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ninjoatse.cx
Apr 9, 2005

Fun Shoe
The vet overheal is pretty godly. That, and the zealot aura are pretty much bacon savers when you get swamped.

The oddest nerf feels like my quickdraw pistol on my zealot. I used to always be able to kill ragers with one or two bullets, but now they seem to consistently take 3, or 2 if I crit. Pretty yucky for a gun that has 5 bullets.

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Evil Kit
May 29, 2013

I'm viable ladies.

both Ragers got health buffs so that's probably why.

ninjoatse.cx
Apr 9, 2005

Fun Shoe
That is why

Captainicus
Feb 22, 2013



A Cool Video Game Too posted:

I think Gun Psyker with Disrupt Destiny is potentially pretty legit. Gonna do more testing.

Since it gives weakspot damage, I think it is of course better with precision shooting weapons, I'm wondering if it is better to use Destiny with the shield or shriek rather than scrier's gaze. Build your weapon to hit headshot breakpoints on common enemies, Disrupt Destiny helps you kill hard targets faster (and giving you a nice income of toughness and speedboosts). The weakness I usually feel with Scrier plus Destiny is that reload time makes it harder to keep Scrier up for longer, or if you use a staff the peril buildup makes it much shorter. It naturally seems more suited to melee that can keep killing so you can get max Scrier duration for the big 30% bonus damage.

I'm going to give Scrier + Warp Charges a go for max melee damage, and perhaps Shield + Destiny with headhunter or lasgun for shooting psyker.

Valtonen
May 13, 2014

Tanks still suck but you don't gotta hand it to the Axis either.
Plasma sergeant vet is awesome paired with shout krak nades and chain axe.

Ra Ra Rasputin
Apr 2, 2011
I find it funny that of the 3 blitz abilities for the Ogyn the rock is the more complex and technical tool of the three, the others are "see bad overwhelming situation, fire and forget" while the rock requires awareness of specific threats and precisely nailing every mutant that pops up in a crowd.

Also gave a run with my old recon Vld build and it feels a lot worse, where before it could fire endlessly with barely needing a ammo pickup I was gobbling up every ammo bag I could find and actually running empty where before I was never once in threat of going below half ammo even with magdumping bosses.

I think they must of stealth nerfed Shock trooper "lasgun crits consume no ammo" to have an internal cooldown or something because it has NEVER burnt through ammo this fast in patch 13 and a damage nerf wouldn't be enough for this.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz

Ra Ra Rasputin posted:

I find it funny that of the 3 blitz abilities for the Ogyn the rock is the more complex and technical tool of the three, the others are "see bad overwhelming situation, fire and forget" while the rock requires awareness of specific threats and precisely nailing every mutant that pops up in a crowd.

Also gave a run with my old recon Vld build and it feels a lot worse, where before it could fire endlessly with barely needing a ammo pickup I was gobbling up every ammo bag I could find and actually running empty where before I was never once in threat of going below half ammo even with magdumping bosses.

I think they must of stealth nerfed Shock trooper "lasgun crits consume no ammo" to have an internal cooldown or something because it has NEVER burnt through ammo this fast in patch 13 and a damage nerf wouldn't be enough for this.

https://forums.fatsharkgames.com/t/shock-trooper-veteran-passive-talent-after-patch-14-did-fatshark-add-a-internal-hidden-timer-on-it/85256
https://steamcommunity.com/app/1361210/discussions/0/3874844033652117799/

Definitely something funky happening, I've noticed it with both the VId and VIIa but now I'm burning through a lot more ammo than previous

ZombyDog fucked around with this message at 04:35 on Oct 26, 2023

Reiley
Dec 16, 2007


Here's another mechanics question.

I looked up what Hit Mass Bonus is and understand it to be like, negative cleave applied to an attack by enemy collision? So I'm wondering, if I am cooking on crits and want to crit as many guys as possible, is Wrath adding more cleave or Perfect Strike ignoring hit mass from the armor class of an enemy (?) the more efficient blessing?

To clarify, I don't want this pair of blessings together, it's just easier than typing it out.

Magitek
Feb 20, 2008

That's not jolly.
That's not jolly at all!

toasterwarrior posted:

+100 toughness that goes into overheal and is also on a 30 sec cooldown is honestly kinda OP for vet lol

It's incredibly strong. The uptime is wild, especially if you're grouped with a psyker -- most run the -10% cooldown reduction aura and the group buff that shaves 5% off cooldowns if anyone kills an elite or specialist. These stack with the Vet talent that reduces your cooldown by 6s on a specialist kill. So that's a 27s base cooldown, reduced by 7.5s on specialist kill or 1.5s on elite kill. Not only does your group have 100% uptime during hectic situations, you can refresh it repeatedly as needed to restore toughness for allies who get clipped by fire, or grant the 20% group damage buff when something absolutely needs to die right now.

Amazing Member
Apr 4, 2008

40 Proof Listerine posted:

When all you have is 4 thunder hammers, everything looks like a daemonhost

New Thread name vote

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:
Can confirm the Combat Knife on Vet still slaps even when you're not staggering everything you hit. This is my knife:

Thanks to whoever suggested Mercy Killer, because since Vet can guarantee a bleed on melee hit you're always going to be benefitting from the weak spot bonus.

The Demilich
Apr 9, 2020

The First Rites of Men Were Mortuary, the First Altars Tombs.



Whoa wait why does vet guarantee a bleed on melee hit?

tangy yet delightful
Sep 13, 2005



With my very unscientific testing just now in the psykanium I feel like Transfer Peril might beat out Surge for the Voidstrike, this is with Warp Nexus as the other blessing for both combos. I guess it really depends on what your actual crit chances are versus how often you hit weak points in terms of the spam you can put out. Hopefully someone youtube tests this with spreadsheets so I can just roll with whichever.

Also I can't decide which force sword or duelling sabre I want to run, I think not the Illisi because it's bad against the armored foes but I welcome discussion on it if anyone is inclined.

Probably won't mess with my Ogryn much till later/tomorrow.

skaianDestiny
Jan 13, 2017

beep boop

tangy yet delightful posted:

With my very unscientific testing just now in the psykanium I feel like Transfer Peril might beat out Surge for the Voidstrike, this is with Warp Nexus as the other blessing for both combos. I guess it really depends on what your actual crit chances are versus how often you hit weak points in terms of the spam you can put out. Hopefully someone youtube tests this with spreadsheets so I can just roll with whichever.

Also I can't decide which force sword or duelling sabre I want to run, I think not the Illisi because it's bad against the armored foes but I welcome discussion on it if anyone is inclined.

Probably won't mess with my Ogryn much till later/tomorrow.

You already quell really fast with staffs now, if I had to pick I'd choose Surge over Transfer Peril. Ideally however, you'd pick both Transfer Peril and Surge. With the talent (True Aim) that gives you guaranteed ranged critical hits with 5 weakspot hits, you're basically going to proc Surge extremely often, sometimes if the horde lines up right, shooting double bolts every shot. Hell, you don't even need ranged critical hits; you can gain stacks by doing melee attacks. This means you don't need a critical blessing on Voidstrike.

Ra Ra Rasputin
Apr 2, 2011

Reiley posted:

Here's another mechanics question.

I don't know the math, but brutal momentum is considered Very Good on the weapons that have it for sailing through multiple heads in one big swing and perfect strike is considered "meh" especially on ogyn weapons that barely crit, plus perfect strike not only relies on more RNG with needing a crit instead of a consistent weakspot hit but only ignores hit mass from armor while brutal momentum ignores hit mass period.
Wrath and Savage sweep and other 200% cleave things are considered good.

Ra Ra Rasputin fucked around with this message at 05:37 on Oct 26, 2023

tangy yet delightful
Sep 13, 2005



skaianDestiny posted:

You already quell really fast with staffs now, if I had to pick I'd choose Surge over Transfer Peril. Ideally however, you'd pick both Transfer Peril and Surge. With the talent (True Aim) that gives you guaranteed ranged critical hits with 5 weakspot hits, you're basically going to proc Surge extremely often, sometimes if the horde lines up right, shooting double bolts every shot. Hell, you don't even need ranged critical hits; you can gain stacks by doing melee attacks. This means you don't need a critical blessing on Voidstrike.

Hmm I'm not sure what I'd change on my talent tree to pickup True Aim, I'll have to think on that - that combo does sound good as poo poo. Just ran one mission with transfer and previously I'd just run a bunch of surge pre-patch, so not a 1 to 1 comparison but yeah I do now go back and think Surge is better lol.

Khizan
Jul 30, 2013


The Demilich posted:

Whoa wait why does vet guarantee a bleed on melee hit?

They’ve got a passive talent that gives a stack of bleed on melee hit. Want to say it’s on the lower right branch, but not sure off the top of my head.

Ra Ra Rasputin
Apr 2, 2011
Would highly recommend people try the left clicks on staves with this patch, the projectile comes out super fast now and has decent stagger, enough stagger to send a poxburster on it's butt with a single hit and knock ragers out of their attacks, even the flame puff can knock poxbursters away and will stunlock ragers.

Ra Ra Rasputin fucked around with this message at 06:02 on Oct 26, 2023

Reiley
Dec 16, 2007


Ra Ra Rasputin posted:

I don't know the math, but brutal momentum is considered Very Good on the weapons that have it for sailing through multiple heads in one big swing and perfect strike is considered "meh" especially on ogyn weapons that barely crit, plus perfect strike not only relies on more RNG with needing a crit instead of a consistent weakspot hit but only ignores hit mass from armor while brutal momentum ignores hit mass period.
Wrath and Savage sweep and other 200% cleave things are considered good.

Okay cool, thanks! Shred and Wrath are what I currently have so it sounds like that's the ideal setup for crit chant eviscerator, no need to change it except to put it on a saw with better stats. Also, thanks for posting the POV vod, I took some helpful notes from it. It's appreciated.

tangy yet delightful
Sep 13, 2005



Ok yeah just ran again with Surge on the same Maelstrom map, different team but yeah I think Surge still is winning. Side note, the veteran toughness ult is really good, I'm sure it'll get the cooldown nerfed eventually but glad vets have something cool.

Ra Ra Rasputin posted:

Would highly recommend people try the left clicks on staves with this patch, the projectile comes out super fast now and has decent stagger, enough stagger to send a poxburster on it's butt with a single hit and knock ragers out of their attacks, even the flame puff can knock poxbursters away and will stunlock ragers.

Duly noted.

edit:
oh also I don't like the smoke grenades, gently caress with our own line of sight too much IMO

tangy yet delightful fucked around with this message at 06:37 on Oct 26, 2023

toasterwarrior
Nov 11, 2011
yeah they cut down CD from 45 to 30 and doubled the toughness gain from veteran yell, it's likely one of those will get reverted because both is way too juiced

and also it works on mutants now too lol

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:

The Demilich posted:

Whoa wait why does vet guarantee a bleed on melee hit?
There's a perk on the bottom right tree, Serrated Blades, which makes any melee hit add 1 bleed stack to anyone hit.

.Z.
Jan 12, 2008

Yeah, there's a melee vet build calling to me that uses the new Stripped Down blessing and the Duck and Dive talent to just ignore shooters and gunners until I close with them, then go to town on them.

Ra Ra Rasputin
Apr 2, 2011

toasterwarrior posted:

+100 toughness that goes into overheal and is also on a 30 sec cooldown is honestly kinda OP for vet lol

Yeah, when they came out with the golden toughness skills on zealot and vet I thought it would just be a bar that would deplete once it hit 0, but nope, your passives recharge the golden overheal and count as part of your overall toughness and make you as good as invulnerable against anything that isn't fire, bombers remain the #1 team wiper.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz
Oh wait, I just realised that Exploit Weakness is now melee only, I guess that's 2 skill points back on my recon lasgun build

Reiley
Dec 16, 2007



I think this is as good as this weapon is going to get. Do stat numbers ever go higher than 80%?

toasterwarrior
Nov 11, 2011
nah, speculation is that it might be gated by a future expansion or dlc or update or whatever for darktide's version of red items from vermintide

Perestroika
Apr 8, 2010

Valtonen posted:

Plasma sergeant vet is awesome paired with shout krak nades and chain axe.

I'm running more or less the same but I'm starting to wonder if krak grenade is even necessary. Plasma already feels quite capable of dealing with carapace stuff, so the krak only really comes out against bosses or those 5+ crusher squads. Feels like a frag might be overall more helpful considering the rest of the loadout is only so-so against hordes.

Sharkopath
May 27, 2009

Reiley posted:


I think this is as good as this weapon is going to get. Do stat numbers ever go higher than 80%?

No, 80 is the max roll on a stat, and 380 is the highest base modifier roll you can get.

Ra Ra Rasputin
Apr 2, 2011
Giving this revolver a try with gunker with scrier's gaze.

You know what? it's not bad, with being able to store a guaranteed crit if the voidstrike is charging up a cannonball than this revolver is an instant artillery shell, it can pierce a lot of enemies and been times where I fire it off and get half a dozen shotgunners or ragers are on the killfeed either from being 1 shot or from the burn passive after, also it 1 shots ragers on the headshot.

It's really more of a melee psyker than a gunker though, you get most of your kills in melee and charge up the 5 weakspot kills to unleash the beast on important targets.
Now that the power of infinite dodges isn't overshadowing every other option, the dueling sword IV feels pretty good for this and if I had one for the psyker the devilclaw IV would be really good with being able to endlessly spam parries with no worry for stamina.

Ra Ra Rasputin fucked around with this message at 10:30 on Oct 26, 2023

Captainicus
Feb 22, 2013



Bayonets on hellebore lasguns are surprisingly solid now, stabbing bayonet on my lucius mk 1 was one-shot headshot on dreg and scav brusiers and could even stagger ragers

Haven't tried the chopping bayonet on the lucius mk 3 yet though

Mailer
Nov 4, 2009

Have you accepted The Void as your lord and savior?
Assail still feels good and the aimed damage boost is nifty if not terribly useful. Voidstrike still does voidstrike things, but without the damage that makes Vets sad. Psyker still good.

I feel like next patch will include additional nerfs to assail because it invalidates the new Veteran ability: tossing smoke grenades between us and the horde so no one else can see poo poo to shoot at.

Magitek
Feb 20, 2008

That's not jolly.
That's not jolly at all!
Smoke needs some sort tweak to its core functionality so it doesn’t harm your teammates’ ability to aim at enemies or see their movements. Almost every smoke grenade I’ve seen used has done more harm than good.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz
So I'd been playing around using the knife with the Psyker, with Purgatus staff, Brainburster, Venting Shriek and Warp Siphon and I was actually quite happy with the speed of getting about and ability to horde clear and not getting hit. So I thought I should try it with my Vet. I went and bought a bunch of knifes from Brunt's armoury and this was my first attempt upgrading with Hadron

I figured it was worth my time to build around it and came up with.

All I need now is to pair it with a gun. I've done a couple Damnation runs using

Which I bought off Sire Melk yesterday, and I'm not sure about the blessings I really have nothing in my library to swap about. Ammo consumption is fine, I'm mainly relying on the knife to carry me but I want something to deal with targets that I can't sprint at and it doesn't seem punchy enough for countering Gunners at range. I also have an annoying habit of managing to fire twice ( and that second shot is almost always off the mark ) when trying to snap shoot.
I 've tried this bolter

Which is satisfying at closer range but I hate the way it bounces around when trying to ADS at targets at range and also the random animation when swapping to it from my knife. It's definitely a bit more demanding on ammo as I'm whiffing my shots frequently or going full auto on closing in beefy targets. I'm pretty sure that the revolver is out, my experience with the revolver with synergising damage skills meant I was already having to double tap elites in Malice ( so I expect it to be a lot worse when running with the knife ), same with the shotguns. I haven't tried any of the auto guns or auto pistol yet, I am a bit leary on the ammo consumption. I guess I'm after recommendations on a good plasma gun set up or if I should try the auto pistol ( I'm guessing it should be a good speedy boy option? ).

Exodee
Mar 30, 2011

Damp and depressing.
It must be a goon in its
natural habitat!

Sharkopath posted:

Besides plasma being strong the buffs to infantry autoguns paired with the right side of vet tree to get the rending and close damage gets pretty wild. Youll just shred through even crushers if you have both dum dum and fire frenzy as blessings.

Testing it out, I'd go so far as to say Colomnus infantry with those blessings and talent points is just super fun and has way higher potential dps than a plasma gun build, with the obvious weakness being the plasma gun remains much more reliable at all ranges.
I'm loving the Colomnus autogun on Zealot as well, since that particular model is most effective up close which pairs nicely with Anoint in Blood. More importantly once you've got Blazing Piety going it basically crits non-stop which makes it stronger than even the pre-nerf shredder I'd reckon.

40 Proof Listerine
Jul 1, 2007

Baroness Kanan-Zelaya of the minor House of Carbon

ZombyDog posted:

Which is satisfying at closer range but I hate the way it bounces around when trying to ADS at targets at range and also the random animation when swapping to it from my knife. It's definitely a bit more demanding on ammo as I'm whiffing my shots frequently or going full auto on closing in beefy targets. I'm pretty sure that the revolver is out, my experience with the revolver with synergising damage skills meant I was already having to double tap elites in Malice ( so I expect it to be a lot worse when running with the knife ), same with the shotguns. I haven't tried any of the auto guns or auto pistol yet, I am a bit leary on the ammo consumption. I guess I'm after recommendations on a good plasma gun set up or if I should try the auto pistol ( I'm guessing it should be a good speedy boy option? ).

Slug shotgun is really good with the knife because it gives you a ranged sit down gun to buy you time on the approach to melee and the slug punches hard enough to take down the bigger threats - it's about 2000 on a headshot.

Headhunter autoguns are really good too if you run krak grenades for carapace, which your build is.

If you can grab Uncanny strike on your knife it makes the bleed stacks hit harder on big targets. Knife blessings are pretty flexible overall. Executor (power increase on repeated weak spot hit) falls off because bleed stacks don't count as weak spot hits and so it's tough to keep going on tough targets but you can headshot a bunch of scabs with it. Ruthless Backstab (over 100% rending on backstab hit) is really funny and doubles your damage per hit on big targets and can be tough to count on in a scrum. Lacerate works nicely with the vet bleed stack talent. Mercy killer also goes good with the vet bleed talent because the special punch can apply a bleed stack then you wallop them with the left click heavy.

Revitalized
Sep 13, 2007

A free custom title is a free custom title

Lipstick Apathy
I sort of glaze over damage bonus perks because I have no idea what's an Unyielding or a Maniac or Infested or whatever, plus the idea that if you just don't run into this enemy type then the perk does nothing. And then there's like Carapace vs Flak Armor or whatever.

Are any of them considered universally actually good to have?

Dandywalken
Feb 11, 2014

Its weapon dependent

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!
For the most part flak and maniac damage is most relevant, since they most often show up on common but high threat enemies like ragers and gunners and the like.

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Magitek
Feb 20, 2008

That's not jolly.
That's not jolly at all!

Revitalized posted:

I sort of glaze over damage bonus perks because I have no idea what's an Unyielding or a Maniac or Infested or whatever, plus the idea that if you just don't run into this enemy type then the perk does nothing. And then there's like Carapace vs Flak Armor or whatever.

Are any of them considered universally actually good to have?

I'd recommend spending a few minutes in the Psykhanium (the training room with "target dummies" standing around), especially to test out new weapons. When you hit enemies here you'll see the exact damage you inflict, a health bar, and the armor type of whatever body part you're hitting.

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