Battle Brothers

Battle Brothers

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Rezox Mar 6, 2019 @ 8:36am
Drunkard Trait
Heyho, I just started a campaign and I got this Lumberjack:

https://steamcommunity.com/sharedfiles/filedetails/?id=1674822635

He seems to be really good but I never used people with the drunkard trait before. Is it any bad? Because it looks more like a positive trait?
And is there any way to remove it if it has any negative effect to the game?

Edit: And what build would you guys run with him? Any suggestions?
Last edited by Rezox; Mar 6, 2019 @ 8:39am
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Showing 1-15 of 16 comments
nightworg Mar 6, 2019 @ 8:51am 
Drunkard is not a reason to fire a character in my mind. Especially some one this good. There is an event where you can get rid of the drunkard trait.
Last edited by nightworg; Mar 6, 2019 @ 8:51am
Thirty-O-Six Mar 6, 2019 @ 8:54am 
Originally posted by nightworg:
Drunkard is not a reason to fire a character in my mind. Especially some one this good. There is an event where you can get rid of the drunkard trait.

Agreed. Definitely a keeper. Make sure to keep morale up and when he goes nuts in town because he’s drunk slap him silly. As long as morale for the team is good at the time he should stick around. Nice pick up IMO!
Vertibird Mar 6, 2019 @ 9:35am 
My mansplitter hedge knight is drunkard and he cleaves people in two.
Dr.Chazzzzz Mar 6, 2019 @ 10:11am 
Nice find
Tephros83 Mar 6, 2019 @ 11:58am 
Originally posted by Rezox:
Heyho, I just started a campaign and I got this Lumberjack:

https://steamcommunity.com/sharedfiles/filedetails/?id=1674822635

He seems to be really good but I never used people with the drunkard trait before. Is it any bad? Because it looks more like a positive trait?
And is there any way to remove it if it has any negative effect to the game?

Edit: And what build would you guys run with him? Any suggestions?

I don't like the trait but this is still an excellent merc. He would make a good 2h guy, hammer or sword, front flank with underdog once he's safely trained and armored. This is an unusual case where I'd consider keeping drunk since he may need resolve more than melee attack and then the damage bonus helps. Events for drunks are predictably not good.

Drunks have random events where they lose a random weapon or hurt themselves. When they lose a weapon you can choose to whip them which may get rid of drunk, and is likely to make them angry. Angry mercs have a chance to leave, so if you decide you want to get rid of drunk, keep some happy powder around (crafted from necrosavant and alp parts) and use it after you whip if he's angry.

Last edited by Tephros83; Mar 6, 2019 @ 12:03pm
turtle225 Mar 6, 2019 @ 2:33pm 
Drunk is typically a positive trait assuming their melee skill is still reasonable.
Tephros83 Mar 6, 2019 @ 2:42pm 
Originally posted by turtle225:
Drunk is typically a positive trait assuming their melee skill is still reasonable.

Reasonable depends on their role and weapon. 80 is passable for a sword, pike or spear but too low to be optimal for a dedicated attacker's weapon without accuracy assistance of sword/pike/spear/flail. A sergeant or tank has lower attack needs since they fill roles where resolve matters even more.

This guy will probably hit 87ish with drunk. 10% damage is a fairly minor benefit, and resolve is good to have. For this guy I'd say net positive esp with sword. 92 vs 87 is pretty noticeable for a hammer, mace or axe, in my experience. For most attack-oriented mercs net negative, even before considering the annoying events.
Last edited by Tephros83; Mar 6, 2019 @ 2:45pm
McGrits Mar 6, 2019 @ 4:31pm 
you definitely could go duelist flail bro if you get a named version before a named sword. just hold out on your weapon mastery for a later level.
IspartaPratapon Mar 6, 2019 @ 10:26pm 
Mind that Drunkards can lose even Unique Weapons/Armor/Shields (!) whenever the event pops.

Of course, you can lash it out of them afterwards, but they may leave if angry enough.
Last edited by IspartaPratapon; Mar 6, 2019 @ 10:26pm
Tephros83 Mar 6, 2019 @ 10:54pm 
Originally posted by IspartaPratapon:
Mind that Drunkards can lose even Unique Weapons/Armor/Shields (!) whenever the event pops.

Of course, you can lash it out of them afterwards, but they may leave if angry enough.

When I have a drunk I keep the most important equipment on the mercs including reserves. They seem to lose stuff from the stash and not thing held by mercs.
How would we go about figuring out the value of +to hit, relative to plus damage?

Let's say you had 85 melee skill and were fighting an orc warrior, with 200 hp, 300/300 armor, using a orc metal shield, with standard melee defense

You are using a Winged Mace with 35 to 55 damage, 40% armor piercing, 110% damage vs armor and 25% chance to hit head. No duelist or double grip.

Ignoring hit chance, you are expected to kill the orc in 12.42 swings

So the question is, once you factor in hit chance, does drunkard make you kill faster or slower?

IE: you hit 5% less but your damage number is bumped up by 10%

(This becomes significant when evaluating weapons, because current simulations don't give weapons like flails and swords credit for their bonus to hit)
Tephros83 Mar 7, 2019 @ 11:09am 
Originally posted by Primitive Dog Owner:
How would we go about figuring out the value of +to hit, relative to plus damage?

Let's say you had 85 melee skill and were fighting an orc warrior, with 200 hp, 300/300 armor, using a orc metal shield, with standard melee defense

You are using a Winged Mace with 35 to 55 damage, 40% armor piercing, 110% damage vs armor and 25% chance to hit head. No duelist or double grip.

Ignoring hit chance, you are expected to kill the orc in 12.42 swings

So the question is, once you factor in hit chance, does drunkard make you kill faster or slower?

IE: you hit 5% less but your damage number is bumped up by 10%

(This becomes significant when evaluating weapons, because current simulations don't give weapons like flails and swords credit for their bonus to hit)

Would I even use something that took 13 hits to kill something besides the kraken is one question.

The issue is that overkill happens, and I take less than 10 hits (probably 4-5 with 2h hammer and 2h sword vs orc warrior) to kill most things, even orc warriors. So a 10% bump will rarely make any difference at all. 25% can, but if KF was 10% I wouldn't use it.
Flharfh Mar 7, 2019 @ 11:27am 
I'll echo what others have said here - I think drunkard is a positive trait (except on a ranged bro). You just have to be careful with your inventory because through their event they will "lose" items. So keep your valuable stuff equipped to other bros.

Due to the % bonus I try to make them 2h bros if possible - obviously the more base damage, the more you get from the bonus. I think its always fun to use the occasional huge drunkard 2h glass cannon bro.
Last edited by Flharfh; Mar 7, 2019 @ 11:30am
Thirty-O-Six Mar 7, 2019 @ 11:31am 
I just had the drunkard event pop last night. I did wip the butcher responsible and he lost the trait. He got ticked off but after beating an orc camp came back to earth. I did not notice his Mtk go up after the event though. If this is in line with the anticipated removal of trait I would keep the drunkard on him. Can anyone confirm?
Tephros83 Mar 7, 2019 @ 11:38am 
Originally posted by Thirty-O-Six:
I just had the drunkard event pop last night. I did wip the butcher responsible and he lost the trait. He got ticked off but after beating an orc camp came back to earth. I did not notice his Mtk go up after the event though. If this is in line with the anticipated removal of trait I would keep the drunkard on him. Can anyone confirm?

Been a long time. No drunks this run so far. Pre-DLC the attack for sure went up by 5.
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Date Posted: Mar 6, 2019 @ 8:36am
Posts: 16