Battle Brothers

Battle Brothers

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turtle225 May 26, 2020 @ 8:00pm
Which perks do you use the most/least?
Off the top of you head, do you know which perks you use the most and least? Being the nerd that I am, I decided to analyze all of my level 11 bros from my last 5 runs to see my overall perk rate in recent times. The top and bottom didn't surprise me much, and I could have told you those without checking, but some perks did surprise me on how high they placed.

Here's my own detailed report. If you don't care then just skip over it.

Data is collected over my last 5 runs, only level 11 bros were counted as to not bias toward early perks, though limiting to level 11 does bias against builds that leveled slower as some of my runs had a lot of non-level 11 bros. It also biases against bros who died or got fired, not that I tend to lose or fire bros often but still.

Here are the runs from most recent to least (bros refers to number of level 11 bros).
→ Companions: Day 152, Wages 928, bros 20. Played on +difficulty over time mod.
→ Raiders: Day 114, Wages 727, bros 17. Played on +difficulty over time mod.
→ Poachers: Day 100, Wages 615, bros 7. Played on x1.7 difficulty mod.
→ Cultists: Day 100, Wages 317, bros 11.
→ Companions: Day 166, Wages 743, bros 18. Monolith cleared.

I was going to translate the excel doc I recorded this on into a giant chart that differentiates each run, but I figure you guys probably don't care that much about my own trends and it would take a million years to write the chart. Of interest was that the perk spread on the Cultist run was significantly different than the other runs.

In total I checked 73 level 11 bros. Here is my perk pick rate across those bros over five different runs. Ties are ordered by their placement in the perk tree.

Perk
Pick%
Pathfinder
100%
Nimble
86%
Colossus
73%
Gifted
66%
Berserk
55%
Frenzy
52%
Executioner
49%
Quick Hands
44%
Duelist
34%
Crippling
33%
Dodge
33%
Polearm Spec
30%
Backstabber
29%
Cleaver Spec
23%
Overwhelm
22%
Recover
18%
Xbow Spec
18%
Underdog
15%
Forge
15%
Fast Ad.
14%
Mace Spec
14%
Reach
14%
Adrenaline
12%
Shield Spec
11%
Relentless
11%
Rotation
11%
Hammer Spec
11%
Throwing Spec
11%
Indom
11%
Bags
10%
HeadH
10%
Fearsome
10%
Resilient
8%
Mind
7%
Bow Spec
7%
Rally
5%
Axe Spec
5%
Brow
4%
Brawny
4%
Sword Spec
4%
Spear Spec
4%
Taunt
3%
Flail Spec
3%
Dagger Spec
3%
Nine Lives
0%
Bullseye
0%
Anticipation
0%
Lone Wolf
0%
Footwork
0%

So there's that. Crippling is maybe the most surprising to me. I didn't realize I pick it that much. Fearsome probably seems high at 10%. I think it's bad, but I was experimenting. I've been liking Overwhelm more recently, so it got a boost in recent runs. It makes sense for most the weapon specs to be low since they are competing with each other for usually just one slot or two.

Anyway, which perks do you guys use the most/least? You don't have to do what I did.
Last edited by turtle225; May 26, 2020 @ 8:02pm
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Showing 1-15 of 50 comments
You don't have Student on your list. That is always the first perk I select for everyone. Archers get Quick Hands and Bags and Belts. I give everyone a Bandage and archers get a second quiver. The extra two Bag slots are for a melee weapon and shield.

Shield Expert (for front liners) and Fast Adaptation are common picks. I'm still figuring out which others work for my play style.
Whatever100500 May 26, 2020 @ 10:53pm 
It's quite biased. You only play early-to-mid part so nimble (no good armor yet) and gifted (low quality recruits) are prevalent, etc.
The Duck Knight May 27, 2020 @ 12:01am 
adrenalin is by far my most picked perk.
I tend to use it on nearly everyone to enforce a damagespike as huge as possible at the start of the melee.
When I act last on the turn the combatants clash and use adrenalin I can place 3 attacks befor the enemy has a chance to counter.

and that makes recover my second most picked perk, because it works very well with adrenalin.
Abel May 27, 2020 @ 12:13am 
Interesting!
My last campaign was Cultists, with, to my surprise, a successful Goblin City and Kraken clear around day 100. My perk choices there are representative of what I'd value now. The results for higher level perks don't include recruits that died or were dismissed early because, I just can't account for them.
So, I'll just point out the differences:
→ Pathfinder: closer to 80%, because some Nimble/archer builds couldn't afford it. Was immensely useful for the legendary fights. Goblins in the City started with high ground! This is a perk I had doubts about but now utterly love.
→ Nimble/Forge: 1:1 proportion instead, but some characters don't have either (only Brawny)
→ Colossus: 50%, I'd say
→ Gifted: probably 100% or close
→ Berserk/Frenzy: close to 80%, I'd say
→ Executioner/CS: 0%, Executioner would be > CS if I could afford it
→ QH: 70%, probably
→ Overwhelm: 0%, no room!
→ Underdog: at least 50%, crazy percentage you have there!
→ RA: same
The bottom perks are more or less the same as yours, except for Brawny. I sometimes use LW. I just never pick Fearsome or HH. Resilient only made a big difference in the Goblin City for me, so I don't pick it anymore but I could consider it on Nimble/Dodge characters.
You forget Steel Brow perk !
A very usefull perk for me, on Iron man difficulty.
I use it on every brothers
bison May 27, 2020 @ 2:17am 
Biased to multiple Chosen-Unhold Camps, Sea of Tents, 2x Monolith and one Goblin City. For me this is the bread and butter of the game. Sample from 37 brothers all late-game, 1 run before Day 100. Basic QoL only mods, no tryout.

Adren: 70%
Recover: 89%
FortM: 16%
Dodge: 3%
Relent: 3%
Gifted: 100%
ShieldX: 8%
Brawny: 37%
Collos: 37%
QuickH: 27%
Mastery: 100% - vast majority mace mastery (25%), cleaver is second
LWolf: 5%
UDog: 65%
Reach: 16%
Forge: 51%
Nimble: 47%
Indom: 54%
Frenzy: 73%
Berserk: 83%
Duelist: 22%
OverW: 3%
Rotation: 8%
Rally: 8%
Bulleyes: 3%
Executioner: 5%
Pathfinder: 3%
Bags: 10%

Dead Perks:
Fearsome
Resilient
Steelbrow
Anticipation
Taunt
Headhunter

Early Perks
Backstabber - used for trash bros
Fast Adaptation - used for trash bros, some "lategame" failed brothers in the future
9 Lives - can sim well, trash perk as injury avoidance is superior for me.

Last edited by bison; May 27, 2020 @ 2:29am
Heartlessly May 27, 2020 @ 10:34am 
For LW games where I'm typically not building much fodder. Estimated numbers:
Student 12
Recover 12
Adren 8
Colossus: 4
pathfinder: 1
Bags: 2.5
gifted: 11
Quickhands: 2.5
reselient: 1.5
fort mind: 2
dodge: 1.5
relentless: 1.5
executioner: 2
rally: 1
Rotate: 2
shield mastery: 1
Weapon mastery: 14
Underdog: 8
Reach Advantage: 4
Nimble: 1.5
Forged: 10.5
Zerk: 10
KF: 10
duelist: 2.5
Indom: 7.5
Lone wolf: 0 to 2
footwork: .5

Unused perks: 9 lives, crippling, fast adaptation, brow, bullseye, taunt, brawny, anticipation, backstabber, flail mastery, spear mastery, dagger mastery, crossbow masstery, bow mastery, overwhelm, headhunter, fearsome



For faster games when i use trash and midgame brothers I use every perk except fearsome and overwhelm.
Jadawin May 27, 2020 @ 1:06pm 
Could you share the mods you use to increase the difficulty?
turtle225 May 27, 2020 @ 1:37pm 
Interesting stuff all around. Cool to see other's perk spreads.

Originally posted by Dimensional Traveler:
You don't have Student on your list.

Student doesn't really count. I use it pretty often though as well.

Originally posted by Whatever100500:
It's quite biased. You only play early-to-mid part so nimble (no good armor yet) and gifted (low quality recruits) are prevalent, etc.

Of course it is biased, though I disagree with the way you assess that.

It is biased toward my own personal playstyle, preferences, whims, and experiments.

The cultist run pushed up accuracy perks and had less Berserk/Frenzy, which skews the data slightly in regards to those perks.

The only late game bias is that I don't fight Kraken and have no interest in doing so, which means much less Recover usage than someone who is interested in fighting him. I'm entirely capable of beating any other late game encounter with the way I build my team, including legendaries. I played some of these campaigns on +difficulty mods that make late game encounters appear much earlier too.

Originally posted by Abel:
→ Pathfinder: closer to 80%, because some Nimble/archer builds couldn't afford it. Was immensely useful for the legendary fights. Goblins in the City started with high ground! This is a perk I had doubts about but now utterly love.

Day 100 City with Cultists and the Gobs on high ground sounds crazy. Kudos to you for clearing that. Spawing into high ground Goblin horde + Shamans is one of the very few encounters I genuinely fear. Might need more Adrenaline on my team.

Originally posted by Abel:
→ Underdog: at least 50%, crazy percentage you have there!

Probably yeah, but I'm greedy apparently.

Originally posted by Jadawinx:
Could you share the mods you use to increase the difficulty?

Abel made them. They haven't been released on Nexus yet.
Desperado May 27, 2020 @ 4:49pm 
My 2cents, rotation/pathfinder is mandatory for all exept ranged they get footwork/path.
1 pure tank, 2 Forge/reach/recover for corner, and polearm/ranged/2handers like usual builds.

I'm realy dependant of rotation, and fatigue.
Last edited by Desperado; May 27, 2020 @ 4:53pm
suejak May 27, 2020 @ 8:18pm 
I don't keep my bros in Excel so I took some time to type some into an Excel sheet. I stopped when I got bored, so I suppose this is not very complete data :P

Also, I've decided to screenshot every guy who gets to level 11 from here on out, because I realized from looking at screenshots how many cool bros I've forgotten since those runs disappeared. Runs end but bros are eternal.

Regardless, it feels kinda suejaky so here you go.

Nimble
72%
Killing Frenzy
68%
Colossus
60%
Gifted
56%
Recover
56%
Berserk
52%
Pathfinder
48%
Dodge
44%
Relentless
40%
Rotation
40%
Underdog
32%
Duelist
28%
Battle Forged
28%
Quick Hands
28%
Overwhelm
24%
Indomitable
24%
Brawny
24%
Crippling Strikes
20%
Backstabber
16%
Sword Mastery
16%
Mace Mastery
16%
Executioner
16%
Throwing Mastery
16%
Bags and Belts
16%
Fortified Mind
12%
Rally the Troops
12%
Axe Mastery
12%
Hammer Mastery
12%
Footwork
12%
Fast Adaptation
12%
Adrenaline
12%
Shield Expert
8%
Bow Mastery
8%
Polearm Mastery
8%
Reach Advantage
8%
Anticipation
8%
Bullseye
4%
Xbow Mastery
4%
Nine Lives
4%
Lone Wolf
4%
Head Hunter
4%
Resilient
4%
Spear Mastery
4%
Flail Mastery
4%
Cleaver Mastery
4%

Backgrounds: I recorded these too but calculating the % seemed like a pain... Cursory overview shows a ton of adventurous nobles and sellswords, possibly because they're common or possibly because I have a thing for them. Many thieves, houndmasters (?), fishermen (??), gravediggers (guilty as charged), brawlers, wildmen, caravan hands. Ignored all the cultists because that's a thing. Surprisingly 3 bastards?? I don't remember 2 of them.
Last edited by suejak; May 27, 2020 @ 8:32pm
turtle225 May 28, 2020 @ 1:25pm 
Having Frenzy a fair bit over Berserk seems kind of unusual. I usually take both together because of the synergy and rarely just one.

Checking backgrounds is interesting. If I check the 78 backgrounds across 4 of the campaigns (Cultists excluded) then I have 12 Hunters, 8 Brawlers, 6 Companions, 5 Squires, 4 Barbarians/Gambers, 3 Miner, Sellsword, Ad. Noble, Hedge Knight, Caravan, Farmhand, Butcher, and then 2 or less of a bunch of stuff.

Strangely enough I have no thieves in my last 5 runs which seems crazy to me. I really like thieves.
lasteldar May 28, 2020 @ 11:43pm 
Originally posted by Desperado:
My 2cents, rotation/pathfinder is mandatory for all
I would tell rotation OR pathfinder, because these two are good for different ways, first for a dense formation(more defensive gameplay type), second for new adrenaline rush meta(more offensive free formations).
Last edited by lasteldar; May 29, 2020 @ 5:47am
andrekroon27 May 29, 2020 @ 1:51am 
Hmm, well I dont have time to do a full spread right now but I'll list my current cultist run which is biased a lot towards nimble compared to my usual BF heavy playstyle and I have experimented with skipping UD and running OW and things like that.

Lvl 11: 13
Training: 4
Dead: 2

I have more dead but those two are the ones I remember builds of and reached any significant lvl. One reached lvl 8 or maybe 9, though the only screenshot I have is from lvl 8, and the other reached lvl 11 but I killed him off.

I will also be counting those in training with the perks I expect to take, though this could end up changing by 1 or 2 perks here or there if they roll poorly.

Battleforged: 6
Nimble: 13
Colossus: 10
Fast Adaptation: 2
Crippling Strikes: 1
Bags: 3
Adrenaline: 10
Recover: 15
Executioner: 4
Bullseye: 1
Dodge: 4
Fort Mind: 3
Quick Hands: 5
Gifted: 19
Backstabber: 1
Shield Expert: 1
Brawny: 3
Relentless: 4
Rotate: 5
Rally: 2
Mace: 1
Hammer: 2
Axe: 3
Cleaver: 2
Sword: 2
Polearm: 2
Crossbow: 2
Bow: 1
Throwing: 1
Reach: 6
Overwhelm: 5
Underdog: 11
Berserk: 13
Killing Frenzy: 13
Duelist: 3
Indom: 5
Vaemar May 29, 2020 @ 2:20am 
I'm really surprised on how you guys don't pick most of the time the Rotation perk.
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