Warhammer: Vermintide 2

Warhammer: Vermintide 2

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【Updated to Patch 5.5】Hero Power, Buff Stacking, Cleave, Stagger
By Royale w/ Cheese
Some deep mechanics of this game.
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Hero Power and Damage/Cleave/Stagger grow
In Vermintide 2, damage/cleave/stagger is calculated based on Hero Power. You can find it in your inventory.
Then you can calculate damage/cleave/stagger from there, based on the lowest Hero Power value that the game can provide(15).
Damage/Cleave/Stagger buff stacking table
Cleave related mechanic
- Cleave system
Cleave is a metric that measures the amount of Effective Mass that an attack can damage/stagger.

Damage Cleave affects the amount of Effective Mass you can damage.
Stagger Cleave affects the amount of Effective Mass you can stagger.

Cleave is tied to the attack profile, not the weapon. Different attacks on the same weapon can have different Cleave. Different attacks on different weapons can have the same Cleave.
- The Base Formula to Calculate number of units affected by Damage & Stagger
In order to cleave next unit:
(Modified Cleave) - (total Effective Mass of enemies that have been cleaved) > 0

In the Formula above:
Modified Cleave = Base Cleave x Product of Green Buff x Sum of Cyan Buff x Sum of Orange Buff
Effective Mass = Base Mass x Effective Mass Modifier value

Use Damage Cleave as Base Cleave to calculate the number of units you can damage.
Use Stagger Cleave as Base Cleave to calculate the number of units you can stagger.
- Coefficients in the Cleave Calculation
Base Cleave:
Variable on different weapons and attacks. Can be found in mod Armory.

Red circle shows Damage Cleave, green circle shows stagger cleave(for 650 Hero Power).



















Green/Cyan/Orange Buff:
You can check these buff in the table down below.
































Base Mass:
Can be found in mod Vermitannica. Shield sometimes also adds mass to enemy units.

Shield added mass is in the brackets.



















Effective Mass Modifier:
Including Linesman, Heavy Linesman, Tank. Most of these values can be found in Bestiary. All exact values will be listed in the next section.

Modifiers on weapons

Modifier number on specific type of enemy

Effective Mass Modifier value
Enemy
Linesman
Heavy Linesman
Tank
Slave Rat
60%
60%
75%
Clan Rat
60%
60%
50%
Plague Monk
60%
60%
100%
Storm Vermin
100%
50%
50%
Ratling Gunner/Warpfire Thrower
100%
50%
100%
Fanatic
60%
60%
75%
Marauder
60%
60%
50%
Savage
60%
60%
50%
Mauler
60%
60%
50%
Chaos Warrior
100%
50%
1000%
Chaos Warrior with Shield
100%
100%
100%
Ungor
60%
60%
75%
Gor
60%
60%
50%
Bestigor
100%
60%
50%
- Special Case I: Cleave Resistant Units
Cleave Resistant Units are units that will instantly stop your cleave once you hit them, regardless of your Cleave value.
Some attacks have the special ability to cleave these units. In that case, cleave calculation will remain the same.
Different attacks have different Cleave Resistant Units.

Cleave Resistant Units including:
Melee Attacks:
Armoured Enemies, Mauler, Monster Enemies.
Projectile Range Attacks:
Armoured Enemies, Shield Enemies, Monster Enemies.
Hitscan Range Attacks:
Armoured Enemies, Shield Enemies, Mauler Head.

Attacks that bypass Cleave Resistant Units:
Melee Attacks:
Bypass Cleave Resistant Units
(slide_armour_hit)
Bypass Cleave Resistant Units and damage through shield
(ignore_armour_hit)
Great Hammer - Heavy Attacks
Bretonnian Sword and Shield - Push Attack
Bretonnian Longsword - 1st and 2nd Heavy Attacks
Sword and Shield - Push Attack
Halberd - 2nd Heavy Attack
Grail Knight Blessed Blade - All versions
Executioner Sword - Light Attacks and Push Attack
Dual Swords - Push Attack
Greatsword - Heavy Attacks
Sword and Dagger - 3rd/4th Light Attacks and Push Attack
Dual Swords - Light and Heavy Attacks
Flail - 3rd/4th Light Attacks and Heavy Attacks
Axe and Falchion - Push Attack
Flail and Shield - All Heavy Attacks, 4th/5th Light Attacks
Holy Great Hammer - All Heavy Attacks, 2nd/3rd Light Attacks
Flaming Flail - 3rd/4th Light Attacks, Push Attack and 2nd Heavy Attack
Ensorcelled Reaper - 1st and 2nd Heavy Attacks

Projectile Range Attacks:
Bypass and damage Shield Enemies
Waystalker Trueshot Volley - All verions
Bounty Hunter Locked and Loaded - Sniper Bullet
Pyromancer Burning Head
Bolt Staff - Level 3 charge

Hitscan Range Attacks:
Bypass and damage Shield Enemies
Handgun
Bounty Hunter Locked and Loaded - Shotgun Bullet
- Special Case II: Shotgun
Shotgun attacks are Blunderbuss Primary, Grudge Raker Primary, Griffon-foot Primary, Repeater Pistol Secondary, Bounty Hunter Locked and Loaded shotgun shells and Coruscation Staff Primary. Their cleave calculation has two differences compared to other attacks.

1. Effective Mass Modifiers
All these shotgun attacks except Coruscation Staff Primary all have Linesman as Effective Mass Modifier. However, unlike on Melee Attacks and Projectile Range Attacks that Linesman reduce Enemy Base Mass by percentage, on these shotgun attacks Linesman set all affected Enemy Mass to 0.6. This means with Linesman on shotgun attacks, Slave Rat/Clan Rat/Plague Monk/Fanatic/Marauder/Savage/Mauler/Ungor/Gor all have only 0.6 Effective Mass across all difficulties.

2. Dead Units Mass Removal
If units are killed by last pellet, their mass won't contribute to the total mass for the next pellet's cleave calculation.
You can think like shotgun attacks actually shoot multiple pellets one by one in a very small interval. So once the Nth pellets killed this unit, N+ pellet(s) cleave won't be consumed by the dead unit mass.
- Calculation Example
Normal Cleave Calculation Example:
650 Hero PowerXsword Foot Knight(only use talent Comrades in Arms) vs Ungor + Gor

- Xsword Light Attack 1 swing from right to left. Has Base Damage Cleave of 7.46 and Tank. The only Buff here is Comrades in Arms, so Modified Cleave = 7.46 x 110% = 8.206
- On Cataclysm, Ungor has Base Mass of 2.5, Gor has Base Mass of 7. With Effective Mass Modifier Tank, the Effective Mass of Ungor = 2.5 x 75% = 1.875, Effective Mass of Gor = 7 x 50% = 3.5.

- If you use Light Attack 1, try to cleave enemies with the composition of Ungor - Gor - Ungor - Gor - Ungor:
  • 8.206 - 1.875 - 3.5 - 1.875 = 0.956, so it CAN cleave through 2 Ungor + 1 Gor.
  • 0.956 - 3.5 = -2.544 < 0, so after that it can cleave 1 more Gor.
  • In total you cleave through 2 Ungor + 2 Gor.

Shotgun Cleave Calculation Example:
650 Hero Power Grudge Raker/Blunderbuss(no crit no headshot) vs Massed Maulers

- One Grudge Raker shot contains 9 pellets, one Blunderbuss contains 12 pellets.
- On Cataclysm, with Enhanced Power + 40% Chaos/Infantry, for both shotguns each pellet can cleave 6 Mauler(calculation is the same as other normal weapons, remember Mauler Effective Mass = 0.6 here) and it takes 6 pellets damage to kill a Mauler. Penetrating Maulers do not reduce pellets damage.

- If you shoot one shell into a bunch of Maulers(assuming they stack perfectly & all your pellets land on one point):
  • With Grudge Raker, the first 6 pellets will kill 6 maulers, and the last 3 pellets will damage 6 Mauler. Resulting in killing 6 Mauler & damage 6 Mauler.
  • With Blunderbuss, the first 6 pellets will kill 6 maulers, and the last 6 pellets will kill another 6 Mauler. Resulting in killing 12 Mauler.
- Attacks that do not use Cleave
Bash attacks
Including Sword & Shield Heavy 1, Mace/Hammer/Skull-Splitter & Shield Heavy 1, Axe & Shield Heavy 1, Bretonnian Sword & Shield Light 3 & Heavy 2, Flail & Shield Light 3, Dagger Heavy 1, Fire Sword Heavy 1, Blunderbuss Secondary Attack, Grudge Raker Secondary Attack, Griffon-foot Secondary Attack

Bash attacks are comprised of multiple separated attacks.
  • The first attack has a very small hitbox under your crosshair; in real gameplay, this can only hit one enemy. It deals the most damage and highest stagger. Blunderbuss/Grudge Raker/Griffon-foot Secondary Attack does not have this hitbox.
  • The second attack hits infinite enemies in a narrow cone around the crosshair. Enemies hit by this will take same damage and stagger (both less than the first attack).
  • The third attack hits infinite enemies in a wider cone around the crosshair. Enemies hit by this will take no damage and lowest stagger.

Limited Target Attacks
Including Drakegun Primary & Secondary Attack, Drakefire Pistol Secondary Attack, Beam Staff Secondary Attack, Flamestorm Primary & Secondary Attack

Limited Target Attacks will hit a constant number of enemies in the attack hitbox; regardless of the type of enemy, difficulty, or power level.

Drakefire Pistol/Beam Staff Secondary Attack has a target limit of 10.
Drakegun/Flamestorm Staff Primary & Secondary Attack has a target limit of 50.

Explosions
Including Bombs, Hagbane Shortbow Secondary Attack Explosion, Flaming Flail Heavy 1, Fireball Staff Secondary Attack Explosion etc.

Explosions can hit all enemies in the attack hitbox.

Soulstealer Staff
Both Soulstealer Staff attacks do not use Cleave.
The primary attack - Cursed Bolt can only hit one target a time, but can bounce twice, hit up to 3 targets per attack.
The alternative attack - Soul Rip can only hit one target a time.
- Appendix 1: List of Projectile & Hitscan Range Attacks
Projectile Range Attacks
Hitscan Range Attacks
Empire Longbow
Blunderbuss
Crossbow
Handgun
Drakefire Pistol - Primary attack
Repeater Handgun
Throwing Axe
Grudge Raker
Masterwork Pistol
Engineer Crank Gun - All verions
Trollhammer Torpedo
Rapier Side Pistol
Waystalker Trueshot Volley - All verions
Repeater Pistol - All attacks
Volley Crossbow
Griffonfoot Pistol
Longbow
Bounty Hunter Locked and Loaded - Shotgun Bullet
Swiftbow
Beam Staff- Beam Attack
Hagbane Shortbow
Beam Staff- Snipe Attack
Moonfire bow
Coruscation Staff - Primary attack
Briar Javelin
Deepwood Staff Primary Attack
Brace of Pistols
Bounty Hunter Locked and Loaded - Sniper Bullet
Fireball Staff - All attacks
Conflagration Staff - Primary attack
Bolt Staff - All attacks
Pyromancer - Burning Head
- Appendix 2: Projectile Attacks Projectile Speed and Radius
Attack Name
Speed
Radius
Empire Longbow - Quick Arrow
6500
0.075
Empire Longbow - Partially Charged Arrow
10000
0.05
Empire Longbow - Full Charge Arrow
16000
0.05
Crossbow - All Attacks
12000
0.05
Drakefire Pistol - Primary
6000
0.15
Throwing Axe - Quick Fire
3500
0.075
Throwing Axe - Charged Axe
5000
0.075
Masterwork Pistol - All Attacks
16000
0.05
Trollhammer Torpedo
2500
0.1
Waystalker Trueshot Volley - Normal
9000
0.075
Waystalker Trueshot Volley - Piercing Shot
12000
0.1
Volley Crossbow - All Version All Attacks
8000
0.05
Longbow - Quick Arrow
9000
0.075
Longbow - Charged Arrow
16000
0.05
Swiftbow - Quick Arrow
8000
0.05
Swiftbow - Charged Arrow
11000
0.075
Hagbane Shorbow - Quick Arrow
5000
0.1
Hagbane Shorbow - Charged Arrow
8000
0.1
Moonfire Bow Quick Arrow
9000
0.075
Moonfire Bow Charged Arrow
16000
0.075
Briar Javelin
7000
0.075
Deepwood Staff Primary Attack
9000
0.075
Brace of Pistols - All Attacks
16000
0.05
Bounty Hunter Locked and Loaded - Sniper Bullet
16000
0.05
Fireball Staff - Fireball Attack
9000
0.15
Fireball Staff - Charged Fireball Attack
3000
0.2 ~ 0.75
Conflagration Staff - Fireball Attack
7000
0.15
Bolt Staff - Spark Attack
9000
0.075
Bolt Staff - All Charged Attacks
5000
0.1
Soulstealer Staff - Curse Bolt
5000
0.15
Pyromancer - Burning Head
3500
0.1
- Appendix 3: Career Skill Dodge Data/Damage & Stagger Cleave
Name
Dodge Data
Damage Cleave
Stagger Cleave
Special Properties
Grail Knight - Virtue of Audacity/Virtue of the Impetuous Knight
2 Dodge Count, 100% Dodge Distance
8.95(Overhead)
8.95(Stab)
14.92(Overhead)
14.92(Stab)
Bypass Cleave Resistant Units and damage through shield
Grail Knight - Virtue of Confidence
2 Dodge Count, 100% Dodge Distance
14.92
59.68
Has Tank as Effective Mass Modifier
Bypass Cleave Resistant Units and damage through shield
Ranger Veteran - Disengage Smoke Bomb
3 Dodge Count, 100% Dodge Distance
N/A
N/A
Outcast Engineer - Gromril-Plated Shot
1 Dodge Count, 110% Dodge Distance
7.46
7.46
Reduce move speed to 20% when spinning/shooting
Break Shield
Bypass Monster Enemies Cleave Resistance in Cleave calculation
Outcast Engineer - Linked Compression Chamber/Innovative Ammo Hoppers
1 Dodge Count, 110% Dodge Distance
7.46
7.46
Reduce move speed to 20% when spinning/shooting
Bypass Monster Enemies Cleave Resistance in Cleave calculation
Waystalker - Piercing Shot
3 Dodge Count, 100% Dodge Distance
29.84
29.84
Damage Through Shield
Bypass Shield Enemies Cleave Resistance in Cleave calculation
Waystalker - Loaded Bow/Kurnous' Reward
3 Dodge Count, 100% Dodge Distance
7.46
7.46
Damage Through Shield
Bypass Shield Enemies Cleave Resistance in Cleave calculation
Bounty Hunter - Locked and Loaded
3 Dodge Count, 110% Dodge Distance
8.95(Sniper Bullet)
8.95(Shotgun Bullet)
8.95(Sniper Bullet)
8.95(Shotgun Bullet)
Has Linesman as Effective Mass Modifier on both bullets
Both bullets can damage Through Shield
Both bullets bypass Shield Enemies Cleave Resistance in Cleave calculation
Warrior Priest of Sigmar - Shield of Faith
2 Dodge Count, 100% Dodge Distance
N/A
N/A
Pyromancer - Burning Head
2 Dodge Count, 100% Dodge Distance
11.94
11.94
Has Linesman as Effective Mass Modifier
Damage Through Shield
Bypass Shield Enemies Cleave Resistance in Cleave calculation
Necromancer - Raise Dead
2 Dodge Count, 100% Dodge Distance
N/A
N/A
*All with 650 Hero Power
- Appendix 4: Charge Career Skill Cleave Limit
Foot Knight - Valiant Charge
With 650 Hero Power, can charge through total mass of 59.68. Instantly stopped by Armoured or Monster enemies. Charge limit can only be increased by Power buff. Talent Battering Ram(wide charge) removes both mass and enemy type limits.

Slayer - Leap
Always ignore mass and enemy type limits.
During Leap buff duration, Slayer is immune to enemy stagger.

Handmaiden - Dash
Always ignore mass and enemy type limits.

Zealot - Holy Fervour
With 650 Hero Power, can charge through total mass of 17.9. Instantly stopped by Armoured or Monster enemies. Charge limit can only be increased by Power buff.
During Holy Fervour buff duration, Zealot gains phase walk.

Battle Wizard - Fire Walk
Always ignore mass and enemy type limits.
Stagger related mechanic
- Stagger Bonus system
In Patch 2.0 - WoM update, FatShark introduced Stagger Bonus system.

Damage vs staggered enemies will increase by stacking staggers.
This scales from 1x bonus (Stagger Count = 0), 1.2x bonus (Stagger Count = 1) up to 1.4x (Stagger Count = 2) bonus damage.

Melee attacks now deal from 100% damage to 140% damage depends on the Stagger Count on enemies.
Ranged attacks deal 120% damage to enemies with Stagger Count = 0 or 1. Deal 140% damage to enemies with Stagger Count = 2.
DoT (burn/bleed/poison) does not receive any bonus from Stagger Count.
- Mechanics of Stagger Count
Stagger Count is how many times an enemy have been staggered in succession (stagger once for 1, stagger again during previous stagger for 2, further stagger will cap Stagger Count at 2).
Here, a successful stagger is defined as "If the enemy's move is interrupted".

Weapons carry three types of stagger power: Light, Medium and Heavy. You can tell the difference from the animation of the enemy.
Originally posted by Fatshark:

  • Light: a flinch in place (fencing sword vs Clan rat)
  • Medium: a stepback (sword vs Clan rat)
  • Heavy: a throw and fall over (big hammer vs face of Clan rat)

On horde, Light/Medium attack will increase the Stagger Count by 1. Heavy attack will increase the Stagger Count by 2.

Push also set horde units Stagger Count to 2. This means push horde while killing them will greatly increase your killing speed.

During climbing/dropping animation, all enemies' Stagger Count is set to be 2. Use this opportunity to kill them safely and efficiently.
- Stagger Bonus and interaction with level 15 talents
Talent
Stagger Count = 0
Stagger Count = 1
Stagger Count = 2
Notes
No Talent - Default Melee Attack
100% dmg
120% dmg
140% dmg
/
No Talent - Default Range Attack
120% dmg
120% dmg
140% dmg
Only the first target hit receive 20% bonus when Stagger Count = 0.
Smiter
First target: 120% dmg
Second+ target: 100% dmg
120% dmg
140% dmg
Only the first target hit receive 20% bonus when Stagger Count = 0.
Assassin
Normal shot:100% dmg
Head/Crit shot: 140%
Normal shot:120% dmg
Head/Crit shot: 140%
Normal shot:140% dmg
Head/Crit shot: 140%
Headshot/Crit shot always receive 140% dmg bonus no matter Stagger Count.
Mainstay
100% dmg
140% dmg
160% dmg
/
Bulwark
100% dmg
130% dmg
150% dmg
Provide 10% bonus to Stagger Count = 1 or = 2 to all team.
Only increase melee damage/shotgun bash damage.
Can be applied by all types of stagger.
Enhanced Power - Melee Attack
107.5% dmg
129% dmg
150.5% dmg
Increase power by 7.5%. Affect all source of damage. Calculated before any other bonus.
Enhanced Power - Range Attack
129% dmg
129% dmg
150.5% dmg
Increase power by 7.5%. Affect all source of damage. Calculated before any other bonus.
- Level 15 talents choices
Talent
When to pick
Smiter
Recommended to pair with high attack speed low cleave/stagger weapons. Or just used to boost elite damage. E.g Dual Axes, Crowbill.
Best for boosting overall damage of low cleave weapon, or just boost any weapon's elites damage.
Assassin
Recommended to pair with high crit chance weapons or weapons need to play around with headshot. E.g Dual Sword, Rapier.
Best for boosting overall damage of low cleave/high crit weapon, or just boost any weapon's elites damage
Mainstay
Recommended to pair with high stagger horde clean weapons. E.g Two-handed sword, Dual Hammer.
Best for horde damage boost for high cleave high stagger weapon.
Bulwark
Recommend to pair with shield weapons and heavy range class with high stagger melee. E.g Foot Knight with a shield.
However, if you are the only heavy melee character in the team, don't take this talent.
Very situational talent.
Enhanced Power
Recommended to reach specific weapon breakpoints.
Boosts both your elites and horde damage.
- Weave and Cataclysm+
Weave mode has difficulty beyond Cataclysm(Cataclysm 1) - Cataclysm 2 and Cataclysm 3. In Cataclysm 2 and Cataclysm 3, Stagger Bonus gives different damage bonuses. In Cataclysm 2, the coefficient of Stagger Bonus becomes 0.3, and becomes 0.5 in Cataclysm 3. This means your melee weapon, by default, will deal 130% damage to enemies with Stagger Count = 1 in Cataclysm 2, and 150% damage in Cataclysm 3.

Here is a table for damage bonus comparison(for specific mechanic, check former sections):
Stagger Count = 0
Stagger Count = 1
Stagger Count = 2
No Talent - Default Melee Attack
Cataclysm 1: 100% dmg
Cataclysm 2: 100% dmg
Cataclysm 3: 100% dmg
Cataclysm 1: 120% dmg
Cataclysm 2: 130% dmg
Cataclysm 3: 150% dmg
Cataclysm 1: 140% dmg
Cataclysm 2: 160% dmg
Cataclysm 3: 200% dmg
No Talent - Default Range Attack
Cataclysm 1: 120% dmg
Cataclysm 2: 130% dmg
Cataclysm 3: 150% dmg
Cataclysm 1: 120% dmg
Cataclysm 2: 130% dmg
Cataclysm 3: 150% dmg
Cataclysm 1: 140% dmg
Cataclysm 2: 160% dmg
Cataclysm 3: 200% dmg
Smiter
Cataclysm 1: 120% dmg
Cataclysm 2: 130% dmg
Cataclysm 3: 150% dmg
Cataclysm 1: 120% dmg
Cataclysm 2: 130% dmg
Cataclysm 3: 150% dmg
Cataclysm 1: 140% dmg
Cataclysm 2: 160% dmg
Cataclysm 3: 200% dmg
Assassin
Cataclysm 1: 140% dmg
Cataclysm 2: 160% dmg
Cataclysm 3: 200% dmg
Cataclysm 1: 140% dmg
Cataclysm 2: 160% dmg
Cataclysm 3: 200% dmg
Cataclysm 1: 140% dmg
Cataclysm 2: 160% dmg
Cataclysm 3: 200% dmg
Mainstay
Cataclysm 1: 100% dmg
Cataclysm 2: 100% dmg
Cataclysm 3: 100% dmg
Cataclysm 1: 140% dmg
Cataclysm 2: 160% dmg
Cataclysm 3: 200% dmg
Cataclysm 1: 160% dmg
Cataclysm 2: 190% dmg
Cataclysm 3: 250% dmg
Bulwark
Cataclysm 1: 100% dmg
Cataclysm 2: 100% dmg
Cataclysm 3: 100% dmg
Cataclysm 1: 110% dmg
Cataclysm 2: 140% dmg
Cataclysm 3: 160% dmg
Cataclysm 1: 150% dmg
Cataclysm 2: 170% dmg
Cataclysm 3: 210% dmg
Enhanced Power
Cataclysm 1: 107.5% dmg
Cataclysm 2: 107.5% dmg
Cataclysm 3: 107.5% dmg
Cataclysm 1: 129% dmg
Cataclysm 2: 139.75% dmg
Cataclysm 3: 161.25% dmg
Cataclysm 1: 150.5% dmg
Cataclysm 2: 172% dmg
Cataclysm 3: 215% dmg

* Modded realm difficulty Deathwish will lock your Stagger Bonus at Cataclysm 1.
- Determine if the enemy unit will get staggered
The overall mechanic of stagger is very complicated. The best way to determine the stagger power of a weapon right now is go modded realm and test them one-by-one. Here are some general rules that I can provide:

Player wise:
1. Do you have enough Stagger Cleave? If you cannot cleave to this enemy with your Stagger Cleave, you cannot stagger this enemy.
2. What’s your power level? Increased Hero Power will increase stagger. Increase some other buff like power vs race/armour type will also increase stagger.
3. What type of weapon? Generally stagger power of 2h weapon > 1h/dual wield weapon. Also weapons with tank property/blunt weapons tend to have better stagger.
4. What type of attack? Generally stagger power of heavy attack > light attack.
6. Did you score a headshot/crit shot? Headshot and crit increase the attack's stagger power.

Enemy wise:
1. What’s the stagger resistance of the enemy? Values are available in the mod Bestiary.
2. What’s the armour type of the enemy? Generally monster > armour/berserker > infantry.
3. What’s the state of the enemy? Enemies that are performing attacks (especially charging attacks) are harder to stagger.

Some Stagger Breakpoints on Cataclysm:
https://steamproxy.net/sharedfiles/filedetails/?id=2200946092
123 Comments
Royale w/ Cheese  [author] 20 Apr @ 11:58am 
tbf we call it armour cleave is only because that's the code name & most elites it applies to are armoured unit.
hanktwo 20 Apr @ 10:04am 
Thanks for the reply. I did some additional tests in the meantime and arrived at the same conclusion. Still a pretty weird design choice, giving a weapon armor cleave and heavy linesman on its armor piercing heavy attacks but then reduce the damage to 0 on all subsequent armored targets.
Royale w/ Cheese  [author] 20 Apr @ 8:07am 
@hanktwo This is not a bug. Weapons have different damage value set on different cleave target. Bret longsword h1/h2 2nd target damage(means the damage dealt on 2nd target you cleave through) doesn't do armour damage on body, you have to land headshot/crit or drink a str potion, but you ARE able to cleave through them even though you might be doing 0 damage. You can try it on mauler if you want, mauler is infantry body but still counted as un-cleaveable elite, so bretsword h1/h2 can damage multiple of them but something like 1h sword light attacks can't.
hanktwo 20 Apr @ 1:53am 
Hi, I'm a bit confused about armor cleave concerning the Bretonnian Longsword. On Mercenary with 'Hitting the Sweet Spot', 'Reikland Reaper' active, 5 Stacks of 'The More the Merrier' and 10% vs Skaven, I'm still unable to damage cleave Stormvermin with heavy attack 1 & 2 at all, unless it's a crit. In contrast and under the exact same conditions, I can damage up to 4 Stomvermin with Halbert heavy 2 non-crit. This makes little sense to me, since according to various sources, Halbert heavy 2 and Bretonnian Longsword heavies should have almost the exact same damage cleave properties (both bypass cleave resistant units, have heavy linesman, and according to armory mod very similar damage cleave of 10.45 and 11.94 respectively). Do you have an explanation for this or is it simply a bug? Testing was done in modded realm cataclysm difficulty with creature spawner.
Royale w/ Cheese  [author] 1 Nov, 2023 @ 11:51pm 
https://tieba.baidu.com/p/7213737633?pid=137743531358&cid=0#137743531358
Was a while ago, so might not be up to dated, but all basic mechanics are the same.
Buttos 1 Nov, 2023 @ 8:11pm 
有中文版本么?
Royale w/ Cheese  [author] 24 Oct, 2022 @ 2:31pm 
Stagger yes, mercenary no.
MMMMMMONSTERKILL 24 Oct, 2022 @ 2:27pm 
Hi, does the stagger mass reduction and Mercenary's Hitting the Sweet Spot apply when calculating ranged attack cleave?
Royale w/ Cheese  [author] 12 May, 2022 @ 11:34pm 
Yes.
Mantis Toboggan, M.D. 12 May, 2022 @ 8:09pm 
Is the Flaming Flail's Heavy 1 explosion damage affected by Unchained's Unstable Strength melee power passive?