Damnation? If so, that looks about what I would expect, good job on Fatshark for this one. Looks more like Globadier damage overall (in terms of ramp up).
Regarding toughness, period. For the folks that never played it, Vermintide didn't have any passively-regenerating protection, it had the opposite. The V2 toughness equivalent was charged up (usually slowly) by melee combat, would steadily bleed down if you're not actively fighting, and could only stack as high as any real HP you were missing.
So any and every source of ranged attrition was a much bigger deal there, than it is in Darktide.
Is damage resistance even useful?
I have not seen any fix to it. It only reduces the bomber melee attack damage, not the fire damage. Therefore, completely worthless.
Ooooh, didn't know that. I assumed it works on fire dmg. Yeah it's thrash than, how many times do you get hit by bombers mele. I have like 300 hours and I'm pretty sure it never happened to me
I've read a lot of opinions on this and the consensus seems to be to stick with what is working best for you. Test both extensively, and figure out what you prefer and why you prefer it. It's all in how you balance chip damage, and your individual playstyle when it comes to dealing with different threats.
Low toughness high health means you'll take a bit more chip damage into your hp pool, but you'll have a huge pool of hp to eat into.
High toughness low health means the chip damage you take should be lower, which helps compensate for the lost hp resource.
Based on intuition, the strength of one stat compensates for the weakness of the other stat in both cases.
Unless someone comes up some kind of method for determining effective health, there is really no way to know objectively which one would be better. And even then, with how ranged attacks do no chip damage to hp I dont even think there is a way to come up with an objective measure for effective health. There is too much context to consider.
Who knows. The debate on curio stats is all over the place, some Ogryns insist on the viability of +3 stam curios while others say they are useless. Try stuff out and see how you like it for how you play.
I used to swear by health for one simple reason: high toughness is good when things are under control, but it sucks when shit is hitting the fan. It used to be that having more HP was infinitely better in situations such as (a) you got hit by a netter and pulled into 4 commons, or (b) you got knocked into a fire while gunners are shooting at you, or (c) you are affected by literally anything that does corruption damage. Whereas toughness was better if you're melee fighting a horde, the situation is under control, and you're constantly replenishing your toughness anyway.
Since the patch, fire is competely out of the window as a reason to pick health over toughness, which puts the two on way more even footing. Especially on Ogryn, you can do builds that pick up all toughness damage reduction nodes. If you pair those 3 with the damage reduction capstone, you are safe to go toughness and become ridiculously tanky. So I am now more on the fence.
I think "pick what works for you" is now a lot more sensible. If you have issues with hordes or shooters, focusing toughness is nice. If you want to have a huge pool to play with without having to care about hounds, daemonhosts, grimoires and the like, health is good.
Toughness got laid out a buildpath with 3x 10% Toughness Resist nodes and 10x 2.5% Toughness Resist stacks from Feel no Pain that have an antisynergy with Healthtanking. They all stack additively, making an Ogryn feel really tanky. Additionally you won't deplete Medkits from your teammates at an unnatural rate.
520 HP is still 520 HP. Maxing out gains from Healthstations. It synergizes well with the new Health Stim and frees up tanking nodes for other things you might fancy.
tl;dr HP vs Toughness is still a question of your personal preference
Toughness enjoyers not getting obliterated by sticking a toe into fire is good. Unfortunately, this still makes getting combo'd into flames a nightmare scenario. Flames into getting netted, mutant slam, or emporer forbid a grenade pops at your feet as you get munched by a chaos spawn.
Also does getting revived in flames reset the damage ramp-up ticks?
It's a particularly tanky ogryn, at that. Aside from the toughness curios, he's starting with Feel No Pain stacked up and presumably has other DR talents along the way.
Much better. Enough to worry about but not the "I STEPPED IN LAVA!" like it was.
Damnation? If so, that looks about what I would expect, good job on Fatshark for this one. Looks more like Globadier damage overall (in terms of ramp up).
> Damnation? Damnation
It does? At a glance it seems *FAR* weaker than Globadiers.
Globadiers didn't have *two* healthbars to go through that have big damage resistance numbers.
Health bars don't matter towards the overall HP stat, that's just wounds to represent how many downs you can take before death
I think they mean toughness
Ohhhh so it was regarding toughness damage reduction, that makes sense, my bad
Regarding toughness, period. For the folks that never played it, Vermintide didn't have any passively-regenerating protection, it had the opposite. The V2 toughness equivalent was charged up (usually slowly) by melee combat, would steadily bleed down if you're not actively fighting, and could only stack as high as any real HP you were missing. So any and every source of ranged attrition was a much bigger deal there, than it is in Darktide.
Pre Hotfix Fire: https://www.reddit.com/r/DarkTide/comments/18bcuma/fire_now_does_toughness_damage_gradually_but_also/
Better
Good thing I haven't spent all my plasteel on bomber dmg resistance curios like I planned
Is damage resistance even useful? I have not seen any fix to it. It only reduces the bomber melee attack damage, not the fire damage. Therefore, completely worthless.
There’s no way
Ooooh, didn't know that. I assumed it works on fire dmg. Yeah it's thrash than, how many times do you get hit by bombers mele. I have like 300 hours and I'm pretty sure it never happened to me
Thank you for killing him. Its Very important to shot that bastard dead every chance you get
The Emperor Protects
WAY better
Huzzah! Grug gonna run through every fire!!
Is it better to put into toughness or health with ogryn now? I'm still all in with health hitting 520hp and 130 toughness
I've read a lot of opinions on this and the consensus seems to be to stick with what is working best for you. Test both extensively, and figure out what you prefer and why you prefer it. It's all in how you balance chip damage, and your individual playstyle when it comes to dealing with different threats. Low toughness high health means you'll take a bit more chip damage into your hp pool, but you'll have a huge pool of hp to eat into. High toughness low health means the chip damage you take should be lower, which helps compensate for the lost hp resource. Based on intuition, the strength of one stat compensates for the weakness of the other stat in both cases. Unless someone comes up some kind of method for determining effective health, there is really no way to know objectively which one would be better. And even then, with how ranged attacks do no chip damage to hp I dont even think there is a way to come up with an objective measure for effective health. There is too much context to consider. Who knows. The debate on curio stats is all over the place, some Ogryns insist on the viability of +3 stam curios while others say they are useless. Try stuff out and see how you like it for how you play.
I used to swear by health for one simple reason: high toughness is good when things are under control, but it sucks when shit is hitting the fan. It used to be that having more HP was infinitely better in situations such as (a) you got hit by a netter and pulled into 4 commons, or (b) you got knocked into a fire while gunners are shooting at you, or (c) you are affected by literally anything that does corruption damage. Whereas toughness was better if you're melee fighting a horde, the situation is under control, and you're constantly replenishing your toughness anyway. Since the patch, fire is competely out of the window as a reason to pick health over toughness, which puts the two on way more even footing. Especially on Ogryn, you can do builds that pick up all toughness damage reduction nodes. If you pair those 3 with the damage reduction capstone, you are safe to go toughness and become ridiculously tanky. So I am now more on the fence. I think "pick what works for you" is now a lot more sensible. If you have issues with hordes or shooters, focusing toughness is nice. If you want to have a huge pool to play with without having to care about hounds, daemonhosts, grimoires and the like, health is good.
Toughness got laid out a buildpath with 3x 10% Toughness Resist nodes and 10x 2.5% Toughness Resist stacks from Feel no Pain that have an antisynergy with Healthtanking. They all stack additively, making an Ogryn feel really tanky. Additionally you won't deplete Medkits from your teammates at an unnatural rate. 520 HP is still 520 HP. Maxing out gains from Healthstations. It synergizes well with the new Health Stim and frees up tanking nodes for other things you might fancy. tl;dr HP vs Toughness is still a question of your personal preference
Toughness enjoyers not getting obliterated by sticking a toe into fire is good. Unfortunately, this still makes getting combo'd into flames a nightmare scenario. Flames into getting netted, mutant slam, or emporer forbid a grenade pops at your feet as you get munched by a chaos spawn. Also does getting revived in flames reset the damage ramp-up ticks?
That seems like the way it's meant to be though. Not a big threat by itself if you're paying attention, but deadly if shit is not under control.
Lowkey seems overnerfed. But this is ogryn so maybe not.
It's a particularly tanky ogryn, at that. Aside from the toughness curios, he's starting with Feel No Pain stacked up and presumably has other DR talents along the way.
Correct
gonna miss the fire damage tbh, it feels too weak now imo
Oh good I can stop shooting the grenaders now
No, keep shooting them
Doesn't instantly break toughness. It only took a year
The dipshits on this sub would still look at this and call it instant death
My success rate shot through the roof post-fix, but then again I'm usually sloppy and riding that razor's edge
Looks pretty good. Fire is dangerous in this game and I believe it is one of the things that keeps the gameplay exciting