
#Dauntless wound damage full#
Soon enough you'll only need to hunt a head or a tail and that's when you need to just go full health damage, so that when you get the 1-2 parts that you need, you just kill the Behemoth as fast as you can.Īcidic-Savagery builds are not part break builds rather than quick kill builds, designed to maximize the uptime of wounds and by extension, Savagery's obscene damage bonus. Overdoing part damage perks tends to get you a Behemoth with all parts broken but still has a lot of HP left.īut the thing is, you quickly get an abundance of parts that Behemoths tend to have a lot of, i.e. The aim here is to bump up your part/health damage ratio just enough so that the Behemoth dies soon after you break the last part. Bladestorm 6 using 2 Razorwing equipment and one +3 cell or just a +3 Sharpened cell is enough, no need to waste more slots. If you're not that great at focusing parts yet, then only then maybe slot in a part damage perk, but try not to overdo it. Ket's Spreadsheet is a very helpful resource for numbers, formulas, and mechanics of the game.

Short answer is if you're just looking to take parts off Behemoths, use a slashing weapon with a part damage UE (Bloodfire/Rezakiri sword/chain blades) and just use perks that increase base damage. Rather than bashing my head against Quillshot until I get its entire set, and then finding out, I figured I'd ask people who've played this game longer than I have: Is the Wound bonus sufficient to make up for the time taken to inflict the Wound and then the lack of Wound damage on attacks, or is it better to build more directly for non-Wound damage types? How does the max Savagery bonus affect that? This makes me hesitant to embrace Wounding as anything other than an extra, gimmicky step. I've noticed that Wound damage stops being applied (based on damage feedback numbers) to attacks on a Wounded part once it reaches a certain threshold, as opposed to Part damage, which continues to be effective until the part is destroyed.

Savagery improves damage to a Wounded part by up to 100%, so theoretically 300%/250%/200% Cutting/Blunt/Piercing to a specific part.Īcidic reduces Part damage to increase Wound damage, until it hits high ranks, at which point it also improves Part damage - not sure if it improves it BEFORE it reduces it or AFTER (120% divided into 60%/60% vs 100% divided into 50%/50% and then one 50% improved to 60%).

Wounding applies a +50% damage bonus to Cutting weapons and +25% to Blunt, and just turns off a -25% damage penalty that's applied to Piercing attacks - this all only applies to a Wounded part, not a whole Wounded behemoth. I'm looking at the wiki, and the following is what I've found for the skills and effects of the various DQ items as regards the Wound system: I'm grinding the Deadeye Quillshot, because I hate myself but want to take parts off monsters more reliably - but, in the process, I've realized that I'm not actually sure if I should bother with Quillshot, because the DQ focuses on Wounds.
