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If AP becomes more avaliable it would be worth less. I hope for more enemies wearing armor soon.
Didn't realize it was team wide tho, that's good to know.
Trauma also does 100% damage to all armor types with the only attack you use. Brittleness shines best at burst killing bosses but I'm gonna throw out again its not wasted with how Fat Shark really dialed up the Ogryns lately. Splash a bunch of 5s armor debuffs and they are much less likely to body block your team to death.
If fatshark decides to put in now Carapace armor on dogs i will blame you so hard for that xD BTW cool explained thanks
yeah, brittleness is team wide, rending is only for the wielder afaik.
People keep using the term "armour class". What does that actually mean? The only thing I can think of is the old D&D term, but there armour made it harder to be hit. The game says 5%, so intuitively I would think that it would either induce damage vulnerability or reduce damage resistance (in either case, -resistance) but this makes me think there's more to the system.
A complete 100% rending allows you to inflict the equivalent of Unarmoured type of damage on the target.
Therefore, including the most obvious Carapace Armour, everything else can benefit from it as long as your weapon deals less damage to it than Unarmoured.
Are you certain about this? That would implied that Carapace "resists" damage in some fashion (absolute damage reduction, percentage damage reduction, etc.), and that Brittleness affects that. I thought the amount of damage a weapon deals to Flak and Carapace is instead simply baked into the weapon itself? That is to say, a Devil's Claw Sword doesn't deal 20% damage to Carapace, it just deals X amount of damage to it. This is what confuses me, because...
Originally, I thought people meant that enough Rend could downgrade Carapace armour into Flak Armour or some such :)
https://www.reddit.com/r/DarkTide/comments/107olbz/wtf_is_rending_brittleness_explanation/
Also this dev response to me in their forums after posting a bug report about certain weapons not affecting two armor types:
"Hi!
The armor modifier is not defines per enemy or per weapon. Its defined per attack. So every single attack in the game have their own unique armor modifier. To this. In melee swings Every enemy hit in a swing have their own armor modifier. So the first enemy hit have an armor modifier, the second hit can have a different armor modifier and so on.
That makes it quite hard to describe how brittleness will affect an weapon since the it all depends on the attack. Is it a light attack? heavy attack? Activated attack? etc.
When I look at hammers. I see that most attacks against the maniac armor type have an armor mod ~0.5 so those attacks would benefit from rending/brittleness. Activated attacks penetrated all armor (armor mod = 1) always so activated attacks would not benefit.
Bolters have a armor mod of 1 against maniac armor type so the bolter does not receive any benefit from rending/brittleness since the bolter already penetrated all the armor of a maniac armor.
So the key thing to get is that rending and brittleness affect the armor modifier and not the base damage. The base damage is the same but the armor mod that is applied is altered.
So for example. If you did 200 damage as base and you have an armor mod of 0.5. you would do 200*0.5=100 damage for that attack.
If you have 50% rending + brittleness That would reduce the armor mod by half. so if the armor mod is 0.5, 50% rending + brittleness would result in 0.5 + (1-0.5)50% = 0.5 + 0.25 = 0.75 in armor mod. The same attack would make 2000.75 = 150 damage.
But if we have an armor mod of 1 there is nothing that the rending + brittleness can do. We can reduce the armor mod above 1 since there is no more armor to strip. In the code it basically goes down to this: 1 + (1-1)50% = 1 + 050% = 1. The armor mot stays the same for the attacks that already penetrates all the armor.
Brittleness and Rending is the same thing just applied to different thing. Rending is a buff and Brittlness is a debuff. They “stack” in the way that I described in the post. They are added to each other. So if you have 40% rending and 20% brittleness the final “rending+brittleness modifier” is 60%
The benefit of brittleness/rending is down to 2 factors: The armor mods of the attack and the armor on the enemy. So brittleness/rending does not give a consistent bonus for all attack always. This is intentional. It boost the attacks that can’t penetrate armor well.
Hope this clear things up!
/Guen"
My reply is that brittleness and +rending still interact with each other and stack with each other instead of on top of each other.
Point still standing, brittleness and +rending are literally the same thing, and any damage gained by armor reduction is nullified if the weapon already has a hidden armor mod at "!".