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This right here. Those two perks are not connected.
This dilemma plagues me daily.
But I likes me rock. It goes thud. Bang sticks is good 'n all.... but dey ain't going thud. And bang sticks need ammo.... never much ammo 'bout, der runties pinch it all.
plenty a rocks about and der runties, dey dont like rocks... least not der ones I met. 'times I show em me rock, dey dunt care.
what you said did get me thinking about something but after some testing i'm not sure it's a bug, this seems like the intended design
+80% damage is kind of a massive buff, so it seems like it should be a lot more noticable than it is
after doing some digging into the sourcecode i have come to the following conclusion
skullcrusher will add stacks on most regular hits that cause even a tiny flinch but it does not seem to add damage to regular hits at all
after then doing a little testing, i determined that it does indeed add the +80% damage, but this damage is only applied vs. a target that is currently in a staggered state
this is easiest to see with the debuff mod: whenever a target is in a 'stagger-state' this mod will list stagger 1, 2, 3, etc
in simple english - if you stagger or knock down a target with 8 skullcrusher stacks, all hits against this target will do +80% damage for the duration of the stagger effect
it is a bit like no-respite in how it applies any bonus damage
the main reason it does not seem to apply a ton of damage in most situations is that a typical light stagger vs. a larger target does not last more than 1-2 seconds, after which they become immune to staggers for 3-4 seconds
which means you have few opportunities to take advantage of the bonus damage, usually not more than 1-2 hits
however, that lead to another interesting thing I learned - thunderstrike, which adds stacks of +impact while staggered, seems to have great synergy here. while it might seem obvious since they work the same way, the extra impact greatly enables even small hits to chain into full knockdowns
with 8 stacks of thunderstrike, a follow-up strike on a simple flinch can now knock even ogryn sized targets off their feet, giving you the opportunity to utterly rip them apart with bonus damage and chained-staggers before they recover from the stagger or build up enough accumulative stagger resistance from repeat staggers to overcome this
anything that applies impact will apply stacks of either thunderstrike or skullcrusher, including: pushes, loyal protector, charges, etc. etc.
it looks like the max stagger state possible is 5, but after testing a lot of high impact weapons i discovered that the duration is not long enough to reach this on some enemies no matter what weapon you use, since the stagger duration is shorter than the stagger immune time
curiously, unlike almost every other enemy, bulwarks have a strange setting that causes them to have a 'reverse_stagger_count' which makes them EASIER to stagger repeatedly, and i was able to reach this with several weapons, rather easily with the tactical axe special combo
to summarize - skullcrusher is great for adding damage to small targets like horde, because they will easily get staggered on the first hit, and the second hit will do nearly twice as much damage and should kill them, but obviously it does nothing vs. targets if you kill them in 1 hit
this helps explain why this blessing is one of the main tools that enable ogryn weapons to slaughter horde enemies with light attacks, despite cleaving through less damage to many targets compared to zealot
it is quite a bit less effective vs. larger targets, as you will only get the bonus damage for the brief window while they are staggered. it is most effective vs. bulwarks due to how bulwarks are exponentially staggered with repeated hits
it is far more effective when paired with thunderstrike, as this will make it easier to overcome stagger resistance/reduction
it used to be a LOT more effective when paired with thunderous (applies stacks of brittleness), however, since patch 14, rending no longer adds any bonus impact above 100% of base, so there is a little less direct synergy to be found here.
finally, as an extra bit of information, i finally discovered the reason why the ogryn latrine shovel (and ONLY the latrine shovel punch) was capable of chain-staggering a daemonhost.
the latrine shovel uppercut punch has a stagger category of 'explosion' (instead of the uppercut for cleavers which is 'melee.heavy'), an impact multiplier vs. unyielding of 1.0, and an impact value between 30-60
daemonhosts have a stagger reduction of 50 (punch ignores reduction, though) but they have stagger thresholds of -1 for all categories EXCEPT explosions
giving them immunity to everything except explosions that exceed 100 impact
now since initially after the rending re-work, 100% rending could double the impact value of an attack, plus add 1% for every 4% extra rending, so this allowed the 50 impact ogryn uppercut 'explosion' to exceed the 100 impact threshold of the host under extremely specific circumstances that gave you >100% rending, which would stagger it for 1 second
yet the daemonhost has no 'stagger immune time' for explosions, so you can easily chain-stagger a host over and over by coordinating your grenades one after another - (useful information for sure!!)
hence, if you could reach the breakpoint to exceed their resistance to stagger from explosions, you could lock them down by punching them over and over because the punch staggered them for 1 second but takes less than 1 second to hit