I think that’s also similar to rending abilities you find on weapons as well. If a weapon has +% rending that should further increase armor penetration.
Game needs a codex section explaining all the icons and what the stats mean etc. We shouldn't have to find these guides (although the are massively appreciated thank you for making this) outside of the game to be able to understand how these things work. I'd also love the enemy types to be explained in a codex (like a game wiki I can access in the Mourningstar) and be able to take a look at the enemy models in detail.
I agree, if you purchased the game on steam, go drop a negative review voicing your concern. It's the only way to get them to do anything sadly as they don't care
I agree. Coming from Vermintide 2 where they have made so many big improvements with the game over the years some of their decisions with Darktide really puzzle me and almost feel like a step backwards rather than them trying to do something new or different. The UI in vermintide has become very good and explains a lot yet in darktide it's worse than the original vermintide 2 UI. One of my big complains is the new revive system requires an ogryn to revive if you are taking damage otherwise it's interrupted. With the addition of a lot more ranged enemies in this game it makes reviving extremely hard in a horde situation and the downed person gets killed off faster as well it seems. I'd like to see it changed to somewhere between the 2 games. Revive not being interrupted by damage but you also take damage instead of auto blocking while reviving.
"Knowledge is power, power corrupts" Is what I read on the loading screen once. I thought it was just there for flavor, but I guess it was a direct message from developers.
The attack indicated by arrows is actually a heavy attack with extra cleave. The star-looking smash is an overhead strike meant more for single-target damage, usually with better stagger. The sword swing is a normal sweeping attack, and the sword stab is for piercing attacks, usually also single-target. This has been my experience with them at least.
These symbols all have names. "Strikedown" (the one on all axes, that makes you chop downwards at heads) seems to pierce armour good too. Vanguard is a sweep, Relentless is a _big_ sweep with extra cleave.
That was my experience too, as vanguard and relentless didn't appear to have any consistently different animations on ogryn weapons. So I guessed vanguard was similar to linesman or heavy linesman modifier from VT2 and relentless similar to tank modifier.
One thing I like about the dagger is its movement speed is faster, stamina drain takes longer and the stamina regen is faster than other weapons. And its a quick weapon swap so you can get out of a surround while weilding a ranged weapon.
It's dodge range is also extremely superb. The best in the game I think, capable of just about dodging anything with the right timing even while attacking. Also a thing I noticed with the knife is you can charge a heavy while sprinting. I've used this to dodge dance a plague ogryn while consistently stabbing it in the head. Such a fun and stylish weapon.
@@TheDoomsock dodge dancing around big slow enemies is a beautifully satisfying thing to do. Now just need to get a dagger with the backstab weakspot perk and be a true rogue.
This. I bought one just to try it out and, though it is lacking for crowd control, it's actually quite nice for veterans since you tend to stay at range anyway but you can still help with those tougher enemies. The extra speed also help me catch up with the group faster.
@@binjuice326 I run zealot as well and its so much fun when you push F, charge in like the maniac you are and land a power attack on the head to crit and delete the specialist
Awesome video! I kinda wish that the game made even a rudimentaey attempt at explaining all of these things to you. Heck even the flavor text gives you a better idea of what the weapon does rather than the "new and improved" weapon stats UI. I really appreciate videos like these because of that!
you are right about the intended purpose of the weapon ratings, as that was confirmed by Hedge in the official discord just this morning and probably at other times but... Many weapons of the same type do more damage even when the sliders indicate that it does less over all damage. This goes for weapons that are exactly the same type and model as well. Thankfuly it was confirmed in todays patch notes that they are working to rework or improve this rating and slider system and it should be ready sometime after launch.
One of the reasons for this is that damage calculation is buggy as hell. +elite damage does 10x of what it says currently. So a low damage weapon with +6% elite damage will easily outperform a much higher damage weapon without that bonus.
@@Nachtwind7 it goes beyond even that unfortunately. I had two tigrus mkII eviscerators, the one with less rating and damage without any damage modifiers was outperforming the one with higher rating and damage and an extra dmg modifier. On all enemy types, Kinda crazy. Tested in the meat grinder, on malice.
@@starryeyes5860 Im almost open to the idea of not even including that stat randomness at all to be honest. Like if they want to force into the fact that you are using a salvaged level weapon, they could go onto antoher road or simply add clearly visible and readable maluses. I have gotten the same situation as you did with a higher weapon with a clear cut indication that it was better overall yet it performed very poorly. Hopefully they drop this "oh the same weapon and even same mark of weapon is different stat wise" shenanigans. It's basically a big gripe for me and possibly others as well.
A few things to note, the bars are not comparable to other weapons. You compared the swords mobility bar to the axes mobility which you cant really do because because certain weapons will have higher dodge ranges regardless. Find a knife with almost zero mobility and then a eviscerator with very high mobility, the knife will still dodge further by a lot. After a ton of testing, the entire bar of mobility only increases your dodge range by that weapon type by about 20%, and im talking from an empty bar to a completely full bar. Another thing im not sure you are correct about the weapons rating having no relation to the damage, after some testing on multiple rating 400 eviscerators , a maxed out damage bar vs a completely empty damage bar only increased the weapons damage by about 10, not 10%.. just 10. (im hoping this is a bug though because currently it means that the damage bar should be ignored when deciding how strong a weapon is because that little increase will never change a weapons kill breakpoints) The gist is most of the bars have so little impact on a weapon you can basically ignore them outside of a few, specifically cleave targets, that one can actually being maxed out actually has an impact on your performance because of the increase to the amount of targets hit
All totally valid points man! I just didn't have another axe to show off that mobility and how that differentiates itself. So I sort of mucked up the test with a false comparison there, sorry about that brother - thank you very much about for keeping me honest! I also feel like these bars are bugged up the ass. I've seen a lot of different values result in a lot of different tests so it has made talking about them confusing until the devs said something
@@italianspartacus haha look at this, I just happened to be testing with a bugged weapon, from todays patch notes "Fixed issues where the Tigrus Mk II Heavy Eviscerator damage stat did not work as intended, damage defaulted to 50%. Now should scale damage properly.", So i think the bars are probably a bit stronger than i first figured but hopefully we get actual values soon, thank you for the testing!
Yeah I feel like so many of my videos are just going to be entirely out of date come the 30th, but that's fine if things get in a more stable and EASIER to understand place. I have a feeling Fatshark might be holding things back or lowering xp, and a number of other things, so that the game isn't fully discovered by the time the 30th comes - if that makes sense
Yes, it seems that all bars are only comparable between weapons of the same type. This is obvious with the "ammo" bar, but not so obvious with other stats.
Keep in mind the weapon traits at the top matter (I.E assassin flurry swiftstrike etc) as it provide bonuses as well, I believe assassin along with mobility does provide dodge bonuses plus additional headshot damage, this is what makes variants tend to be so different
The overall concensus from the guides on steams who are drawing on what was found in the codes is that penetration works into damage on armor hits. Cleave is what determines how much cleave power you have, how many you can cleave through is a combination of your cleave power and the masses of the target. Armor targets have larger mass and big targets like Ogryns and Monster have extremely large mass that basically stops cleaves from going through.
Really appreciate the guide, very informative. I really hope there is merchant/work station that lets you change the weapon sliders to some extent. Otherwise the RNG on gear is gonna be very frustrating.
The video that fatshark just put out seems to indicate that we will be able to improve our equipment at some point. Probably level locked. My first character is only 9 so it's probably a ways off.
@@doomcookies I started seeing bolters, chain swords and power swords on lvl 20 and Plasma on lvl 28. I am not sure if i was unlucky, if those are the level requirements or i just leveled too fast and the shop wasnt refreshing fast enough.
I can’t wrap my head around why it’s not explained in the game itself. Okay, they are planning to change it, that’s fine. But if the players don’t have any clue how it all works, what are they planning to base their decisions off? This prevents any feedback to even be formed.
So "Cleave Target" is the same as "ignoring enemy hit mass"? I have an Antax with Brutal Momentum on it and very low Cleave Target (32% -> 0.8). The Cleave Target modifier shouldnt do anything at all then, if this Blessing procs. Or does that work differently? I heard a lot of different opionions on this, maybe you have an insight on this? :-)
Thanks for this, it's really useful. Managed to get myself a great Combat Axe, with high finese, crit, with assassin, strikedown etc. and it just wrecks on headshots, which is basically all it hits
OK maybe a dumb question but if Finesse on a MELEE weapon is weakpoint damage does mean I have to actually aim my melee swings for that weak point? Like am I supposed to be specifically slashing at faces as opposed to anywhere else on their body?
Yes, even with low finesse you do more damage if you stab a dude's face or go for the fleshy bit rather than armor. It is why we all love sweep attacks at head height
They're the types of attacks, cleave, overhead strike, and a diagonal slash! :) the third one is the special. Press V and it'll give you a breakdown of the combo for your primary and secondary. For ranged weapons, it tells you if it's semi auto, burst, or full auto
I'm no expert but I build around the Eviscerator. From what I gather and seems acccurate it means shredding armor and staggering heavy enemies while the special is active, i.e. after revving a chain weapon. A chain weapon with high shred cuts down elites better if you commit to the special attack but it draws from other stats like mobility to do so. (I think!)
This dude just made a video at the beach and was like: "The sun is actually green", points the camera up, "See it looks yellow, which means it's green." "This stuff on the ground is called blemf", points the camera down, "See it's made of tiny rocks." "The ocean actually goes away at night", points the camera to the sun soaked sea, "See it's here right now."
thanks, that was some much-needed info though i figured out some of it. the part on ammo you just compared to rounds in the clip. you didn't compare to total rounds carried. the one had lower rounds in clip but a higher ammo capacity if i remember right.
Okay, so does that mean if I see a 420gs rippergun and i buy that, all my ranged weapons can now be over 420gs or only the ripperguns? So I have to buy each weapon typ individually ( Knife,Shield,Club etc.?
Thanks for the video, really helpful! One thing that I want to know about this system: I reached lvl 30 on my zealot and I keep getting weapons of higher rating (only rare in the normal shop and purple/Orange in the contract shop). How does it increase? I think if I buy weapons with higher rating, I get even more rating (but I'm not sure). Is there a cap to it? In vermintide it was easy, everytime you open a box you have the chance to get ±10 iLvl from the maximum iLvl item you've get before stopping at 650 (350 from hero level and 300 from items), but here i couldn't find any logic, sometimes i get 350 rating, sometimes 450.
I could be way off and maybe they confirmed it but I assumed the store item ratings worked like the unboxing in vermintide where it was based off items you have found or crafted rather than what you currently have in your inventory. So therefore you could salvage stuff without worrying about having to hold onto dead items to increase your ratings. I'm not sure why they would change that part going into darktide.
So what does it mean if a particular attribute is not on the weapon? For instance, what happens to your dodge if mobility isn't on the weapon? Is it just reduced to a base distance?
Thank you for the video on this. I was mostly sure on some of the attributes, but, not 100% sure. I didn't think about how stability could also affect how much the gun sways. As a Vermintide 2 "veteran", as it were, the different ratings were a bit confusing. I was always going for high damage on lasguns, without even considering stability all that much and then wondering why I could barely hit a target more than once in a row. I can now kind of see how useful going for stability over damage is, especially with the Veteran's level 5 feat where you get toughness back from weak point kills. A question I have is: Does upgrading the weapon's quality change the sliders at all or leave them the same?
they need to put in actual numbers for better comparison, or put a red bar / green bar overlayed on the currently equiped weapon to quickly tell if it's better or not
Awesome video cleared up alot, someone said the lazguns depending on model fire multi rounds per trigger pull, some fire 9 rounds and others 3 may e that explains the ammo inconsistencies bar ?
Most lasguns are semi auto single shot, there may be a burst variant I haven’t seen yet, hellebore has a charge shot option, and finally the recon lasgun/lascarbine is full auto
from what I gathered, each weapon type has all base stats. If no Bar is shown they are FIXED for that weapon type (all Catachan Mk3 have same block cost/defense). Bars show the range between minimum and Maximum possible Roll of those stats. Each bar goes from 0% to 100%. The power rating is the SUM of all these Bar percentages. you can think of Power rating as points the weapon can spend on those variable stats. Because we do not have access YET to the Base weapon stat numbers, and can only see the weapon-specific range as percentages, You CANNOT compare different weapons together since they might have different base stats and those stats might have tighter or wider ranges. You can however, competently compare the same weapon type with each other. this is easily seen with ammo. in the end, only life fire testing will work.
Hey, first thx for your work and time to come along with stats. Don't get it why Fatshark didn't implement a codex and/or some kind of bestarium -.- ..except they force the rejects to increase brain activitiy.. Anyway, i have question about the weapons rating at the store: If i got it right you have to buy weapons sometimes with the highest score to just keep it in my inventory. So the game makes weapons with higher rating buyable? Was already wondering how to increase weapon stats after lvl30 besides Hadron and weapon blessing. (iam german so english isn't my native language, hope you got my point^^') And another think comes even in my mind: Missionscreen - do you (or some of you here) noticed this little imperial eagle like symbol below the mission pictures? What do they standing for? This eagle can have different numbers wings. Got several ideas but i wasn't able to get the reason out of it so far.
In Vermintide 2, the game stores your max item rating, so even if you salvage the item, the next rolls will be determined on that stored max rating value. At least that is what the wiki says.
Ammo bar actually does make a difference in the overall mag, just more noticeable of the weapon has a lot of bullets like the braced infantry gun and the heavy stubbed. Low ammo weapons like shotguns tend to see less of a difference.
Bruh I want this on revolver so it can get 2 bullets per elite kill again for Veteran. 1 bullet per elite kill feels terrible right now. Since most elites take 2 or 3 headshots to kill minimum.
Heyo! 🙂 Great tips :) I would have to argue I don’t think the ammo slider is bugged, I think it also counts not only mag size but also spare ammunition. I find some with big bars can have smaller mags but double the ammo reserve of a bigger mag (even if you just total out all ammo mag and spare)
I'm not sure how common it is but for all i noticed my lasguns of the same model use different amounts of ammo per shot, i had one that was 3 ammo per shot and another that was only 2 so maybe that affects the ammo bar.
Except here it represents damage potential rather than being the direct measurement of power Destiny uses. Having 300 rating gear in Darktide isn't objectively better than 200 rating gear in Darktide, it just has more stat points assigned to it so it might be better.
@@PlebNC yeah but generally a 300 point item is going to be better than a 100 unless you get shit rng and roll uhh 2cms worth of damage on the 300 point.
@@darkmatter8 A recent example was on my vet when I was using my first bolter I got which has a 268 rating and found a bolter with 294 rating when I tried both out the 268 bolter was dealing about 180 per shot to the armored ogryn but the 294 was only dealing 110, although it had a faster reload and mobility the stopping power was significantly less which didn't warrant the switch.
@@darkmatter8 But traits also take up a lot of points, so a rating 250 grey might be better than a rating 300 orange since it doesn't have like 100 points in traits that may or may not be good.
What is really awkward is Cleave Target is a slider. Say you are trying for a low dmg but high Crowd Control build. Cleave Targets Should just be a flat +X targets. Because with a slider, im assuming can be tested, maybe a soft cap. IE maybe having 50% of a bar is adding 2 more enemies per swing, and having a slider around 60% is still only 2 targets, thus making a soft cap of 2 targets @50% and maybe isn't worth getting the extra 10% and instead keep one that has less Cleave Targets but more Cleave Dmg.
Thank you so much! Thsi was really helpful, I had a good idea of what some of the stuff did but not others. Penetration was one of them, I thought that had to deal with Armor Penetration not another version of cleave. Thsi will make choosing weapons way more strategic and easy.
Penetration is armour reduction. Other than that, all is good. Lasguns have penetration but they don't punch through targets. Bolt guns don't have penetration but can fire through soft cover and targets
hm? At the shop I dont get it: The Items you can buy have a the maximum rating, of your best Item in the inventory? So why waste money on buying more Items you dont want with the same max rating?
Do you know if the items that populate have to do with the highest acquired? or currently in your possession? ex, if i sell a high power weapon, does the game still consider that my highest? or will it drop back down to the highest still in my inventory?
Love the sentiment of the guides you're puttin out but I really think it would be worthwhile (a) scripting your points and (b) double checking your knowledge/understanding with the Devs where applicable. I'm a relative noob but know that penettation is akin more to armour piercing than cleave. Your content has convinced me to buy the game and I love it - can't thank you enough, seriously. And if the Devs can't support you with some clarification specifics then more fool them as high quality content creators covering their game should be a huge marketing focus. All the best dude, much love
If the item level determines how much goes into each bar (Stat bars) then why, when you upgrade the weapon and increase the item level, do the stat bars not increase at all? Now that we have numerical values in percentages...you can see without a doubt that NONE of the stat bars get ANY increase when you increase item level.
I thought Penetration was how much damage went through armor?
Yeah it definitely is. Sometimes I'm just a fucking idiot hahahah
its more like how much armor your weapon ignores
@@wesgaminginc.439 Same thing different words.
Ok
I think that’s also similar to rending abilities you find on weapons as well. If a weapon has +% rending that should further increase armor penetration.
Game needs a codex section explaining all the icons and what the stats mean etc. We shouldn't have to find these guides (although the are massively appreciated thank you for making this) outside of the game to be able to understand how these things work. I'd also love the enemy types to be explained in a codex (like a game wiki I can access in the Mourningstar) and be able to take a look at the enemy models in detail.
I agree, if you purchased the game on steam, go drop a negative review voicing your concern. It's the only way to get them to do anything sadly as they don't care
@@ravager990 its not released yet... Kekw
I agree. Coming from Vermintide 2 where they have made so many big improvements with the game over the years some of their decisions with Darktide really puzzle me and almost feel like a step backwards rather than them trying to do something new or different. The UI in vermintide has become very good and explains a lot yet in darktide it's worse than the original vermintide 2 UI. One of my big complains is the new revive system requires an ogryn to revive if you are taking damage otherwise it's interrupted. With the addition of a lot more ranged enemies in this game it makes reviving extremely hard in a horde situation and the downed person gets killed off faster as well it seems. I'd like to see it changed to somewhere between the 2 games. Revive not being interrupted by damage but you also take damage instead of auto blocking while reviving.
You don't need to down vote the game over something so minor. You can express that to them in other ways
"Knowledge is power, power corrupts"
Is what I read on the loading screen once. I thought it was just there for flavor, but I guess it was a direct message from developers.
I'm so glad the game gives you the actual numbers now not just a vague slider
Holy shit I've been through 3 different youtube "comprehensive guides" for players and not a single one mentions weapon stats. Thank you for this
The attack indicated by arrows is actually a heavy attack with extra cleave. The star-looking smash is an overhead strike meant more for single-target damage, usually with better stagger. The sword swing is a normal sweeping attack, and the sword stab is for piercing attacks, usually also single-target. This has been my experience with them at least.
It seems like assassin type of attacks has higher crit chance, at least thats my feeling.
These symbols all have names. "Strikedown" (the one on all axes, that makes you chop downwards at heads) seems to pierce armour good too. Vanguard is a sweep, Relentless is a _big_ sweep with extra cleave.
That was my experience too, as vanguard and relentless didn't appear to have any consistently different animations on ogryn weapons. So I guessed vanguard was similar to linesman or heavy linesman modifier from VT2 and relentless similar to tank modifier.
I think you are the first to come out with this level of detail on what the tooltips say. Fantastic job.
One thing I like about the dagger is its movement speed is faster, stamina drain takes longer and the stamina regen is faster than other weapons. And its a quick weapon swap so you can get out of a surround while weilding a ranged weapon.
It's dodge range is also extremely superb. The best in the game I think, capable of just about dodging anything with the right timing even while attacking. Also a thing I noticed with the knife is you can charge a heavy while sprinting. I've used this to dodge dance a plague ogryn while consistently stabbing it in the head. Such a fun and stylish weapon.
@@TheDoomsock dodge dancing around big slow enemies is a beautifully satisfying thing to do. Now just need to get a dagger with the backstab weakspot perk and be a true rogue.
This. I bought one just to try it out and, though it is lacking for crowd control, it's actually quite nice for veterans since you tend to stay at range anyway but you can still help with those tougher enemies. The extra speed also help me catch up with the group faster.
I'm loving it on zealot, but I think the dodge range was nerfed in the latest patch... To be fair it was as fast as sprinting prior.
@@binjuice326 I run zealot as well and its so much fun when you push F, charge in like the maniac you are and land a power attack on the head to crit and delete the specialist
Sacred Bolter dont need no stability. I shoot, the Emperor aims.
Good video, loved the breakdown.
Dude it’s 10 in the morning I haven’t even rolled out of bed and you’ve already rolled out a darktide video
Darktide is a hell of a drug
10am and you’re still in bed? 🧐
@@solosnoop1 gotta stay on the grindset right?!?!?! haha!
@@sham5614 Exactly! 😂
They should include these in the trainign room maybe as a small video showing the effect of each stat.
They have already written a post saying they will go into more detail for all of the stats and such makeing it easier to read and understand
Awesome video! I kinda wish that the game made even a rudimentaey attempt at explaining all of these things to you. Heck even the flavor text gives you a better idea of what the weapon does rather than the "new and improved" weapon stats UI. I really appreciate videos like these because of that!
you are right about the intended purpose of the weapon ratings, as that was confirmed by Hedge in the official discord just this morning and probably at other times but... Many weapons of the same type do more damage even when the sliders indicate that it does less over all damage. This goes for weapons that are exactly the same type and model as well. Thankfuly it was confirmed in todays patch notes that they are working to rework or improve this rating and slider system and it should be ready sometime after launch.
One of the reasons for this is that damage calculation is buggy as hell. +elite damage does 10x of what it says currently. So a low damage weapon with +6% elite damage will easily outperform a much higher damage weapon without that bonus.
@@Nachtwind7 it goes beyond even that unfortunately. I had two tigrus mkII eviscerators, the one with less rating and damage without any damage modifiers was outperforming the one with higher rating and damage and an extra dmg modifier. On all enemy types, Kinda crazy. Tested in the meat grinder, on malice.
@@starryeyes5860 Damage is not the only slider that adds damage. Shredder and Penetration also add damage to certain targets.
@@starryeyes5860 Im almost open to the idea of not even including that stat randomness at all to be honest. Like if they want to force into the fact that you are using a salvaged level weapon, they could go onto antoher road or simply add clearly visible and readable maluses.
I have gotten the same situation as you did with a higher weapon with a clear cut indication that it was better overall yet it performed very poorly.
Hopefully they drop this "oh the same weapon and even same mark of weapon is different stat wise" shenanigans. It's basically a big gripe for me and possibly others as well.
I kinda needed this tbh. Thx. I didnt know why my weapon with less damage in the chart did more Damage while testing it
From what I noticed ammo is the max amount of ammo carried for said gun not per magazine
Both, because increasing the per mag increases the max amount!
A few things to note, the bars are not comparable to other weapons. You compared the swords mobility bar to the axes mobility which you cant really do because because certain weapons will have higher dodge ranges regardless. Find a knife with almost zero mobility and then a eviscerator with very high mobility, the knife will still dodge further by a lot. After a ton of testing, the entire bar of mobility only increases your dodge range by that weapon type by about 20%, and im talking from an empty bar to a completely full bar.
Another thing im not sure you are correct about the weapons rating having no relation to the damage, after some testing on multiple rating 400 eviscerators , a maxed out damage bar vs a completely empty damage bar only increased the weapons damage by about 10, not 10%.. just 10. (im hoping this is a bug though because currently it means that the damage bar should be ignored when deciding how strong a weapon is because that little increase will never change a weapons kill breakpoints)
The gist is most of the bars have so little impact on a weapon you can basically ignore them outside of a few, specifically cleave targets, that one can actually being maxed out actually has an impact on your performance because of the increase to the amount of targets hit
All totally valid points man! I just didn't have another axe to show off that mobility and how that differentiates itself. So I sort of mucked up the test with a false comparison there, sorry about that brother - thank you very much about for keeping me honest!
I also feel like these bars are bugged up the ass. I've seen a lot of different values result in a lot of different tests so it has made talking about them confusing until the devs said something
@@italianspartacus haha look at this, I just happened to be testing with a bugged weapon, from todays patch notes "Fixed issues where the Tigrus Mk II Heavy Eviscerator damage stat did not work as intended, damage defaulted to 50%. Now should scale damage properly.",
So i think the bars are probably a bit stronger than i first figured but hopefully we get actual values soon, thank you for the testing!
Yeah I feel like so many of my videos are just going to be entirely out of date come the 30th, but that's fine if things get in a more stable and EASIER to understand place. I have a feeling Fatshark might be holding things back or lowering xp, and a number of other things, so that the game isn't fully discovered by the time the 30th comes - if that makes sense
Yes, it seems that all bars are only comparable between weapons of the same type. This is obvious with the "ammo" bar, but not so obvious with other stats.
Keep in mind the weapon traits at the top matter (I.E assassin flurry swiftstrike etc) as it provide bonuses as well, I believe assassin along with mobility does provide dodge bonuses plus additional headshot damage, this is what makes variants tend to be so different
Thank you! Finally someone explaining what the hell the stats are for. Hopefully FatShark adds some tooltips before/for launch.
That was a VERY informative video. Great work, thumbs up & shared w/ friends.
Nice vid man! Excellent breakdown and good teaching methodology and demonstration. Appreciated.
The overall concensus from the guides on steams who are drawing on what was found in the codes is that penetration works into damage on armor hits. Cleave is what determines how much cleave power you have, how many you can cleave through is a combination of your cleave power and the masses of the target. Armor targets have larger mass and big targets like Ogryns and Monster have extremely large mass that basically stops cleaves from going through.
Really appreciate the guide, very informative. I really hope there is merchant/work station that lets you change the weapon sliders to some extent. Otherwise the RNG on gear is gonna be very frustrating.
The video that fatshark just put out seems to indicate that we will be able to improve our equipment at some point. Probably level locked. My first character is only 9 so it's probably a ways off.
@@doomcookies I started seeing bolters, chain swords and power swords on lvl 20 and Plasma on lvl 28. I am not sure if i was unlucky, if those are the level requirements or i just leveled too fast and the shop wasnt refreshing fast enough.
I can’t wrap my head around why it’s not explained in the game itself. Okay, they are planning to change it, that’s fine. But if the players don’t have any clue how it all works, what are they planning to base their decisions off? This prevents any feedback to even be formed.
Why aren't these stats available in game with mouse over or clickable?
Thanks for the clarity.
So "Cleave Target" is the same as "ignoring enemy hit mass"? I have an Antax with Brutal Momentum on it and very low Cleave Target (32% -> 0.8). The Cleave Target modifier shouldnt do anything at all then, if this Blessing procs. Or does that work differently? I heard a lot of different opionions on this, maybe you have an insight on this? :-)
Thanks for going through this, I was so lost figuring out what each one did.
Thanks for this, it's really useful. Managed to get myself a great Combat Axe, with high finese, crit, with assassin, strikedown etc. and it just wrecks on headshots, which is basically all it hits
Ive noticed on the recon lasguns there is a stat labled "collateral". What does this mean and what will a higher collateral do vs a lower collateral?
OK maybe a dumb question but if Finesse on a MELEE weapon is weakpoint damage does mean I have to actually aim my melee swings for that weak point? Like am I supposed to be specifically slashing at faces as opposed to anywhere else on their body?
Yes! Always! :)
Yes, even with low finesse you do more damage if you stab a dude's face or go for the fleshy bit rather than armor. It is why we all love sweep attacks at head height
Thanks! What about the 3 icons opposite the 'rating'. Have I missed an explanation for these somewhere?!
They're the types of attacks, cleave, overhead strike, and a diagonal slash! :) the third one is the special. Press V and it'll give you a breakdown of the combo for your primary and secondary. For ranged weapons, it tells you if it's semi auto, burst, or full auto
Some hard numerical scores would be nice
Any idea what the "Shredder" stat on chain weapons means?
I'm no expert but I build around the Eviscerator. From what I gather and seems acccurate it means shredding armor and staggering heavy enemies while the special is active, i.e. after revving a chain weapon. A chain weapon with high shred cuts down elites better if you commit to the special attack but it draws from other stats like mobility to do so. (I think!)
Thanks, I needed this. Subscribed.
This dude just made a video at the beach and was like:
"The sun is actually green", points the camera up, "See it looks yellow, which means it's green."
"This stuff on the ground is called blemf", points the camera down, "See it's made of tiny rocks."
"The ocean actually goes away at night", points the camera to the sun soaked sea, "See it's here right now."
Thank you for the breakdown sir your gentleman and a scholar and willing to do the work that I am not but I'm grateful that you have done
Nice video, except one little small mistake with the penetration for melee. I think it means how much it goes through the armored enemies.
agreed, I’m not positive but I’m pretty sure its armor penetration
thanks, that was some much-needed info though i figured out some of it. the part on ammo you just compared to rounds in the clip. you didn't compare to total rounds carried. the one had lower rounds in clip but a higher ammo capacity if i remember right.
Hmm someone just made this same comment but I've seen it affect the clip.. I wonder what it actually is?
Thanks for making great Darktide content! Is there a discord for Darktide players? I wish more people used mics.
Man this video helps so much with understanding the stats thank you. They need a compendium or something built in game.
very helpful video! thanks! Now to spend another half an hour figuring out which is the better lasgun
Okay, so does that mean if I see a 420gs rippergun and i buy that, all my ranged weapons can now be over 420gs or only the ripperguns?
So I have to buy each weapon typ individually ( Knife,Shield,Club etc.?
Thanks for the video, really helpful! One thing that I want to know about this system: I reached lvl 30 on my zealot and I keep getting weapons of higher rating (only rare in the normal shop and purple/Orange in the contract shop). How does it increase? I think if I buy weapons with higher rating, I get even more rating (but I'm not sure). Is there a cap to it? In vermintide it was easy, everytime you open a box you have the chance to get ±10 iLvl from the maximum iLvl item you've get before stopping at 650 (350 from hero level and 300 from items), but here i couldn't find any logic, sometimes i get 350 rating, sometimes 450.
Thank you so much. I have been feeling like a moron in the meatgrinder trying to figure this out
How do I acquire higher level rated weapons if the weapons I am given in the armoury are linked to my current highest rated weapon?
Thank you for all the info really making the game better!!
I could be way off and maybe they confirmed it but I assumed the store item ratings worked like the unboxing in vermintide where it was based off items you have found or crafted rather than what you currently have in your inventory. So therefore you could salvage stuff without worrying about having to hold onto dead items to increase your ratings. I'm not sure why they would change that part going into darktide.
So what does it mean if a particular attribute is not on the weapon? For instance, what happens to your dodge if mobility isn't on the weapon? Is it just reduced to a base distance?
This actually helped me a great deal. Thank you, Sir.
Thank you for the video on this. I was mostly sure on some of the attributes, but, not 100% sure. I didn't think about how stability could also affect how much the gun sways. As a Vermintide 2 "veteran", as it were, the different ratings were a bit confusing. I was always going for high damage on lasguns, without even considering stability all that much and then wondering why I could barely hit a target more than once in a row. I can now kind of see how useful going for stability over damage is, especially with the Veteran's level 5 feat where you get toughness back from weak point kills.
A question I have is: Does upgrading the weapon's quality change the sliders at all or leave them the same?
Do you only see those numbers in the Psykhanium, or is there a way to turn then on for normal play?
they need to put in actual numbers for better comparison, or put a red bar / green bar overlayed on the currently equiped weapon to quickly tell if it's better or not
You figured it out. Nice. Thanks for the video
Also your computer is nice
Wait so you dont need to equip a higher item level weapon for it to count for the store rolls? You only need to have it in your inventory?
Dude, this is great info. Thanks!
Awesome video cleared up alot, someone said the lazguns depending on model fire multi rounds per trigger pull, some fire 9 rounds and others 3 may e that explains the ammo inconsistencies bar ?
Most lasguns are semi auto single shot, there may be a burst variant I haven’t seen yet, hellebore has a charge shot option, and finally the recon lasgun/lascarbine is full auto
Thank you battle brother! This was very helpful
You should make an updated version with penetration corrected and the new percentage based stats
Any clue what exactly Warp Resistance does for things like Force Swords etc?
for warp resistance, it reduces the amount of peril generated by the psyker weapon in question for using its specials :)
I call them the 3 S’s
Swinging sword icon is a slash
Multiple Arrows is a sweep
Star burst icon is a strike
Also you can push shove enemies into whichever place you want them to stand for testing cleave or AoE
Some ranges weapons have Penetration, while others have Collateral. What's the difference then?
from what I gathered, each weapon type has all base stats. If no Bar is shown they are FIXED for that weapon type (all Catachan Mk3 have same block cost/defense). Bars show the range between minimum and Maximum possible Roll of those stats. Each bar goes from 0% to 100%. The power rating is the SUM of all these Bar percentages. you can think of Power rating as points the weapon can spend on those variable stats.
Because we do not have access YET to the Base weapon stat numbers, and can only see the weapon-specific range as percentages, You CANNOT compare different weapons together since they might have different base stats and those stats might have tighter or wider ranges. You can however, competently compare the same weapon type with each other. this is easily seen with ammo.
in the end, only life fire testing will work.
appreciate the vid. The naming was so frustrating
Aside of attack type for each hit in combo, there is one more attack type for a weapon overall... That makes me confused, why it's here?
“this is somewhere in between” and then proceeds to do the cleaviest of cleaving heavy attacks
Hey, first thx for your work and time to come along with stats. Don't get it why Fatshark didn't implement a codex and/or some kind of bestarium -.- ..except they force the rejects to increase brain activitiy.. Anyway, i have question about the weapons rating at the store: If i got it right you have to buy weapons sometimes with the highest score to just keep it in my inventory.
So the game makes weapons with higher rating buyable?
Was already wondering how to increase weapon stats after lvl30 besides Hadron and weapon blessing.
(iam german so english isn't my native language, hope you got my point^^')
And another think comes even in my mind:
Missionscreen - do you (or some of you here) noticed this little imperial eagle like symbol below the mission pictures? What do they standing for? This eagle can have different numbers wings. Got several ideas but i wasn't able to get the reason out of it so far.
In Vermintide 2, the game stores your max item rating, so even if you salvage the item, the next rolls will be determined on that stored max rating value. At least that is what the wiki says.
7:43 i think ammo dictates how much more magazines you carry instead of the actual rounds inside the mag. Other than that, its an helpful video!
Sometimes it is both.
Ammo bar actually does make a difference in the overall mag, just more noticeable of the weapon has a lot of bullets like the braced infantry gun and the heavy stubbed. Low ammo weapons like shotguns tend to see less of a difference.
Its both
Bruh I want this on revolver so it can get 2 bullets per elite kill again for Veteran.
1 bullet per elite kill feels terrible right now. Since most elites take 2 or 3 headshots to kill minimum.
Heyo! 🙂
Great tips :)
I would have to argue I don’t think the ammo slider is bugged, I think it also counts not only mag size but also spare ammunition. I find some with big bars can have smaller mags but double the ammo reserve of a bigger mag (even if you just total out all ammo mag and spare)
I hope Fatshark adds numbers to those bars as well as descriptions to the stats in the game.
What stat does ogryn use when bash enemy with their gun
Very helpful guide, thank you!
Good tip about item rating to spawn better items in shop, very good tip. I have sold off all items I not using and I will correct that now. Thanks
I'm not sure how common it is but for all i noticed my lasguns of the same model use different amounts of ammo per shot, i had one that was 3 ammo per shot and another that was only 2 so maybe that affects the ammo bar.
If it uses different ammo, it's not the same lasgun model. Any sort of different name at all means it's a different model.
Kantrael mg IV uses 2 at baseline, most use 3, hellebore uses 4
Item rating is like Destiny’s power level that’s easy to understand. Awesome video thank you for explaining all this!
Except here it represents damage potential rather than being the direct measurement of power Destiny uses. Having 300 rating gear in Darktide isn't objectively better than 200 rating gear in Darktide, it just has more stat points assigned to it so it might be better.
@@PlebNC yeah but generally a 300 point item is going to be better than a 100 unless you get shit rng and roll uhh 2cms worth of damage on the 300 point.
@@darkmatter8 A recent example was on my vet when I was using my first bolter I got which has a 268 rating and found a bolter with 294 rating when I tried both out the 268 bolter was dealing about 180 per shot to the armored ogryn but the 294 was only dealing 110, although it had a faster reload and mobility the stopping power was significantly less which didn't warrant the switch.
@@darkmatter8 But traits also take up a lot of points, so a rating 250 grey might be better than a rating 300 orange since it doesn't have like 100 points in traits that may or may not be good.
What is really awkward is Cleave Target is a slider. Say you are trying for a low dmg but high Crowd Control build. Cleave Targets Should just be a flat +X targets. Because with a slider, im assuming can be tested, maybe a soft cap. IE maybe having 50% of a bar is adding 2 more enemies per swing, and having a slider around 60% is still only 2 targets, thus making a soft cap of 2 targets @50% and maybe isn't worth getting the extra 10% and instead keep one that has less Cleave Targets but more Cleave Dmg.
Thank you so much! Thsi was really helpful, I had a good idea of what some of the stuff did but not others. Penetration was one of them, I thought that had to deal with Armor Penetration not another version of cleave. Thsi will make choosing weapons way more strategic and easy.
Im pretty sure pen is to do with armor not another word for cleave, they are pretty consistent with their key words.
Penetration is armour reduction. Other than that, all is good. Lasguns have penetration but they don't punch through targets. Bolt guns don't have penetration but can fire through soft cover and targets
Thank god somebody explained this, the Devs sure as hell didn't in-game.
Thanks man! I wan unsure about more than a few of them attributes.
by the way do you know how to charge further with the orgryn?
any idea what the 'shredder' stat bar represents?
Appreciate some breakdown. The lack of tooltips or a codex is f'ing appauling.
So the TLDR is that gear score does mean that the overall weapon is better but pay attention to stats to see exactly what your getting.
I kinda wish we just got straight up numbers in the game instead of sliders.
finally someone explained it i was wondering what all of those meant i like crowd control in this more than anything
hm? At the shop I dont get it:
The Items you can buy have a the maximum rating, of your best Item in the inventory?
So why waste money on buying more Items you dont want with the same max rating?
Essentially yes :/ vermintide did this too where you had to craft the best possible. Items even though you weren't using them
Do you know if the items that populate have to do with the highest acquired? or currently in your possession? ex, if i sell a high power weapon, does the game still consider that my highest? or will it drop back down to the highest still in my inventory?
This is a fantastic breakdown. Thank you!!
So the sliders are buckets, and the power rating is how much water you have to fill them.
how are you testing your weapons?
Can someone tell me what Crowd Control does for the Ogryn weapons?
Love the sentiment of the guides you're puttin out but I really think it would be worthwhile (a) scripting your points and (b) double checking your knowledge/understanding with the Devs where applicable. I'm a relative noob but know that penettation is akin more to armour piercing than cleave. Your content has convinced me to buy the game and I love it - can't thank you enough, seriously. And if the Devs can't support you with some clarification specifics then more fool them as high quality content creators covering their game should be a huge marketing focus. All the best dude, much love
Thank you so much for making this video, it helps a lot!
I assume shredder is how much damage the revved chainsword does?
Top work, thank you!
Thank you for this video. I was essentially just buying stuff based on ammo cap and power rating lol
This is a fan-fucking-tastic video. Thank you for breaking this shit down.
Highest I have currently is a 501 rating. I honestly wonder how high we can push it?????????
If the item level determines how much goes into each bar (Stat bars) then why, when you upgrade the weapon and increase the item level, do the stat bars not increase at all? Now that we have numerical values in percentages...you can see without a doubt that NONE of the stat bars get ANY increase when you increase item level.
The Claw sword is decent in the earliest levels for the cleave and the attack animations aren’t bad, but I can’t wait to get some better weapons
Really wish they used actual numbered stats instead of sodding bars, I basically have to guess what percentage they're going to do.