Warhammer 40,000: Darktide

Warhammer 40,000: Darktide

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RafaTrollHD Dec 19, 2023 @ 5:22am
Max health or wounds?
So the question here is really simple, I don't know what should I prioritize on my curios, and what is the difference between having a lot of wound bars or having a big health number
Originally posted by Arani:
Originally posted by RafaTrollHD:
So the question here is really simple, I don't know what should I prioritize on my curios, and what is the difference between having a lot of wound bars or having a big health number
This is all from T5+ perspective. Wounds, health and toughness all address different types of survivability needs:
  • Wounds: Wounds are the worst overall survival option and something skilled players practically always do away with. They only benefit you if you go down, and because taking wounds means massively less hp/toughness, they also contribute to why go down in the first place. When you fall your team is down by 25% strength, and a further 25% when someone rezzes you, potentially even another 25% when someone has to cover whoever is rezzing you. So they quite literally trade your offense and defense away and shoulder the responsibility over your survival to your team instead. Going down is still better than dying however, and extra wounds adds for resource economy since you don't need a medstation after a single mistake.

    Summary: Wounds are a fantastic beginner friendly option when you approach higher difficulties. They let you do the most critical mistakes like getting overhwelmed due to bad positioning or taking crusher / mauler overhead strikes without dying, so long as your team is there to pick you up.

  • Health: Health is your primary survival stat and works against all threats. Since hp curios are almost 25% more effective than toughness (+21% hp vs. +17% tgh) and all classes have a higher base health than toughness, they give you the biggest burst resistance. Hp affords you far more mistakes than wounds before going down, but critical mistakes like crusher / mauler overhead attacks, or being staggered and focused down by gunners etc. due to bad positioning will still down you. Since all corruption damage is also flat hp based, it massively increases corruption resistance. Hp does not recover however, so you need medkits and medstations to survive.

    To summarize: Health is the ideal option for reasonably experienced players who want to add a lot of survivability. But critical mistakes will still down you, and repeated minor mistakes will still wear you down in the end.

  • Toughness: Toughness is the last survivability option and has the highest skill ceiling of them all. It's completely renewable, and since all toughness regen is based on your max toughness, +50% toughness not only adds to how many hits you can take before draining hp, but also means all your toughness regen is +50% more effective, which enables far more aggressive plays than usual. But toughness regen & dmg resistance talents and blessings all depend on performance. So the more things you kill and faster, the more toughness you will get. It blocks all regular ranged and mitigates regular melee by its percentage, so while you have any toughness ranged fire can't harm you, and at 100% the next melee hit will not deal hp damage.

    Critical attacks like snipers, pox bursters, crusher & mauler overhead attacks, several melee hits in a short time, corruption, flames, and disablers however go right through toughness. And because taking toughness means not taking hp/wounds, this stat has the lowest possible resistance to critical mistakes. If you position badly, get surprised, or fail to dodge even a single critical attack, you will likely go down instantly.

    Summary: Toughness benefits those with a combination of high combat offense and near-flawless defense & dodging along with good positioning and awareness. It enables you to make aggressive plays the other options do not, but punishes you severely for any mistakes you make. It's the least beginner friendly option, but highly popular with experienced gamers.
Zellies and especially oggies get tons of extra base hp. Adding +21% on top of that has far greater value overall than +17% toughness to a pool half as small or less, so in their case if you're unsure, hp is the easy choice that's never wrong. Doubly so for the oggies who have +1 wounds anyway. Your talents, builds and gear also have an impact on which survival attributes might work best.

But in general your choice of curios depends on your skill level and the game difficulty. If you go down more than your team or find yourself needing medstations constantly because you're down to your last wound, you should get wounds. If you don't but find yourself constantly low on hp, you should take hp. But if you spend the majority of the game taking almost no damage at all, killing tons of everything, and frequently find yourself the last person standing, you should get toughness.

Most relatively skilled newer people go with one of each curio on T5+. Personally I used to go with 3x toughness, but since the AI got all buggy and we get constant soundless specials and now even pox bursters, I've moved to 1 hp and 2x toughness instead and I find that works wonderfully.

Edit: I'd also like to add that all these percentages are applied to the base values, meaning they are additive, not multiplicative. For example, if you have 200 hp and already have 2x +21% hp curios to a total of 284 hp, adding another +21% hp curio on top would add the same 42hp, which ofc means less than +15% hp in practice. So if you want to minmax, branching out to both toughness and hp would give better net benefits from each. This applies to the curio perks too.
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Showing 1-15 of 40 comments
DeathRow Dec 19, 2023 @ 5:44am 
wounds segment your hp, which means you get less healing from the health stim
Licher.Rus Dec 19, 2023 @ 5:53am 
Originally posted by DeathRow:
wounds segment your hp, which means you get less healing from the health stim
But have more attempts to stand again before finally die
and also Grim's corruption would affects you less

Well, actually wounds aint important nowadays, true
Ony Zealots in the specific low HP build would want it, otherwise...

If you getting downed alot - then you should improve your gameplay and gear, not add more wounds
And grims are mostly useless and worthless crap, not worth to being picked up

So more HP in general would be better tham more wounds
Last edited by Licher.Rus; Dec 19, 2023 @ 5:56am
When you go down and get picked back up, whatever's left of your highest uncorrupted wound is filled with corruption. For example, if you have 3 max wounds and no corruption, going down will reduce you to 2 wounds, filling the first one with corruption; if that wound was partially filled with corruption already, you will still be set to 2 wounds with 1 corrupted.

When your last wound has any amount of corruption, going down again will instead kill you instantly, so you can sort of think of each wound as an "extra down" you have between medicae stations.

More wounds is more better then, right? Not always: certain talents like the Zealot's Beacon of Purity aura or Veteran's Field Improvisation allow them to remove corruption, but only from the current wound. In the above example where you go down with 3 total wounds, only the second wound will now have corruption removed from it. Having less total wounds potentially allows you to benefit from these more and gain more value from health packs, or to avoid dying on your first down from corruption chip damage taking you low.
Also, one of the newly added stim items heals you for 25% of your max health or one wound's worth, whichever's higher. Lower total wound count = more healing from that.

In my opinion, extra wounds don't really do anything. Non-ogryns will be perfectly fine taking one extra as a comfort pick on higher difficulties, but more than that would almost certainly be better replaced with extra health or toughness that stop you from going down in the first place.
Medicles Dec 19, 2023 @ 5:55am 
Wounds also means that you can do down more often before actual death. The only reason to take wounds is if you want to play Martyr Zealot, in all other cases you either want to stack toughness or health for your own survival. You shouldnt get down in the first place and if it happens, which is ok, then the one basic wound on Vet, Zealot and Psyker should be enough.
Bomoo Dec 19, 2023 @ 5:57am 
Originally posted by RafaTrollHD:
So the question here is really simple, I don't know what should I prioritize on my curios, and what is the difference between having a lot of wound bars or having a big health number

It really depends. I like to maintain at least 3 wounds. Generally speaking more than one wound curio is kind of a waste, and you really should never be running more than one unless you're using that one zealot build.
Last edited by Bomoo; Dec 19, 2023 @ 5:57am
Pijon (was/were) Dec 19, 2023 @ 6:06am 
Health.
Anyone who runs more than 3 or 4 wounds are the people who cry that the game is too easy.
HURT AND HATE Dec 19, 2023 @ 6:39am 
what do i use on veteran

+1 extra wound
+20% health
+ 2-3 units of stamina
I think that 3 Stamina, 17% Toughness and 21% Health is the easy and balanced option.

If you want 1 Wound then it's easy to switch out the Toughness on most builds and classes.
m99noble Dec 19, 2023 @ 7:27am 
17% toughness

T4 Cool Down Reduction
T4 Stamina Regeneration
T4 Toughness %

ALT: 17% toughness

T4 Cool Down Reduction
T4 Stamina Regeneration
T4 Docket Increase

Wounds dont matter if you dont go down.
HP doesnt matter if you dont get hit.
Simple as.
The author of this thread has indicated that this post answers the original topic.
Arani Dec 19, 2023 @ 7:34am 
3
Originally posted by RafaTrollHD:
So the question here is really simple, I don't know what should I prioritize on my curios, and what is the difference between having a lot of wound bars or having a big health number
This is all from T5+ perspective. Wounds, health and toughness all address different types of survivability needs:
  • Wounds: Wounds are the worst overall survival option and something skilled players practically always do away with. They only benefit you if you go down, and because taking wounds means massively less hp/toughness, they also contribute to why go down in the first place. When you fall your team is down by 25% strength, and a further 25% when someone rezzes you, potentially even another 25% when someone has to cover whoever is rezzing you. So they quite literally trade your offense and defense away and shoulder the responsibility over your survival to your team instead. Going down is still better than dying however, and extra wounds adds for resource economy since you don't need a medstation after a single mistake.

    Summary: Wounds are a fantastic beginner friendly option when you approach higher difficulties. They let you do the most critical mistakes like getting overhwelmed due to bad positioning or taking crusher / mauler overhead strikes without dying, so long as your team is there to pick you up.

  • Health: Health is your primary survival stat and works against all threats. Since hp curios are almost 25% more effective than toughness (+21% hp vs. +17% tgh) and all classes have a higher base health than toughness, they give you the biggest burst resistance. Hp affords you far more mistakes than wounds before going down, but critical mistakes like crusher / mauler overhead attacks, or being staggered and focused down by gunners etc. due to bad positioning will still down you. Since all corruption damage is also flat hp based, it massively increases corruption resistance. Hp does not recover however, so you need medkits and medstations to survive.

    To summarize: Health is the ideal option for reasonably experienced players who want to add a lot of survivability. But critical mistakes will still down you, and repeated minor mistakes will still wear you down in the end.

  • Toughness: Toughness is the last survivability option and has the highest skill ceiling of them all. It's completely renewable, and since all toughness regen is based on your max toughness, +50% toughness not only adds to how many hits you can take before draining hp, but also means all your toughness regen is +50% more effective, which enables far more aggressive plays than usual. But toughness regen & dmg resistance talents and blessings all depend on performance. So the more things you kill and faster, the more toughness you will get. It blocks all regular ranged and mitigates regular melee by its percentage, so while you have any toughness ranged fire can't harm you, and at 100% the next melee hit will not deal hp damage.

    Critical attacks like snipers, pox bursters, crusher & mauler overhead attacks, several melee hits in a short time, corruption, flames, and disablers however go right through toughness. And because taking toughness means not taking hp/wounds, this stat has the lowest possible resistance to critical mistakes. If you position badly, get surprised, or fail to dodge even a single critical attack, you will likely go down instantly.

    Summary: Toughness benefits those with a combination of high combat offense and near-flawless defense & dodging along with good positioning and awareness. It enables you to make aggressive plays the other options do not, but punishes you severely for any mistakes you make. It's the least beginner friendly option, but highly popular with experienced gamers.
Zellies and especially oggies get tons of extra base hp. Adding +21% on top of that has far greater value overall than +17% toughness to a pool half as small or less, so in their case if you're unsure, hp is the easy choice that's never wrong. Doubly so for the oggies who have +1 wounds anyway. Your talents, builds and gear also have an impact on which survival attributes might work best.

But in general your choice of curios depends on your skill level and the game difficulty. If you go down more than your team or find yourself needing medstations constantly because you're down to your last wound, you should get wounds. If you don't but find yourself constantly low on hp, you should take hp. But if you spend the majority of the game taking almost no damage at all, killing tons of everything, and frequently find yourself the last person standing, you should get toughness.

Most relatively skilled newer people go with one of each curio on T5+. Personally I used to go with 3x toughness, but since the AI got all buggy and we get constant soundless specials and now even pox bursters, I've moved to 1 hp and 2x toughness instead and I find that works wonderfully.

Edit: I'd also like to add that all these percentages are applied to the base values, meaning they are additive, not multiplicative. For example, if you have 200 hp and already have 2x +21% hp curios to a total of 284 hp, adding another +21% hp curio on top would add the same 42hp, which ofc means less than +15% hp in practice. So if you want to minmax, branching out to both toughness and hp would give better net benefits from each. This applies to the curio perks too.
Last edited by Arani; Dec 19, 2023 @ 8:17am
m99noble Dec 19, 2023 @ 7:39am 
Originally posted by Arani:
Originally posted by RafaTrollHD:
So the question here is really simple, I don't know what should I prioritize on my curios, and what is the difference between having a lot of wound bars or having a big health number
This is all from T5+ perspective. Wounds, health and toughness all address different types of survivability needs:
  • Wounds: Wounds are the worst overall survival option and something skilled players practically always do away with. They only benefit you if you go down, and because taking wounds means massively less hp/toughness, they also contribute to why go down in the first place. When you fall your team is down by 25% strength, and a further 25% when someone rezzes you, potentially even another 25% when someone has to cover whoever is rezzing you. So they quite literally trade your offense and defense away and shoulder the responsibility over your survival to your team instead.

    Going down is still better than dying however, and extra wounds adds for resource economy since you don't need a medstation after going down once like you normally would as a non-oggy in T4-5 difficulties.

    Summary: Wounds are a fantastic beginner friendly option when you approach higher difficulties. They let you do the most critical mistakes like getting overhwelmed due to bad positioning or taking crusher / mauler overhead strikes without dying, so long as your team is there to pick you up.

  • Health: Health is your primary survival stat and works against all threats. Since hp curios are almost 25% more effective than toughness (+21% hp vs. +17% tgh) and all classes have a higher base health than toughness, they give you the biggest burst resistance. Hp affords you far more mistakes than wounds before going down, but critical mistakes like crusher / mauler overhead attacks, or being staggered and focused down by gunners etc. due to bad positioning will still down you. Since all corruption damage is also flat hp based, it massively increases corruption resistance. Hp does not recover however, so you need medkits and medstations to survive.

    To summarize: Health is the ideal option for reasonably experienced players who want to add a lot of survivability. But critical mistakes will still down you, and repeated minor mistakes will still wear you down in the end.

  • Toughness: Toughness is the last survivability option and has the highest skill ceiling of them all. It's completely renewable, and since all toughness regen is based on your max toughness, +50% toughness not only adds to how many hits you can take before draining hp, but also means all your toughness regen is +50% more effective, which enables far more aggressive plays than usual. But toughness regen & dmg resistance talents and blessings all depend on performance. So the more things you kill and faster, the more toughness you will get. It blocks all regular ranged and mitigates regular melee by its percentage, so while you have any toughness ranged fire can't harm you, and at 100% the next melee hit will not deal hp damage.

    Critical attacks like snipers, pox bursters, crusher & mauler overhead attacks, several melee hits in a short time, corruption, flames, and disablers however go right through toughness. And because taking toughness means not taking hp/wounds, this stat has the lowest possible resistance to critical mistakes. If you position badly, get surprised, or fail to dodge even a single critical attack, you will likely go down instantly.

    Summary: Toughness benefits those with a combination of high combat offense and near-flawless defense & dodging along with good positioning and awareness. It enables you to make aggressive plays the other options do not, but punishes you severely for any mistakes you make. It's the least beginner friendly option, but highly popular with experienced gamers.
Zellies and especially oggies get tons of extra base hp, so adding +21% on top of that has far greater value overall than toughness so in their case if you're unsure, hp is the easy choice that's never wrong. Doubly so for the oggies who have +1 wounds anyway. Your talents, builds and gear also have an impact on which survival attributes might work best.

But in general your choice of curios depends on your skill level and the game difficulty. If you go down more than your team or find yourself needing medstations constantly because you're down to your last wound, you should get wounds. If you don't but find yourself constantly low on hp, you should take hp. But if you spend the majority of the game taking almost no damage at all, killing tons of everything, and frequently find yourself the last person standing, you should get toughness.

Most relatively skilled newer people go with one of each curio on T5+. Personally I used to go with 3x toughness, but since the AI got all buggy and we get constant soundless specials and now even pox bursters, I've moved to 1 hp and 2x toughness instead and I find that works wonderfully.

This is better explained than it is in game. Good Job Arani...as usual ya fracking nerd.
Originally posted by Arani:
Textbook explanation!

Well done!

Personally I go for health and it has served me well.

But you made it a scientific post and nothing can be added,
besides maybe a short summary about stamina curios.
tools guy-kun Dec 19, 2023 @ 7:47am 
More health = allows for slower downs but lesser room for mistakes with fewer “lives”

More wounds = allows for faster downs but more room for mistakes with extra “lives”

Certain builds can utilize the differences pretty vastly from others, most notably the wound zealot build. But aside from that, wounds work the same for everybody. Everyone can benefit from extra heath, however, Ogryn will benefit from health curios a lot more than the other classes so you may feel like it’s a no-brainer pick.

And keep in mind that, while more wounds = more second chances to be picked up, just because you have more wounds, that doesn’t mean you’d be able to use them all if your team is unable to pick you up.
Madjar Dec 19, 2023 @ 7:51am 
Originally posted by DeathRow:
wounds segment your hp, which means you get less healing from the health stim
"Restores one health segment, or 25% of max health, whichever one is larger, of health and corruption damage."
From the patch notes for those wondering.
Wounds are a waste of a trinket for competent players, HP keeps you up and in the fight.
Wounds are only really worth it for the glass cannon Zealot build IMO
Last edited by Madjar; Dec 19, 2023 @ 7:52am
C-zom Dec 19, 2023 @ 7:51am 
7-8 Wounds + New Eviscerator + Martyr Perk + that ability that heals you 40% when you're revived from downed is unstoppable for Zealot. No other reason to use more than +1 Wound for any other class though.
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Date Posted: Dec 19, 2023 @ 5:22am
Posts: 40