Warhammer 40,000: Darktide

Warhammer 40,000: Darktide

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bacon Dec 26, 2023 @ 6:31am
brittleness stacks from blessings like thunderous
"applies 4 stacks of 5% brittleness"

is that max 4 stacks, or 4 stacks per hit, stacking to a higher cap with more hits?
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Showing 1-15 of 15 comments
Taiji Dec 26, 2023 @ 6:35am 
https://www.nexusmods.com/warhammer40kdarktide/mods/137

That mod shows brittleness maxing out at 40% using thunderous when I tested with a chain axe.
8 stacks max. All of these 'brittleness' things add up to 40% whether it's from a node or blessing. The individual rending from things like uncanny strike and hand cannon can max out at 100%, but can't be used by the rest of the team.
bacon Dec 26, 2023 @ 7:10am 
is there a reference for how many stacks from what blessing or talent? can opener is 16 stacks, for example, or 80%.
Last edited by bacon; Dec 26, 2023 @ 7:10am
Combine00 Dec 26, 2023 @ 8:21am 
Originally posted by bacon:
is there a reference for how many stacks from what blessing or talent? can opener is 16 stacks, for example, or 80%.
can opener is 16 stacks of 2.5%. all brittleness shares the same max 40% with veterans exploit weakness being its own form of rending to increase max brittleness to 60%
Last edited by Combine00; Dec 26, 2023 @ 8:24am
Lazarus Cain Mar 8, 2024 @ 9:51am 
Is the tooltip wrong? It says 80%
Maxes out at 40% brittleness like others have said.
Originally posted by Combine00:
Originally posted by bacon:
is there a reference for how many stacks from what blessing or talent? can opener is 16 stacks, for example, or 80%.
can opener is 16 stacks of 2.5%. all brittleness shares the same max 40% with veterans exploit weakness being its own form of rending to increase max brittleness to 60%

Are they additive or multiplicative with one another?
Sedeac Mar 8, 2024 @ 11:25am 
So the tool tip on can opener is wrong then?
Because I thought it said "16 stacks of 5% brittleness".
BrutalBeast Mar 8, 2024 @ 11:29am 
Originally posted by Sedeac:
So the tool tip on can opener is wrong then?
Because I thought it said "16 stacks of 5% brittleness".
https://forums.fatsharkgames.com/t/brittleness-blessings-using-wrong-values/86752
FilthyPeasant Mar 8, 2024 @ 11:31am 
Originally posted by Sedeac:
So the tool tip on can opener is wrong then?
Because I thought it said "16 stacks of 5% brittleness".
Nah that's just fatshark logic. Combine00 has it right as in it only applies stacks of 2.5% for a total of 40% max overall. If your a Vet with exploit weakness it goes to 60%.
Arani Mar 8, 2024 @ 12:41pm 
Originally posted by bacon:
"applies 4 stacks of 5% brittleness"

is that max 4 stacks, or 4 stacks per hit, stacking to a higher cap with more hits?
Others have explained this well enough I think.

I can't find my notes regarding this rn, but Brittleness has some issues with descriptions. It caps out at 40%, but not all descriptions have been updated. For example Trauma's Rending Shockwave claims it adds 8 stacks of 5% (40%) Brittleness scaling on charge level, but really it adds max 20% per blast, capping at 40%. The debuff mod exposes this stuff well.

As for blessings in general, the "does it stack or not" is often a bit unclear. I haven't tested all of them and some of what I have are all over the place and I might not remember them right. But for example:
  • Hand-Cannon (60% rending on crit) does not stack. So a T3's 50% means you will permanently miss out on 10% rending.
  • Uncanny Strike (+24% rending on WS hit max 5) stacks, so a T4 version will reach almost 100% in 4 hits and receive a minor dmg bonus on top of the 100% rending at 5 stacks. But in practice T3's 20% is nearly identical, since after stacking it it stays there and the bonus past 100% is unlikely to make a difference. I don't know how this interacts with Brittleness however.
  • Skullcrusher (4x +10% dmg if staggered) used to stack up to 80% (not sure now) and like Brittleness is a debuff on enemy. So anyone hitting that enemy would deal up to +80% dmg if the target was staggered at the time.
  • No Respite (+20% dmg on hitting staggered enemy, scaling with stagger) isn't at all like its description. Each hit adds +20% base dmg up to max +180% (so almost triple dmg) as long as the enemy can't reset its stagger buildup. The finer mechanics are difficult and long to explain but I can if asked. Point is, an enemy can be accumulating stagger and proccing cumulative +20% dmg even without a visual stagger animation, it only animates when it reaches a breakpoint for it. In practice to reach the +180% cap before reset, you have to push the enemy into minor stagger > heavy stagger > knockdown, after which it will finally reset when the enemy gets up. You can test this with for example Agripinaa shotties on Crushers.
  • As a side note Deimos / Obscurus Force Sword specials proc 4 hits with a single attack, which stacks any blessings like Uncanny etc. 4x
There's a bit too much extra there but my goal was to give you a better idea of how most of this stuff works, and how you can't always trust your instincts of the descriptions.

There are many blessings & talents that claim to proc on hit (1 attack can hit many enemies), when really they proc on attack, others claim to proc on attack, when they proc on hit, and some like say Force Sword Executor claim to proc on repeated hits when really they only proc on chained hits (can't use block cancel or pushes or it will break the chain) etc etc. So all in all, there really is a LOT of this stuff in the game. Most of the descriptions are right, I think, but a lot of them also aren't.
Last edited by Arani; Mar 8, 2024 @ 3:42pm
Sedeac Mar 8, 2024 @ 2:23pm 
Thank you for clarifying that what is written in game is straight wrong.
That is helpful and sad.
Arani Mar 8, 2024 @ 4:02pm 
Originally posted by Sedeac:
Thank you for clarifying that what is written in game is straight wrong.
That is helpful and sad.
Well you're not wrong but imo it's also not as simple as this. Wrong descriptions are one thing but there's also a lot of stuff the game just doesn't say. Normally I'd agree that that's hardly something positive, but in Darktide's case it does give it a lot of its unique charm. The game is way, *way* deeper than most anyone realizes with tons and tons of hidden mechanics and systems. While most of them only affect a tiny little thing, some are actually pretty big. And together all of them create something where you have a very real sense of discovery, which is something basically no games have anymore since it's all just super simplified and laid out everywhere for anyone to see.

I'm not trying to paint it as a good thing ofc, rather just saying that while like you I initially hated that aspect the more I realized it was there... over time I actually came to appreciate it. You can basically take almost nothing for granted, and testing things and discovering how they really work can be really fun. You don't need to understand most of that stuff to still easily beat the game on hardest difficulties tho. It's just extra, and it can feel really uniquely rewarding. c:

For example, most experienced people already know that zelly's Thy Wrath be Swift talent (literally: "Enemy melee attacks cannot stun you. On taking dmg, gain +15% movement speed for 2s.") actually applies to all dmg including ranged and fires. So that talent transforms you into an unstaggerable, unstoppable machine and stuff like ranged fire, bomber nades or flames literally just speedbuff you instead of the usual stagger.

The zelly stealth also doesn't say it but the ult has a ~0.5s grace period where the stealth will not break no matter what you do, and unlike FoF its finesse & crit bonus apply to both melee & ranged. So you can do stuff like a massive cleaving attack and tap stealth before it hits, get the full bonuses and proc Invocation of Death (-1.5s CD on each melee crit hit) and/or Pious Cut-Throat (-20% CD on melee backstab kills) recharging that stealth instantly, and still have another strike left to spare. With Kantrael shotty special rounds with Man-Stopper & Flechette and stealth's guaranteed crit, you can do 2 infinite cleave shots each stacking burn & bleed to everything in a cone in front of you, killing everything there except for oggies and actually putting massive DoTs on monsters too... then just use something like a knife to proc crits and recharge that stealth in 5-10s. Or do stuff like walk right into the middle of the most massive enemy blob with a combat knife and spam it while spamming the ult, because the knife is so fast you get 3-4 hits before the ult runs out each proccing crits everywhere so as long as there's mobs that ult recharges from instantly to a mere few seconds.

Overall the meta builds are meta for a reason ofc, they're effective and often require little more than just knowing the basics. But going the extra mile and learning how it all works makes DT a game where you can do so many things basically no other game with their boring stale meta with 1-2 ways to play per class, would ever let you. So it's a flaw, yes, but one with a definite silver lining imo. :>
Sedeac Mar 8, 2024 @ 5:51pm 
Huh, thank you. I appreciate the extra write-up.
I really enjoy Darktide and I like that it is very noticeable to me when I got an understanding of certain mechanics.
I'm not looking for meta builds of any sorts, but I seek understanding of what can be done in the game.

I'm somewhat lurking in the forum and your information were always very helpful and well written.
Thank you.
No emaN Mar 8, 2024 @ 5:57pm 
I believe it helps to think of Brittleness like a mechanic in Vermintide 2 like tagging an enemy with a Witch Hunter Captain tag passive ability on the team and other debuffs weapon traits/talents that provide +20% increased dmg. Instead, the debuff is applied to an enemies on hit for the entire team but with enemy armor penetration. A rare instance to this rule is like Shrapnel, a limited tool restricted to specific weapons in this case, that increases this damage penetration even further (Rending). If Brittleness could stack above 40% it would make Brittleness make the few Rending options more redundant.

Brittleness functions as a(n) consistent on the table option that sets up more armored foes to be taken down more consistently not by just yourself, but your team. However, it requires application on each enemy. Rending is the inverse being more scarce of an option given to more specialized weapons & applies only to yourself.

If Fatshark made variants of Brittleness to be more accurate in its descriptions & unique in how we apply it without stepping on another allies' brittleness debuff. I think Brittleness should also reduce stagger thresholds to retain some better depth. The removal of the stagger proportion on Rending would be more founded as Brittleness could be a lighter universal debuff that also allows for easier control application as well. Universal, but not as strong as Rending.
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Date Posted: Dec 26, 2023 @ 6:31am
Posts: 15