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That mod shows brittleness maxing out at 40% using thunderous when I tested with a chain axe.
Are they additive or multiplicative with one another?
Because I thought it said "16 stacks of 5% brittleness".
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.
That is helpful and sad.
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. :>
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.
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.