#hivescum-class

1 messages · Page 275 of 1

stray mulch
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but yeah

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if we do missing i think that's right

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but toughness always depletes on damage by the value it's struck by

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at least this was what i learned

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its a smaller damage amount

mighty belfry
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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?

stray mulch
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well when this calc is done it becomes easier to test

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the answer already looks to be yes

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based on how much you are regenerating

mighty belfry
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In regular play, yes. It is.

stray mulch
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it wont matter for ragers

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but in general i think it would

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because most hits will actually be affected by tdr

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and dr

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from talents

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it's another layer of math that amplifies the value for the toughness it self

supple jasper
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What weapons yall runnin now a days?

stray mulch
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In Darktide, Toughness Damage Reduction (TDR) reduces the damage your blue toughness bar takes from attacks.

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this is why iron will is frigin broken

supple jasper
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Is crowbar worth smacking with

mighty belfry
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It's different in havoc because the debuffs to health and toughness cause a discrepancy between the returns of both health and toughness.

stray mulch
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on the 1st hit iron will will see 54 damage and just half it

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54 x .5 = 27

zenith fern
stray mulch
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95 - 27 = 68

supple jasper
stray mulch
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68\95 = .7156

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71.56%

zenith fern
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It is still useable though

low harbor
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@stray mulch fixed math

mighty belfry
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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.

stray mulch
low harbor
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health still pulls ahead slightly

stray mulch
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54 (.2843) = 15

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no

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after reviewing the maths it doesnt

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i can fully calculate the combo total damage to hp now

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and it will be applicable to all tdr and dr values in game

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the reason why iron will is and will always be busted is because of how it works with toughness

zenith fern
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I remember playing rampage crowbar with bottom left stimm and just light and heavy spam into horfed

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Was hilarious and addicting

stray mulch
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with what you provided if the math was done right the total would be 77.3 damage to hp

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that is a lot

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and it's not recommended to forgoe DR because of this

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toughness amplifies all types of DR

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and benefits you health's longevity

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especially in the ways yall were talking about it

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if you can keep it up

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you will keep taking less and less hp damage

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unless pierced

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if on rampage with HCB and 3 stacks of Chem Dependency you are getting 60% dr

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54(.4) = 21.6

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95 -21.6 = 73, you have that much toughness to continue working with

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75.4 + 9.5 = 82

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82/95 = .8947

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100 -89.47 = 10.53

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54(.1053) = 5.6862

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that would be the damage you took to hp on the 2nd hit with just the stuff hive scum has

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and it would be less with more toughness

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i just want to vent my frustration in trying to explain this earlier, nothing against yall

low harbor
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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

stray mulch
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IW doesnt deactivate on the hit that would put it below the threshold

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again i did the math right

low harbor
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on a 1-to-1 comparison, in the best case for toughness & worst case for health, health still pulls ahead very slightly

stray mulch
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only when you arent generating toughness

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or enough of it

low harbor
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my math here has +10%/s applies for every atk after the first

stray mulch
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which if you remember the chat's claims

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yall 100% are generating enough right?

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or are yall getting dogged on by ragers the ENTIRE time?!

low harbor
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well vet in comabt gets like

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40%/s

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lol

stray mulch
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even on this class

low harbor
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in which case toughness amount kinda doesn't matter

stray mulch
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that was JUST ragers

low harbor
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for melee

stray mulch
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which is not the majority of cases

low harbor
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because u will either explode

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or take basically no chip

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or straight up no chip

stray mulch
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and you arent only generating toughness from TBAS or PV

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melee kills as well and etc

low harbor
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I for one never said health is strictly better than toughness

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I just said toughness is not as good as people like to think it is

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and on a 1-to-1 comparison, health is better than toughness

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which my math (corrected) has shown above

stray mulch
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on paper

lucid siren
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Ngl crowbar pretty fun

low harbor
lucid siren
low harbor
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because the truly threatening things don't rly care abt toughness

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ur never gonna have enough toughness (without gold) to tank a silent burster

stray mulch
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because now we can go back to the sniper incident

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and talk about dr

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as well as multiple hits

low harbor
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if ur saying toughness > health on a 1-to-1 comparison, that is false

stray mulch
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not once did i say that

low harbor
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so what exactly are u saying

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I never mentioned snipers?

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I only ever brought up bursters

stray mulch
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but if you scroll up you can se me double down here, health is not better than toughness

stray mulch
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ESPECIALLY if you are claiming to be generating "enough"

low harbor
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so the bleedthrough never really happens

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in which case neither +% toughness nor +% health rly matter

stray mulch
low harbor
stray mulch
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68 typo

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68+9.5 = 77.5

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if that helps

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but you are still doing it wrong if you got more than 5 (rounded up) on the 2nd hit

low harbor
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with +17% toughness

stray mulch
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now you are doing the math right

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see?

low harbor
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this is base (+21% health)

mighty belfry
low harbor
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lose 15.422% health (+21% health)
lose 15.83% health (+17% toughness)

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so health pulls ahead by small percentage

lucid siren
stray mulch
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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

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if you have ''good'' toughness generation toughness is better

low harbor
stray mulch
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in MOST instances

stray mulch
low harbor
mighty belfry
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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?

stray mulch
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because the situations where you would run into the ''threatening'' instances in whci you speak are statistically smaller than the ones where you wouldnt

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there are more gunners, walkers and chaff in general, than there are ragers

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crushers

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etc

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you would have to be blind not to see all gunners, walkers, bruisers and others on your screen

low harbor
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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)

stray mulch
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and daft to act as if you never get hit or put in bad situations by getting hit by one

stray mulch
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if taking multiple hits while still generating toughness with dr, toughness is better

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TOUGHNESS BREAKING IS BAD

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NOT TAKING DR IS BAD

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IF YOU ARE TAKING DR AND TOUGHNESS GENERATION TAKE TOUGHNESS

low harbor
stray mulch
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no such thing as normal damage btw

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.>

low harbor
stray mulch
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matter of fact. I'll stop there and say, they both fine

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HP not better, but im not gunna have ppl say toughness is worse

mighty belfry
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Toughness is worse Troll_Skull

low harbor
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??

stray mulch
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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

mighty belfry
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Fatscum lives once more!

stray mulch
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even when using wrong math

low harbor
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??

stray mulch
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especially with only a few variables

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because there really were just a few variables

low harbor
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yea, it is better?

stray mulch
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and only a situation that would favor the use of hp was tested

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we gunna ignore that too?

low harbor
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this is a lotta excuses lol

stray mulch
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nah no excuses

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just stating what was tested

stray mulch
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and doubling down on the fact that ive said it's better on paper

mighty belfry
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I feel like this fixation on this one test is not accounting for pretty much

stray mulch
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aye man

mighty belfry
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The entire game basically

stray mulch
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you used multiple insteances of wrong math to help your case

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and it did not show much knowing

low harbor
stray mulch
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and i was sure to say on paper it's better

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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?

low harbor
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what favouring

low harbor
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I never said toughness bad

stray mulch
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a situation where you ARE going to take multiple hit's that DO get through toughness, obviously does NOT favor TOUGHNESS

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unless that makes no sense

low harbor
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I just said toughness not as good as people think

low harbor
stray mulch
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.>

low harbor
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I was outside getting coffee sorry my initial maths were wrong

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I should memorize DT source code entirely

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and it's honestly kinda funny that u haven't reached the next conclusion from the proper maths

stray mulch
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No need, if you have math problems HMU though

low harbor
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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

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but on a flat 1-to-1 comparison health does on paper pull ahead

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this doesn't mean running health maxxing is the best way to go tho obv

mighty belfry
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Watch as I will throw myself at five poxbursters

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And LIVE

low harbor
mighty belfry
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I don't health maxx as much as I did before

mighty belfry
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If three stalkers were able to get a Salvo on you during a revive

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At least in havoc

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There's a good chance you're just gonna die.

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No matter what you're using

jovial heron
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Noooooo fat scum meta…..

low harbor
jovial heron
low harbor
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Triple stam has been and always will be meme

jovial heron
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Yeah I have fun with it even in havocs

low harbor
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It’s a pretty funny meme tho

bronze crown
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3X 17+ Toughness with special regen, ally rev speed and + more toughness. Smug

low harbor
stray mulch
jovial heron
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As has been discussed. Bursters don’t give a fuck about toughness

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The ally rev speed is pretty based

stray mulch
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ally rev speed always sits at 24%

bronze crown
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SuperHansfromPeepShow.gif

mighty belfry
jovial heron
jovial heron
low harbor
mighty belfry
stray mulch
mighty belfry
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EXTRA attack speed

low harbor
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Which gives Rashad a total of +24% atk speed from swift endurance

jovial heron
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This guy axes

low harbor
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Which is kinda too op even for my taste

mighty belfry
stray mulch
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total yeah, but the assumption from me was that the mention was only considering the total from the curios

mighty belfry
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On top of the current bonus from your base

jovial heron
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Nononono say it again but use different words

stray mulch
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my bad

zenith pagoda
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Is Fatshark on holiday or something

soft zinc
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i just played hive scum and whenever i press F to drop the medicae crate, the game crashed...

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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

soft zinc
mighty belfry
soft zinc
mighty belfry
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Might have changed.

soft zinc
soft zinc
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there is an update for scoreboard this morning on nexus. I just installed it and it still crashed when i drop medicae crate...

soft zinc
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sure

mighty belfry
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I do have the file directly from the modder's Discord

low harbor
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I think he has the newest version

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with packmaster, armored hound, plasma gunner, and the scoreboard position settings

mighty belfry
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Yeah.

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It was the fix shortly after the patch.

bronze glade
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someone needs to just make a definitive scoreboard mod lol

cerulean crane
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stubbies any good or does needle pistol solo

jovial heron
viral pawn
lilac crystal
lilac schooner
lilac schooner
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I prefer combat shotty/bolt pistol for melee builds though

lilac schooner
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not the guns

spice cloud
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Thats just not true they even buffed the stubs

spice cloud
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I wasnt aware of any nerfs

lilac schooner
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are we going to go through this again? they nerfed pickpocket

mental igloo
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lol

spice cloud
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U mean they fixed it?

lilac schooner
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"fix" or nerf it's weaker than before

spice cloud
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I do not care mate ts is not nerfedKEKW_ogryn

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HS is broken

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There is not a single thing that got weaker

lilac schooner
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Yup, but they took out ranged HS brokeness

spice cloud
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U still have infinite ammo

spice cloud
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U still have infinite ammo

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Just use desperado maybe?

low harbor
lilac schooner
low harbor
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needs a lengthy internal cooldown on it still

lilac schooner
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I haven't even seen a HS run desperado since then lol melee hs is just way better

bronze glade
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lol

paper bay
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any havoc40/duo updated builds? havent played scum this patch yet

lilac schooner
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its pretty much the same

paper bay
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my builds broke i need to remake them

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but i dont remember wtf my builds were 😄

lilac schooner
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something like this you can mess with the few extra talents you dont need to path with

paper bay
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thanks seems similar

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i dont take chem depend with long lasting or even without stimm supply i think those synergized but its close

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did Alley Rat and Nimble change i thought distance was together with speed/time

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but look like distance is separate now 🤔

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i dont like hyper-violence and hyper-critical together, they negate eachother

lilac schooner
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yeah they changed it

paper bay
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got it

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so i didnt take hyper-crit and, leaves me 1 point to spend on ummmm

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Splash Damage? 🤔

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lemme see what else is there

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Chanelled Devastation could be cool

lilac schooner
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I've tested it in the psykanium is still doesn't add a whole lot of damage to crushers

paper bay
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Slippery Customer would be nice i slide a lot

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basically lots of good options left

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or Jittery

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oh Maxed Out Chems with a quick stimm thats a good option too

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the beautyf of Maxed Out Chems is that even if you drop from the maximum 4, using a stimm brings you back to 4

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so its not difficult to maintain max even if you dont spam it as soon as its off cooldown

lilac schooner
bronze crown
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I know It is heresy but scavenged Fleshgrinder Cult cosmetics would be so badass. Chaos

mighty belfry
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boring

lilac schooner
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gun hs was fun imo

stray mulch
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anything thats scales off of killing specials and elites has more use cases in settings that spawn more of said enemies

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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

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you might be the same kind of person who though survivalist aura was perfect the way it was before the changes.

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that's a bit rough

ashen osprey
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Not seeing a ton of incentive to use the bonesaw
Particularly in the blessings

spice cloud
ashen osprey
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Remind me what hitmass does?

spice cloud
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Its enemy resistance to ur melee or ranged attacks

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Like how many u can cleave

manic wolf
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Doesnt make a great use of Scum's kit

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Its also slow as molasses

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Which is not fantastic given, again, Scum's kit kinda thrives off being able to attack quickly

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Even as a DoT stick its not very good because everything can do that if you build for crits

spice cloud
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Yeah it needs blessings and perks to be good enough

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But it can be decent

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The dot is honestly the best thing about it

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With the new chem explosions

manic wolf
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I would put it as the lowest of Scum's weapons personally, but ymmv

spice cloud
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Crowbarstaregryn

manic wolf
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Crowbar at least attacks fast and can make use of Hypercrit regularly

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Its also pretty dog, but I would rather play that than Bonesaw

spice cloud
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But it does no dmg😭

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Preference i guessKEKW_ogryn

manic wolf
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I will always choose a faster weapon with better mobility over a slower one with worse mobility, even if the damage is (marginally) better

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Same reason I don't play P'Sword on Vet

spice cloud
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I see

manic wolf
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Just feels terrible to play

spice cloud
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Im the oppositeKEKW_ogryn

manic wolf
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Were that true, you'd be playing Rashad and not Bonesaw 😉

spice cloud
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I just dont like combat axe on scum

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Idk why

stray mulch
# ashen osprey Remind me what hitmass does?

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.

spice cloud
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It feels weird to me with rampage

keen bridge
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I'm ngl I love the bonesaw but having to alternate between regular and heavy attacks for any horde clear gets on my nerves

spice cloud
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Push attack heavy heavy repeat

keen bridge
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Especially when I get staggered and it resets to right swing so I do the wrong one

spice cloud
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Or lightspam

manic wolf
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Just play TacAxe chadgryn

spice cloud
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I will prolly finally play it on HS

manic wolf
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Scum makes the best use of it

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Its still hugely strong on other classes, but Scum gets the most out of it

stray mulch
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i dont think swapping on the bonesaw is for hordes

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it's just for bosses imo

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the time it takes and how it changes ADM isn't worth using the purple toxin over the regular in hordes

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imo

manic wolf
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Bonesaw is for ignoring chadgryn

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Also noone mentioned swapping mode on it

stray mulch
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might have misread, that's on me

stray mulch
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it's fun

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in a dumb way

spice cloud
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I never use the swap mode

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Its too clunky mid combo

manic wolf
stray mulch
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i mean some of yall like crowbar, so idk -- i think its a valid take XD

keen bridge
spice cloud
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I mean i wont blame people for not liking itKEKW_ogryn

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Its not the bestbthats for sureKEKW_ogryn

manic wolf
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Needle pistol and Bonesaw 🤮 There is no hope for some of you KEKW_ogryn

stray mulch
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valid combo

keen bridge
stray mulch
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i think it does kill crushers in a few less heavies

keen bridge
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Actually does brittleness even boost toxin damage? Cus isn't toxin basically neutral to all armor types

stray mulch
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maybe like 1 or 2

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but, i could just check

manic wolf
stray mulch
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i dont think even swinging at a crusher is worth on the bonesaw though

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im more likely to mess up and get pounded before killing one

manic wolf
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It will boost it, but there isnt really a whole lot of need to given the Tox DoT is already giga-stronk

keen bridge
spice cloud
keen bridge
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Like 2-3 heavy hits and the dot will take the rest, not the fastest but it works fine

stray mulch
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makes max toxin into carapace and unyielding go from a bas max of 868 to like 1025

keen bridge
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For crusher hordes I just throw a chem grenade and kite them inside the radius

stray mulch
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or something similar

spice cloud
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Yeah it needs needler and chem nade

stray mulch
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that was just the 15% rending

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i still am not sure what the max value on purple toxin is

manic wolf
keen bridge
keen bridge
stray mulch
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yeah i saw somewhere the other day when i was testing, it being like 37.5%

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im not sure the accuracy

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or how many stacks is max

manic wolf
keen bridge
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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

manic wolf
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So provided your team is kitted for it, you could make armour heavy modifiers a cakewalk just by using purple all the time

stray mulch
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bosses don't stay alive long after you swing a few purple hits into them

manic wolf
lilac schooner
stray mulch
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tests!

paper bay
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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?

manic wolf
keen bridge
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Would be so incredibly useful

stray mulch
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so

manic wolf
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Theres probably a mod for it tbh, in fact, I'm like 95% sure there is one

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Idk what its called tho

paper bay
keen bridge
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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

keen bridge
lilac schooner
stray mulch
manic wolf
lilac schooner
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And typically every other enemy dies before you can stack too much poison on them

keen bridge
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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

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The main reason I played Psyker prior was because of the inferno staff but hive scum is so much more fun

manic wolf
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Well yeah, coz Inferno Psyker ignores half the game mechanics

keen bridge
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At least I'm not any build for Arbites

stray mulch
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i don't think its pointless as it scales with a bunch of other damages

manic wolf
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Almost every experienced player will tell you straight up that Inferno Staff should be reworked because infinite cleave is fucking 'tarded

stray mulch
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if im right you can get it close to 2k per DoT tick

manic wolf
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Ofc it depends on the player, but all being equal Psyker and Scum would pull way ahead

lilac schooner
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hs can outdamage psyker pretty consistently now

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melee hs is just op

stray mulch
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im not sure how you are doing more damage purgy venting shriek

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they would have to not be trying i feel

manic wolf
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At least you have to work for your damage with Scum a bit, not as much as you did, but more so that Psyker

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No, melee Scum is actually just that capable

lilac schooner
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a good chunk of damage is probably well placed rockets though on rotten armor

stray mulch
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we talking about overall on map, or into bosses?

manic wolf
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Plus you know, RPG, Blackouts wi/Pocket Tox and Chem Nades being some of the all round strongest Bltiz's in the game

ashen osprey
lilac schooner
manic wolf
lilac schooner
keen bridge
manic wolf
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Honestly, an despite how strong they are, I find Chem Grenades to be the least useful all round for Scum

keen bridge
manic wolf
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Blackouts are a hugely strong get out of jail free card and the RPG evaporates big armour blobs

stray mulch
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are you using hyper crit?

lilac schooner
stray mulch
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the needle gun DoT from a shot specifically counts

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every other DoT does not count towards blackouts

keen bridge
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Oh I thought they were just talking about DOT not counting at all

manic wolf
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No, just the Blackout DoT

keen bridge
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Yeah when scum first came out dot didn't count at ALL so if you used Bonesaw you were absolutely shafted

manic wolf
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It's only 20 enemies though anyway, thats pretty trivial to manage

keen bridge
#

And next to none of your melee kills would count because the chem would finish them off most of the time

ashen osprey
keen bridge
stray mulch
lilac schooner
#

never tested it though so someone let me know if im wrong

keen bridge
#

Cus if so that's actually insane

stray mulch
#

dies to the DoT, no stack

keen bridge
#

Yeah no wonder the blackouts have felt so ass 😭😭

stray mulch
#

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

keen bridge
#

"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"

stray mulch
keen bridge
#

I just realized now looking at the patch notes they specifically mentioned fixing the dot regen for the needle gun

stray mulch
#

dumb design

#

when soul flame exists and works in next to an identical way with the talents that care for it

keen bridge
#

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

low harbor
#

it's ass because bonesaw is downright abysmal at stagger so without blinders u kinda just get cooked by ragers in melee

#

lol

stray mulch
#

bones saw has decimator and strength stims if you care for stagger --- not that it's SUPER helpful

keen bridge
#

Too many times I've had a rager hit through my swing and take a third of my health, I can spare 6 shots

low harbor
stray mulch
#

i dont think you care too much about melee when using the Bonesaw though, it's a back up weapon imo

low harbor
#

DT's pseudo RNG is wack waoh

ashen osprey
stray mulch
#

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

low harbor
#

did they use a diff pseudo RNG model before?

#

for proc chances

stray mulch
ashen osprey
low harbor
keen bridge
#

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

stray mulch
#

like it for killing mutants while dodging

#

hate it for hitting anything else but mutants and bosses

low harbor
ashen osprey
#

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

stray mulch
stray mulch
low harbor
#

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

stray mulch
#

1147 per tick is not something to scoff at

keen bridge
stray mulch
#

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

keen bridge
#

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

stray mulch
#

still not sure if quick and deadly works

#

but it should imo if run n gun does

keen bridge
#

Does anyone know if Captain shields cleanse debuffs when they break? I can't remember

stray mulch
#

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

keen bridge
stray mulch
#

worth testing, but i can't use mods yet

keen bridge
#

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

stray mulch
#

and i don't think creature spawner has captains on the list

#

not back when i used it at least

keen bridge
#

If only fatshark could actually just make this base game

lilac schooner
#

creature spawner has captain

stray mulch
#

3x melee and .5 ranged

keen bridge
#

"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!"

stray mulch
#

im guessing it's 1x from toxin outside of needle pistol shots

keen bridge
stray mulch
keen bridge
#

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

keen bridge
#

Yeahhh I figured

#

The shields really are just "eat shit hope you have a fast melee weapon" check

lilac schooner
#

The way the toxin works is it damages him after his shield pops

stray mulch
#

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

keen bridge
#

Brittleness is like exponential too right? The more terrible a weapon is at that weapon type the more damage brittleness boosts yea?

prime cape
#

void shield enemies have a fixed ratio of damage you can do or rather number of attacks before it pops

stray mulch
#

brittleness is armour pen/reduction

#

actually just reduction

prime cape
#

40% = take your damage with the enemy armor ADM modifier and reduce by 40%

stray mulch
#

yeah, imagine if this resouce was just given to players

keen bridge
# low harbor no

Wack, I've heard that a ton of times here and on the subreddit

low harbor
prime cape
#

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)

low harbor
prime cape
stray mulch
#

rending being the ''extra'' penetration stat

prime cape
#

and also rending counts as armor pen but it's just a damage buff xD

lilac schooner
low harbor
prime cape
low harbor
#

it's this at play

#

u don't even need to bother with activating power sword vs void shield

#

just light spam

stray mulch
#

^

prime cape
#

yup

stray mulch
#

activating the power up on psword into the shields is actually a waste of time

#

XD

low harbor
#

the best weapons vs void shield are chainaxe XII and eviscerator XV

prime cape
#

on an unrelated note, has anyone managed to push the pack master off a ledge to 1-shot him yet or nah?

stray mulch
#

i lowkey think shivs are nice into void shields too

#

spam lights

prime cape
#

yeah cuz u hit em with the

#

million strikes of death electric boogaloo

#

xD

stray mulch
#

im tickling you, but faster

low harbor
#

also he's prob top 2 strongest boss in the game

#

debatably top 1

stray mulch
prime cape
#

wait...what?! O.o

lilac schooner
prime cape
#

you gave him the Phizer vaccine!

#

you animals!

#

kekw

stray mulch
prime cape
low harbor
stray mulch
#

yes

#

even 15% rending changed my DoT values earlier

low harbor
#

the only boss that's at packmaster lvl is like, sword captain

lilac schooner
stray mulch
#

an extra 100 per tick is like 500 extra damage and the more rending you can get on it affects the modifyers

prime cape
#

loregryn lemme write that down, tenderize before marinating, got it.

low harbor
#

packmaster has the most insane debuff in this game yet

#

don't think they can top this one in a while

lilac schooner
#

if hes as easy to dodge as plogryn hes buns

prime cape
low harbor
prime cape
low harbor
#

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

lilac schooner
#

if you block it do you get debuffed?

manic wolf
prime cape
#

he also raids your fridge and kicks your cat

low harbor
#

at 2 stack debuff (get hit twice), ur 2-push-cost PA now costs 6 stam

prime cape
#

nasty guy...

low harbor
#

u can only dodge

#

packmaster might be the only boss in the game that deserves the 4-krak-to-face treatment

keen bridge
manic wolf
#

An I certainly wouldnt call Blackouts a short stagger, you can put everything in front of you on their ass

lilac schooner
#

i actually havent gotten around to fighting it yet

low harbor
#

oh also he has 66k hp (10% more than plague ogryn) and carapace weakspot

lilac schooner
#

the psykanium has undodgeable attacks itd probably be tuff

low harbor
#

and he can see through stealth

stray mulch
low harbor
#

he also can't be 1 tapped by stealth zealot because of carapace weakspot

#

u can cheese him with ranged tho

lilac schooner
#

I heard he dies in 2 needler mags

zenith fern
#

My beloved said that the pack master will be added to regular missions in the next hotfix

prime cape
zenith fern
low harbor
prime cape
#

this is giving me psyker with 26 stacks of soulblaze vibes xD

low harbor
#

remember he has dogs

#

armored hounds have 2.2k hp

#

carapace head

#

because why not

zenith fern
#

they still quite an easy target to kill

prime cape
#

that's not a dog, that's a walking battering ram xD

zenith fern
#

and really only spawns one or two

low harbor
#

they take like 2 atks to kill

#

but they add distraction

lilac schooner
#

I was suprised I saw them in havoc without the packmaster

zenith fern
#

yeah for some reason they spawn in missions

#

Very rarely

manic wolf
#

I think thats a good thing tbh

#

more enemy variance

zenith fern
#

and fuck up all players

keen bridge
stray mulch
#

it's just not 'nothing' especially since you can keep reapplying toxin stacks while using the the purple mode and kiting

stray mulch
#

but the crusher doesnt have the hp to show more than 1 tick of that

prime cape
#

zealot book buff +30%

#

and something else that would add a big umpf

#

but what

keen bridge
# lilac schooner That'll be a while then

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

stray mulch
#

can apply more brittle

prime cape
#

red stimm?

#

yeah but Onslought was only for him, right?

#

like that unique modifier

#

only applies to him

#

...I think?

#

🤔

stray mulch
#

if it only applied to him it would be rending

#

brittle is a debuff applied to enemies

prime cape
#

ah

#

touche, i forgot about that

stray mulch
#

if running at close range

#

basically allows drive bys

prime cape
#

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

stray mulch
#

the stubbers?

#

i think only one person here actively uses them atm. I would ask @spice cloud

prime cape
#

yeah,

#

yeah that's enough of an answer on it's own

#

xD

spice cloud
#

Hey thats rudeKEKW_ogryn

stray mulch
#

how?

#

we adore you

#

stimmy whick

prime cape
#

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

spice cloud
#

They are not like the rest of scums wepaons yeah

#

More long range

#

More special sniping

#

Not as much horde clear

prime cape
#

flat dps build or crit?

spice cloud
#

Damage

#

But both should work

prime cape
#

flak/maniac?

spice cloud
#

Yeah

prime cape
#

they're strong on mid-level armors

#

right?

spice cloud
#

Thats waht i usually have on

spice cloud
#

But not really cara

prime cape
#

cuz i tried before the patch to take down a Crusher...dude died of embarassment...

spice cloud
#

Bring rockets

spice cloud
#

Shivs

#

With the rending they can kill a crusher but it takes a lot of ammo

stray mulch
# spice cloud Damage

i always wondered, do you go for the 25% on the tree or 30%? And do you use Float like a Butterfly?

spice cloud
#

I dont have all that in my head

#

I could make a build

stray mulch
#

the aura, bottom left basic talent and chem dependacny at 3 or 4 stacks

#

idk the gun's base crit

spice cloud
#

When i use chem dep i use the 4 stacks

prime cape
stray mulch
spice cloud
#

Ah yeah i use the damage aura usually

stray mulch
#

respect

spice cloud
#

Wait no

#

Im not sure with the guns

stray mulch
prime cape
#

left to right: Ammo refund / melee damage / crit

stray mulch
prime cape
stray mulch
#

oh nah wtf

prime cape
#

and i still can't kill shit with it

stray mulch
#

that's a lot lmao

prime cape
#

i think base ADM should be buffed just a lil' bit more

#

to get the sweet spot

stray mulch
#

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%

prime cape
#

15% crit with 3 stacks

stray mulch
#

oh my brain died just now

#

yes okay so it's needed to hit 50%

prime cape
spice cloud
prime cape
#

3 needles in the noodle

#

and he's dead

stray mulch
stray mulch
prime cape
#

fair

stray mulch
#

depending on your buffs im sure

prime cape
#

Mk IV or II?

#

i use the 4

stray mulch
#

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

prime cape
#

hmmm...

#

i thought the perks didn't affect dmg

stray mulch
#

assuming they hit only tagrgets you can pierce

stray mulch
#

it also affects DoT applied byt the saw iirc

prime cape
#

so i use reload speed and stamina xD

#

Run'n"Gun does?

#

how?

#

is it like the Lethal Proximity thing?

stray mulch
#

easier if i just clip it

prime cape
#

it'll do you a disservice cuz i gotta head off to do choress

#

but i'll see it when i get back

#

🍻

stray mulch
#

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

ashen osprey
#

(stub pistols should get garaunteed crits from the spin attack)

stray mulch
#

would balance it around the tree if it ever got out of hand

ashen osprey
#

I really like the stub pistols they’re just
Not good
And it hurts my soul

stray mulch
#

my feelings towards the bonesaw

ashen osprey
#

if nothing else the brittleness coating needs improvement

#

It's worse at killing heavies than the tox one

stray mulch
#

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

ashen osprey
#

I haven't fully kitted the bonesaw but just testing it in the psykanium is not promising
Spam tox kills faster than brittleness + secondary

stray mulch
#

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

ashen osprey
#

Certainly feels worse but I COULD be missing something

stray mulch
#

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

mighty belfry
#

the major issue with bonesaw regarding the two modes

#

is the time it takes to switch modes

stray mulch
#

fair

mighty belfry
#

and that brittleness in general isn't that great for anything but crushers really

#

which, isn't good

stray mulch
#

brittleness is good into monsters

mighty belfry
stray mulch
#

brittleness also has the problem where it matters more depending on what you are using

#

rending in general

mighty belfry
#

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

stray mulch
#

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

mighty belfry
#

It's not bad. But is it worth it?

#

Because the issue is

#

Green mode inflicts toxin

#

And quite a bit of it

stray mulch
#

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

stray mulch
#

you just have to crit

mighty belfry
#

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

stray mulch
#

and have other ways of getting max stacks

mighty belfry
#

On the bonesaw

stray mulch
#

so you can stack with the needly pistol and just swing with purple to keep the stacks up while applying brittle

mighty belfry
#

Which is not a very fast attacking weapon

#

And the toxin ain't even affected by the brittleness anyway.

stray mulch
#

it

#

is

#

toxin has an adm

#

adm is affected by rending

#

and i have shown enough clips of the rending affecting the damage

mighty belfry
#

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.

stray mulch
#

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?

mighty belfry
#

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.

stray mulch
#

jumping from 1043 and tick to 1173 a tick is already a decent jump

stray mulch
#

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

mighty belfry
#

But I don't really use needle pistol like that.

#

I'm talking about the weapon itself.

stray mulch
#

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

ashen osprey
mighty belfry
#

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

stray mulch
#

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

ashen osprey
#

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

mighty belfry
#

How a melee weapon has a special that somehow power creeps zealot knives, a blitz

#

Is beyond me

stray mulch
#

nerfs and changes*

#

eventually shivs will get touched

#

maybe?

mighty belfry
#

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

spice cloud
#

U can still get the cleave thru perks

mighty belfry
spice cloud
#

Tbh i think they could just remove the throwing knifes from shivs

mighty belfry
#

Which is a good change.

stray mulch
#

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

spice cloud
#

Having basically zealot knifes as a weapon special is kinda bonkers

spice cloud
#

They would still be plenty strong without imo

stray mulch
#

i think so too

manic wolf
lilac schooner
torpid cloud
#

Why would I care about shivs special throw if I can just shoot my syringe pistol

mighty belfry
#

Which is quite nice actually

stray mulch
#

BUT

#

running the needle pistol has the most advantage of toxin

lost ravine
#

yes but it's not satisfying

mighty belfry
#

Needle pistol is boring

stray mulch
#

to some i guess

manic wolf
stray mulch
#

melee is boring

manic wolf
#

Nor does it go bang

lost ravine
#

doubtlessly effective but not satisfying

stray mulch
#

and basic gunning is boring

mighty belfry
#

I've only started to use it again

#

Because fuck Rotten Armor

#

With the new spawn changes

stray mulch
#

doong the same thing ive been doing on other classes ismore boring

lost ravine
#

needle pistol does not go spin

stray mulch
#

more melee and more shooting is not less boring than a new playstyle

manic wolf
stray mulch
#

looping combos and doing the same dodging and blocking and sliding i have always done doesnt change at all especially with old weapons

manic wolf
#

Th.. that is how the game is designed? You literally can't get away from that

stray mulch
#

so play with new weapons but they have a different play style

cunning creek
#

Yeah I do think shivs need a nerf overall

stray mulch
#

at least the use case and playstyle for new weapons are different

cunning creek
#

To some extent

stray mulch
#

until you hit the shivs again

cunning creek
#

It just over shadows the other weapons

stray mulch
manic wolf
lost ravine
#

I'm not sure "tap anything anywhere" constitutes a new playstyle

stray mulch
#

using toxin doesnt even stop you from doing what you were already doing, just a different thing to do on top of it

manic wolf
#

Also, Knife is cracked on Scum

lost ravine
#

and even if it did, how's that different from infernus reconlas minus the fact that it does a gorillion armor damage

mighty belfry
#

might be even more busted than shiv

#

I tried a full finesse build with precog and finesse stimm

cunning creek
mighty belfry
#

I have never been able to actually one shot anything rotten armor until today because the overkill you get off of trash is ridiculous

stray mulch
#

at least the 2 have that in their own right

lost ravine
#

rather uninteractive

stray mulch
#

melee is just more of the melee youve been playing from SINCE BETA

#

it;s not uninteractive

lilac schooner
stray mulch
#

you still have to hit the right targets

cunning creek
#

I know that xD

mighty belfry
#

Say it with me

lilac schooner
#

Just melee HS though, gunscum is pretty dead

mighty belfry
#

Hive Scum did not need a buff 🗣️

cunning creek
#

Even ranged build with the auto pistol still kicks ass

mighty belfry
lost ravine
#

tap at distance walk away stop caring is not interactive

mighty belfry
#

Gunscum is not dead

stray mulch
lost ravine
#

"gun scum is dead" no just press f or shank an elite to start the ammo printer

mighty belfry
#

Don't get me wrong. It is a change in playstyle that you actually do have to melee something

stray mulch
#

and all the dodge sliding you could do can be done with the pistol

cunning creek
stray mulch
#

so what is interactive at that point?

mighty belfry
#

But it is such a slap on the wrist that any remotely competent player can get around.

cunning creek
#

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

mighty belfry
#

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.

lost ravine
lilac schooner
stray mulch
#

report plz and ty

#

get that bot out of here

cunning creek
#

Someone one got hacked

sacred estuary
#

<@&735928989146939404>

mighty belfry
#

<@&735928989146939404>

#

Another one bites the dust.

cunning creek
#

Lmao

cunning creek
#

I think he is just too good

lost ravine
#

especially with mobile weapons

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with infinite ammo

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that kill everything

stray mulch
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so then it's not 'not interactive'

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less? sure, subjectively

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but you are tweaking if you call using ranged uninteractive

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technically speaking

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i could be clicking more in ranged than you are in melee

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provided you still have to get and be in melee to get any input value

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there is a ton of arbitrary reasons we can apply

cunning creek
lilac schooner
lost ravine
cunning creek
# lilac schooner armor?

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

mighty belfry
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It's not like crushers are suddenly completely invulnerable.

lilac schooner
stray mulch