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If I was looking for a fight I generally wore all plate. You're super slow but if you've got a half decent weapon you can do some serious damage.
In a group, it depends on what you want to do. If you're playing a healing bot, then robes with knowledge/wisdom are good.
If you want to be a scrapper or tank then plate is the way.
a) Naked body and legs, boots (highest speed) + helmet (most headshot reduction). You're quick enough to escape anything with a book, but a Rogue will kill you.
b) Highest armor in every slot. You kill Rogues unless they are really kitted out.
First is preferable. Much easier to dodge arrows and fireballs (which is very important), much easier to run away from Barbarians. Completely defenseless against Rogues though, so keep that in mind. Also weaker PvE obviously, so not nearly as good solo.
(A) Heavy Plate
- The best way to help your team is to act as a Healer, Support, or alternate Tank. None of this is effective unless you stay in the thick of the fight - Heavier Armor and a Shield is a big help.
- Any damage reduction translates into a bigger health pool, allowing you to absorb more damage. Any damage you absorb, attacks you block, and attention you divert, means more effective health and attack time for your entire team. Almost as important is the psychological effect of KNOWING you can actually take a hit.
- This game is about Survival.
- Bear in mind that any Armor Rating (AR) above 100 will have increasing rewards for your effective HP. At 105 AR, you will effectively have +25% more HP. At 165 AR, you will effectively have +50% more HP. At 220 AR, it's +100% more HP. At 289 AR, it's +200% HP - giving you THREE times as much effective HP. The AR exponential curve only gets crazier from there; as you get higher in AR, smaller increases give larger benefits...
...Behold the Power of Grayskull....err... "Math"!
(The "Physical Damage Reduction" curve and details can be found here https://darkanddarker.wiki.spellsandguns.com/Stats
Remember that if the Physical Damage Reduction is 50%, then your EFFECTIVE total Health Points are doubled, or +100% HP)
- As you can see, even a set of "Junk" Plate Armor (Dark Grey font) and a "Junk" Buckler will get you to at least 120 AR, or at least +25% HP.
- A more reasonable "Common" (White font) set of Plate Armor and a "Common" Heater Shield will get you past 165 AR, or more than +50% HP.
- A set of "Uncommon" Armor (Green font) will get you +75% HP, and a set of "Rare" Armor (Blue font) will double your Health Pool. Don't forget this armor might also come with enchantments to boost Armor Rating and Attributes.
Conclusions: In this philosophy, it is presumed that you can't effectively contribute to a fight by running away with Light Armor - leaving your Tank and/or DPS behind will force them to take the brunt of the attack, your spells have limited range, and cast accuracy diminishes with range. Thus, Light Armor is of questionable use.
Yes, there are people of great skill who can make use of dodging, angles, Mauls, etc, where speed does come into play. But these are high-skilled players, and they got to that skill-level through much practice and experience. Learning to duck and block is a very valuable skill, but also requires a higher skill floor. So is the ability to stay calm and analyze/respond to a sudden situation, something that comes with experience.
How do you get this kind of practice and experience? How do you get better?
By being able to take more than one hit.
Look at it this way: If you get one shot every game, it gives you less time and opportunity to learn. If it takes 2-3 shots to kill you, you will survive longer, survive for the duration of more raids, and gain exponentially more experience, while commensurately applying it. As with so many games (and not just "Tarkhov"), Dark and Darker is NOT about knowing how to deal damage, or maneuver, or even "get gear".
Dark and Darker is, first and foremost, about TEAM SURVIVAL.
Sure I'm kinda slow but i mostly go castle so i clear rooms with ease, and unless I'm caught by surprise, protection and holy strikes make many fights easier.
On duos, this strat worked wonders only i kept the fighter buffed and ready, managed to kill a centaur