Warhammer 40,000: Darktide

Warhammer 40,000: Darktide

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oVrKiL 27/fev./2023 às 13:37
Stupid question but do the blessings on curios stack?
Like having 3 different curios equip'd all 3 with +20 max hp, does that in turn give you +60% max hp? If so then it's broken and if not it's still broken because i'm not getting that much hp. Most maps as a pskyer i'll have 2 bars of hp and then sometimes i'll have 3 bars. Same with ogryn, I have +18%/19%/19% max hp curios equip'd. Sometimes I have 4 bars of hp and other times it's 3 bars of hp. Difficulty stays the same throughout.
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Exibindo comentários 115 de 17
Steinar 27/fev./2023 às 13:54 
Yea, it stacks. I don't know if it's additive, multiplicative, or what have you, but it's popular for some players to stack a lot of Health on their Ogryn. :)
qqgachoo 27/fev./2023 às 13:58 
they're all additive, as far as I know, so if you have 3x 20% HP curios, that's 60% extra HP, and the same for the perks, you can get up to 60% gunner resist, grimoire resist, etc.
Última edição por qqgachoo; 27/fev./2023 às 13:59
prpl_mage 27/fev./2023 às 14:01 
I'm going to guess that it works like most other games.
First one gives 20%, the next one will not add another 20%, there's probably some formula here. Most of the times 3x 20% would logically grant 60% increase. But in most games this will instead land around 45-50%. So diminishing returns the more you have.
qqgachoo 27/fev./2023 às 14:04 
Escrito originalmente por prpl_mage:
I'm going to guess that it works like most other games.
First one gives 20%, the next one will not add another 20%, there's probably some formula here. Most of the times 3x 20% would logically grant 60% increase. But in most games this will instead land around 45-50%. So diminishing returns the more you have.
you don't have to guess.

they're additive. you do get +60% HP with three 20% curios.
oVrKiL 27/fev./2023 às 14:06 
Thank you guys for responding so quickly as it was bothering me the last few days. I couldn't find a definitive answer of either way on the discussions of searching the Googles for that specific phrase. I also appreciate the fact there could be diminishing returns but it still doesn't answer why I sometimes have less hp than other times on the same character/difficulty compared to others. Very strange.
Última edição por oVrKiL; 27/fev./2023 às 14:07
JenoLT 27/fev./2023 às 14:20 
Escrito originalmente por oVrKiL:
Thank you guys for responding so quickly as it was bothering me the last few days. I couldn't find a definitive answer of either way on the discussions of searching the Googles for that specific phrase. I also appreciate the fact there could be diminishing returns but it still doesn't answer why I sometimes have less hp than other times on the same character/difficulty compared to others. Very strange.

You're talking about wounds. The number of times you can go down before being killed, represented as "bars". They depend on the difficulty, and on the "+ wounds" stat you're carrying on your curios.

HP instead is a numerical value, describing how much damage you can take before going down.

These two are not the same thing.
Watermelons 27/fev./2023 às 14:27 
Yeah like above is saying, OP. Instead of looking at the bars, why haven't you noticed the health value you sit at?
Calling it "wounds" IS stupid, and lack of better explanation ingame does lead to the confusion. But the bars of health are your wound sections. which are only relevant to the amount of times you can be incapacitated before outright death, as well as the amount of health you will have when you are picked up from incapacitation.
+Wound curios give you more segments, which in turn means you have smaller chunks to worry about corruption overtaking and reducing the amount of times you can go down. And means that you have more health when you get back up, since you are always revived to max health but minus another "Wound" segment.

Also keep in mind that +health is a percentage, so on Sharpshooter and Psyker that's just a percentage of 100 base hp, so the amount of health gained is equal to the number displayed, in your example of 18+19+19 which should lead you to 156 max HP. But Zealot and Ogryn characters have a higher base HP, so they gain much more from +health curios.
Watermelons 27/fev./2023 às 14:31 
Side note, but this iteration of Corruption and Wound count is less like Vermintide and almost more like Back 4 Blood, except it mixes them together. In that game, rather than Corruption, you gain Trauma, which is reduction to your max HP from taking damage in general, and like in Darktide, it can only be healed by a health station ( or cards that can heal some of it in small ways).
In that game, the amount of times you can go down are displayed as a little visual of +'s near your health bar, which imo is a way better implementation of this system as a whole. Especially when you consider Corruption over time from Grimoires, on top of their flat value health max reduction. And funny that this minimum amount is a flat value, because again Ogryns and Zealots have a lot more health to spare than Psykers and Veterans.
T-Rex 27/fev./2023 às 14:39 
Next question do gunners count as all gunners or?
Watermelons 27/fev./2023 às 14:41 
Escrito originalmente por T-Rex:
Next question do gunners count as all gunners or?
My own dumbass thought "Bombers" damage resistance on Curios was regarding Pox Bursters. What's the point anyways, fire instantly clocks all your toughness it's ridiculous.
T-Rex 27/fev./2023 às 15:29 
Escrito originalmente por Something about Watermelons:
Escrito originalmente por T-Rex:
Next question do gunners count as all gunners or?
My own dumbass thought "Bombers" damage resistance on Curios was regarding Pox Bursters. What's the point anyways, fire instantly clocks all your toughness it's ridiculous.

Yep I feel the same way about hound resistance. The damage they do to you isn't even what makes them deadly. If it was % chance to resist a hound then that would be way more useful.
Última edição por T-Rex; 27/fev./2023 às 15:29
DLCI 27/fev./2023 às 16:24 
Escrito originalmente por T-Rex:
Escrito originalmente por Something about Watermelons:
My own dumbass thought "Bombers" damage resistance on Curios was regarding Pox Bursters. What's the point anyways, fire instantly clocks all your toughness it's ridiculous.

Yep I feel the same way about hound resistance. The damage they do to you isn't even what makes them deadly. If it was % chance to resist a hound then that would be way more useful.
hound damage resist isn't as bad as it looks at first, especially on T4-T5 hunting grounds missions

hound damage can be dangerous at higher difficulty b/c ~90% of the damage they do causes corruption (purple on your healthbar); you only gotta get pounced for a few seconds to build up corruption

when you are on a hunting grounds mission and getting pounced over and over by the low-health rapid-spawn dogpacks the purple starts to add up really quick
oVrKiL 27/fev./2023 às 19:15 
Wow, well that makes a lot more sense then what I was actually thinking those health bars represented. Thank you JenoLT and Something about Watermelons
Forblaze 27/fev./2023 às 20:25 
Escrito originalmente por DLCI:
you only gotta get pounced for a few seconds to build up corruption

Hunting grounds definitely makes it more relevant, but I would actually say that "You *have* to get pounced for a few seconds for it to start hitting you with corruption damage. If your team gets it off fast enough (which is very common, in my experience. Even in matchmade games), the dog will get off of you before inflicting any amount of damage on you. So in that sense, hound resist is less useful.

Perfect curios are hard to come by, so some times you'll just accept things that aren't great or useless, but I would still say that hound resist is at best a "at least it's not +exp" pick over something you actually want.
DLCI 28/fev./2023 às 7:20 
Escrito originalmente por Forblaze:
Escrito originalmente por DLCI:
you only gotta get pounced for a few seconds to build up corruption

Hunting grounds definitely makes it more relevant, but I would actually say that "You *have* to get pounced for a few seconds for it to start hitting you with corruption damage. If your team gets it off fast enough (which is very common, in my experience. Even in matchmade games), the dog will get off of you before inflicting any amount of damage on you. So in that sense, hound resist is less useful.
that's true, it doesn't start applying damage or corruption until after the pouncing animation finishes and the mauling animation starts looping

but when there's 2 or more people who just got knocked down by a dog tidal wave everybody still standing starts scrambling to do whatever it takes to avoid instantly losing the run which means

1. keep themselves from getting pounced
2. dislodging any dogs from teammates who are right next to them
3. killing incoming dogs who are about to pounce

and whoever is knocked down and isn't right next to somebody tends to become a lower priority, so they usually gets dogged on for longer than they would with a single hound special

anyway i agree it's not a super useful perk

but it got a lot more relevant as a potential alternate curio to swap in for hunting grounds missions in the same way that grimoire-corrupt resist becomes useful as a curio swap when bookhunting
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Publicado em: 27/fev./2023 às 13:37
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