact that it does a gorillion armor damage
mk6 honestly
might be even more busted than shiv
I tried a full finesse build with precog and finesse stimm
I guess, but in terms of optimal play I feel like shivs do more
And I mean there’s zealot knife on the class, sure, but I feel like most players wouldn’t switch
We got knife at home
I have never been able to actually one shot anything rotten armor until today because the overkill you get off of trash is ridiculous
but shooting individual enemies and watching the rest of a horde die is, even if shared by only 1 other class
at least the 2 have that in their own right
rather uninteractive
melee is just more of the melee youve been playing from SINCE BETA
it;s not uninteractive
It's just the class HS is busted
you still have to hit the right targets
Say it with me
Just melee HS though, gunscum is pretty dead
Hive Scum did not need a buff 🗣️
Even ranged build with the auto pistol still kicks ass
Dude
tap at distance walk away stop caring is not interactive
Gunscum is not dead
spamming m1 isnt either, nor is holding m1
"gun scum is dead" no just press f or shank an elite to start the ammo printer
Don't get me wrong. It is a change in playstyle that you actually do have to melee something
and all the dodge sliding you could do can be done with the pistol
I don’t know why they buffed melee to begin with
I mean yea, we had rampage draining your stamina sure, and that was a change that I didn’t mind
so what is interactive at that point?
But it is such a slap on the wrist that any remotely competent player can get around.
But reworking the entire tree so there is basically no tax nodes and basically you can just get almost every damage and movement talent available? Bruh
And if we're going with the logic that gunscum is dead because you can't just shoot your gun 100% of the time?
Good.
Now they need to nerf melee scum.
having to dodge makes the difference
It's more than a slap on the wrist it's a big handicap now. I haven't seen any gunscums since the patch, all melee and box scums
you still have to dodge when using ranged
report plz and ty
get that bot out of here
Someone one got hacked
It is not a big handicap.
<@&735928989146939404>
Lmao
I agree
I think he is just too good
considerably less than in melee which is my point
especially with mobile weapons
with infinite ammo
that kill everything
so then it's not 'not interactive'
less? sure, subjectively
but you are tweaking if you call using ranged uninteractive
technically speaking
i could be clicking more in ranged than you are in melee
provided you still have to get and be in melee to get any input value
there is a ton of arbitrary reasons we can apply
I play auric maelstrom and I use vultures mark and just don’t take damage 😛
armor?
needle pistol discussion
Now i dunno about havoc, but if im playing ranged scum into crushers i sometimes go into melee to 3-4 weak spot tap them
Not ideal, but it does work
Thank you.
It's not like crushers are suddenly completely invulnerable.
on havoc its not really an option especially in rotten armor
so then playing pistol requires melee input