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This'll answer like 95% of everything you'd ever want to know without having to sink in hundreds of hours to figure it out on your own.
I am glad that someone is very interested in the different properties (I will now say this in general) of the weapon types.
However, since there are a lot of specific questions, some players will probably give reasonable and usable answers / descriptions that will take you further.
All I know, is an address that lists a few basics. Since the game is constantly evolving - and there are slight to major changes - here is a page that answers a few of your questions and makes them a little more understandable.
https://vermintide2.gamepedia.com/Weapon_Characteristics
Edit: It is only the wiki for now, but generally there is also Reddit, as described above, and the Steam and Fatshark forum: https://forums.fatsharkgames.com/
Yes the increased healing also counts for temp. HP. Its a must have.
Pistol shot on rapier is great as you can block and at the same time shoot monks/berserkers that would otherwise definetly hit you if you mele them upfront.
Thank you, thank you, thank you for that link. This is exactly the kind of source a theory-crafter like my wants to have. This reddit-post is rly helpfull.
Unfortunately NONE of my questions above is answered in that post. So if you do know some other source of that kind or an answer to any of the above questions, feel free to share...
Thx. Yes, it was a good choice. Tbh I bought it on sale, not knowing much about it and only tried it out recently... now I am totally hooked.
But its a bit hard to figure out all the game mechanics.
Thx for the links. I already knew the wiki (which is a bit outdated) but I didnt check the fatshark-forums yet, only the steam-community so far.
Guess if I dont get all the answers here, I can ask there as well.
Ah! That is in fact nice to know, that the rapier can shoot and block at the same time.
I thought the increased healing to be useless, but if it works with THP I understand why its considered a "must-have". This completly changes my fiew on the class.
Thx alot 4 those infos.
Why is it "34hp" for the Zealot? With 20% necklace he should have 180 max-HP, every 25 HP he gets a bonus. How do you get to the number 34? Did you learn from experience or did you do the math yourself? Can you explain?
Sigmar bless you all for your help
Any of the other questions still unclear?
Most weapon info(including movement speed buffs and dodge count/range, push/block angle) can be found in the Armory
Stagger resistance and other enemy info can be found in the Bestiary
Many weapons can have a greater than 180 push/block angle(shields and spears)
Well, there are still too many questions unanswered ... ;)
So lets have a look:
1.) (The answer is d - smtg else) I did some testing myself on the Zealot and it seems, that its mostly literally: you get 1 stack of "fiery faith" for every 25 HP missing from your max-HP, BUT its only up to 5 stacks (gonna have to test this again to make sure - so correct me if I am wrong). This would mean with +20% Necklace you reach the max stacks (5) of fiery faith when you are at or below 55 (=150*1,2-5*25=180-125) HP. Castigate seems to be correct around 34-35 (0,2*180=36).
So max Stacks for fiery faith are at (with/without +20%HP-Necklace) at 55/25 HP, first Castigate buff at 79/74 HP, second castigate buff at 35/29 HP.
2.) All kinds of healing get increased, including THP and HOTs (I dont understand yet how this works with HOTs, since most of them give you only like 1 HP at a time... is it actually counting Numbers like 1,2 and just not listing the values? Or do Hots "tick" faster?)
3.) Same as 2.)
4.) -
5.) Rapier can shoot while blocking, good VS Berserkers/PlagueMonks. There might be more to this.
6.) -
7.) -
8.) Yes, weapons can have a greater block/push-angle then 180.
9.) -
So I dont have answers on 4.), 6.), 7.) 9.) and the answers on 2.), 3.) and 5.) could still be expanded.
Thx for the help
Thank you!
Thx.
Can you tell me, how it works with heals over time? Some of those only give 1 HP per second, so does the game count numbers like 1,2 as well or do they "tick" faster?
I didnt find any information on movement-speed penalitys when blocking (6.)) in the armory.
The Info on the push radius(7.)) is a bit cryptic: "Push Radius: The distance, in meters, from you that this weapon's push angles take effect." What does this mean? What happens to enemies, that are closer? Are they not pushed? Are they all (360) pushed? It is also interesting that there are only 3 weapons in the game, that have a different (higher) Push Radius then 2,5: Kruber's Sword&Shield, Tuskor-Spear, Kerillian's Spear&Shield.
Yes, but that Value dosent say much to me.
Whats the difference between a Stagger-resi of 1,5 and a stagger-resi of 5 or 100? Which weapons can beat those values and which cant? The armory dosent note anything like "Stagger-strength". Its like knowing the HP of an enemy, but not the damage of the weapon: Impossible to find breakpoints or even value the weapons in this regard.
Thanks for your help.
Yes, castigate 2 should trigger around 35 hp if you have +20% hp.
2) The + heal talent affects according to my tests every single source of healing. So draughts, kits, elf aura, temp hp, NB. It doesn't show stuff like 0.5 but keeps them. If you stack high enough you can hit 2 per tick with NB or elfreg. But zealot doesn't really want either.
3) as 2.
4) I'd say it doesn't have a clipsize, thats likely the problem.
5) Not too sure what you mean with more to it?
Outside of zooming the only other special i'd know is billhooks super stagger pull.
6) Can't give any exact numbers but any 2h (non elf) or shield slows you down on block and lowers your dodge distance (armory has stats on dodge).
7) The higher the better. Inner push angle has more power than outer, inner block angle costs less to block. According to the armory the sword has a smaller (120°) block angle. It also has a tooltip that says push radius is the range in meter you get on pushing enemies.
9) Can't help with that one. Haven't seen any list with exact numbers or a function like the breakpoint calculator.
This is where things become less defined. Slowdown from blocking(alt fire) is 'based' on the weapons heft. So blocking with a thin rapier you are faster than a big shield or halberd. I don't have concrete answers here, just feels and experience.
I don't know what a meter is in this game. I do know that the higher the radius, the more range your push has. This should say push range for simplicity, but since it refers to an angle it doesn't..
You push and block at 360 always, push/block angle dictates whether your pushes/blocks count as inside the radius or outside that radius(inner/outer block cost modifier in the Armory)Enemies close enough to be 'inside' or behind you cost more to block, aren't pushed as much, and blocked attacks have a heavier movement penalty. It is weird the push radius.
That stagger resistance number doesn't mean much to me, either. Stagger is based on enemy mass, stagger cleave limit of weapons, mass modifiers(like linesman and tank), Power and stagger resistance. So if an attack has a 'Tank' modifier, it will have a stagger bonus against enemies with the Tank modifier.
As you said, weapons really need more detailed stagger info. Hopefully others have exact knowledge of how each of these is calculated
Anyway, thx alot for your answers, they were helpful. May Sigmar bless you
Thats a widely-used build for zealot.
I tested with a +20%HP Necklace (for a total of 180) and a +15%HP Necklace (for a total of 173 -ofc nobody will wear one with +15% later on, but I wanted to check for the mechanics).
In both cases there is 1 stack of "fiery faith" per 25 HP missing.
But the max-stacks are different:
For +15% the max number of stacks is 5, reached at 47 HP. In theory there should be enough room, to get a 6th stack at 22 HP, but 5 seems to be the maximum.
For +20% the max number of stacks is 6, reached at 30 HP. Again there should be a 7th stack at 5 HP, but 6 seems to be the maximum.
Interesting, but hardly important, since everybody will run the +20% on a Zealot. Just nice to know, that the maximum stacks for fiery faith are 6 and are reached at 30 HP -a s Fryskar already said. my tests just confused me a bit, cause I used smthg with less then +20% HP.