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Cicadalek posted:Also someone pointed out that it's weird that Wilbur learned semaphore, but I find it even weirder that he is using semaphore to direct a blinded pig.
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# ? Feb 16, 2016 02:53 |
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# ? May 25, 2024 22:20 |
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New mic! Getting used to it. Also, a cautionary tale on party composition. Overconfidence is a slow and insidious killer. https://www.youtube.com/watch?v=Y7Dqlvy2rFk
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# ? Feb 16, 2016 03:10 |
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Still no grumblebus. Unsubcribed. edit: please source your quotes. "According to people on the Something Awful forums I am amazing at this game" - said no one here. You make absolutely terrible decisions during fights but your voice and style was entertaining. Was. Bald Stalin fucked around with this message at 03:24 on Feb 16, 2016 |
# ? Feb 16, 2016 03:16 |
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Houndmaster/Houndmaster/Houndmaster + anything not terrible in front position seems like cheating. It's what I've used to beat most of the lvl 5 bosses. On to the Darkest Dungeon soon .
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# ? Feb 16, 2016 03:45 |
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Well, unless you've got 12 Houndmasters, you'll have to change it up.
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# ? Feb 16, 2016 04:11 |
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katkillad2 posted:Houndmaster/Houndmaster/Houndmaster + anything not terrible in front position seems like cheating. It's what I've used to beat most of the lvl 5 bosses. On to the Darkest Dungeon soon . What do you do with three Houndmasters? Mark and Hound's rush over and over? Or are their skills just versatile enough (stress and HP heals, stun, can hit any row with Hound's Rush) that they're that good?
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# ? Feb 16, 2016 04:24 |
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Slot 2 HM has Blackjack, the others have other stuff, only one really needs to take the Mark, and they can all have Rush+Harry+Lick. It's not the worst combination I can think of, except in the Ruins perhaps.
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# ? Feb 16, 2016 04:33 |
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Nakar posted:Slot 2 HM has Blackjack, the others have other stuff, only one really needs to take the Mark, and they can all have Rush+Harry+Lick. It's not the worst combination I can think of, except in the Ruins perhaps. Someone mentioned four Crusaders a while ago. If you got lucky with speed and managed to get four Holy Lances off in one turn that would be pretty obscene in the Ruins.
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# ? Feb 16, 2016 04:40 |
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Deckit posted:New mic! Getting used to it. Also, a cautionary tale on party composition. Overconfidence is a slow and insidious killer. https://www.youtube.com/watch?v=Y7Dqlvy2rFk I complained about this on youtube but I'm going to publicly shame you about it further here: Your new mike audio seems kinda off. At the very least, the game audio is way quiet now.
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# ? Feb 16, 2016 10:18 |
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Ranter posted:Still no grumblebus. Unsubcribed.
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# ? Feb 16, 2016 15:40 |
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Goddammit Chatwood, one more turn and you'dve been home free! Lunged by her own buddy and then deathblow'd by the siren's stress attack, a pathetic fate also, probably the most straightforward map I've ever been on
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# ? Feb 16, 2016 17:52 |
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# ? Feb 16, 2016 19:46 |
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Okay this is my favorite DD post.
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# ? Feb 16, 2016 20:01 |
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# ? Feb 16, 2016 20:06 |
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Mesmerizing.
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# ? Feb 16, 2016 20:18 |
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MacheteZombie posted:Okay this is my favorite DD post. Muraena posted:Mesmerizing.
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# ? Feb 16, 2016 20:21 |
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This is how the ancestor fell into the depths of madness
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# ? Feb 16, 2016 20:25 |
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I like the impro------- *has seizure"
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# ? Feb 16, 2016 21:08 |
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# ? Feb 16, 2016 21:17 |
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This is such a good thread.
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# ? Feb 16, 2016 21:23 |
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https://www.youtube.com/watch?v=7NEM-B-oad0
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# ? Feb 16, 2016 21:26 |
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# ? Feb 16, 2016 22:05 |
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Miron so fat, everyone else's tides turn first.
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# ? Feb 16, 2016 22:07 |
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I'm seriously contemplating making an abomination virtue-fishing team and I need someone to talk me out of it. Hypothetically, the Crest of the 1100 and the Ancestor's tentacle idol combined give you +50% virtue chance. Irrepressible give you another 5% if you're lucky, and there's a backer Abomination that starts with it if you want to go for that. There's nothing stopping you from rotating trinkets between party members mid-mission, so presumably you'd try to drive one person crazy at a time. Furthermore, the resilient quirk and the ancestor's scroll give a combined +35% stress relief (though let's be real you'll probably just have the trinket). Remember that afflictions disappear if you reach 0 stress; a jester could heal an afflicted party member with that setup for about 88 stress for a time cost of 5 in camp, and both the jester's stress heal and the abomination's self-heal could easily polish off the remainder. Of course, the main problem is that you're spending a whole bunch of trinket slots and arranging a whole composition to accomplish almost nothing, but what are a few dead adventurers to the progress of science? Androc fucked around with this message at 00:17 on Feb 17, 2016 |
# ? Feb 16, 2016 23:45 |
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You should tell the devs to put in an achievement for that just to have chievo-hunters crying.
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# ? Feb 16, 2016 23:52 |
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ffffriday night
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# ? Feb 17, 2016 00:08 |
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Can a kind goon link me the Less Crests mod one of you made? I can't find the link.
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# ? Feb 17, 2016 04:15 |
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When she tell you monstrous size has no intrinsic merit.
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# ? Feb 17, 2016 04:17 |
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Azran posted:Can a kind goon link me the Less Crests mod one of you made? I can't find the link. Also here's that mod I promised that swaps gold costs to buildings and heirlooms to hero upgrades. I don't promise it's balanced or makes sense or works very well at all as I have not playtested it beyond "does this function and not crash the game" (it does and it does not). Speaking of which, for no reason last night I made a mod that completely removes all RNG from damage rolls and almost all RNG from Speed. All player and monster damage rolls are normalized to their average and all speed values are octupled so that the random component only applies to speed ties. I was mostly just curious about it as a thought experiment and I do not recommend this as a serious balance thing but hey if you're sick of "bullshit RNG" now all you have to worry about is whether an attack is a crit or not! Also Wilbur has 160 Speed. I do not know if this will crash anything, but I don't think so.
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# ? Feb 17, 2016 04:30 |
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Should upload these to Nexus to see the response
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# ? Feb 17, 2016 16:19 |
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Androc posted:I'm seriously contemplating making an abomination virtue-fishing team and I need someone to talk me out of it. The question here is '+50%' of what? We don't know if it's flat or the equivalent of '+50%...but the base chance is 10%, so the final value is 15%'. I suppose it's worth doing just to finally find out. Didn't someone mention here that virtue chance is the only thing that isn't in the files? Bloodly fucked around with this message at 16:30 on Feb 17, 2016 |
# ? Feb 17, 2016 16:24 |
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Bloodly posted:The question here is '+50%' of what? Surely it works like the rest of +% chance values, where if you have a 25% virtue chance then +50% would make it 75%. I don't think they would deviate from that formula unless Red Hook wanted to be real assholes about it.
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# ? Feb 17, 2016 16:33 |
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quote:unless Red Hook wanted to be real assholes about it. Which probably means it's worse than even that.
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# ? Feb 17, 2016 17:04 |
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Almost all modifiers in DD are additive, and one of the Red Hook guys said on reddit at some point that the base Virtue chance is 25%. So yeah, two +25% trinkets should give a character a Virtue three times out of four. But a 25% chance of still getting Afflicted isn't exactly reliable, as strategies go.
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# ? Feb 17, 2016 17:24 |
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Are there any modifiers that aren't additive besides +DMG modifiers to AoE attacks?
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# ? Feb 17, 2016 17:33 |
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Mzbundifund posted:Are there any modifiers that aren't additive besides +DMG modifiers to AoE attacks? Jackard posted:Should upload these to Nexus to see the response I tried out the less-RNG mod last night and it's actually kind of rough because at the start of the game there's no access to +SPD trinkets so Bone Courtiers always get off a Tempting Goblet and there's zero chance of my Plague Doctor going before them. Nakar fucked around with this message at 17:58 on Feb 17, 2016 |
# ? Feb 17, 2016 17:39 |
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No-RNG DD sounds pretty funny. Map layouts are identical for every combination of length, location, and mission type. Traps always in the same places. Scouting always happens if scout chance is high enough for a given room's scouting threshold. Enemies cycle attacks 100% predictably. Always lose your third trinket the fifth time you send someone to gamble.
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# ? Feb 17, 2016 18:03 |
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You guys saw the post about the newest character class over on the main site, right? http://www.darkestdungeon.com/the-antiquarian/
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# ? Feb 17, 2016 18:07 |
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Ironically, the map generator is one of the least random aspects of the game. It jumbles up configurations, of course, but the number of hallway fights, room fights, traps and hunger checks, and curio spread is more or less specified in the generation config and is consistent from dungeon to dungeon and mission type to mission type. Basically if you know how many hunger checks exist in a Ruins Explore mission and don't backtrack too much (reentering rooms/hallways can respawn hallway fights, traps, and hunger checks) then you can exactly calculate how much food you need. One of the more interesting stats is the interconnectivity of the dungeons, which is a percent that is almost never lower than 90%. The Warrens is usually around 95%, which is why Warrens missions tend to be grid-like, Ruins/Cove are middling and trend toward long lines, and the Weald is lower which is why it has branches. If you lower it a lot more you get really long 4-5 room branch hallways. I don't know what 100% interconnectivity means but I presume it means the map generator attempts to connect every room to every other room with as many adjacencies as possible, like the Flesh map which is usually a 3x4 grid where all rooms interconnect.
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# ? Feb 17, 2016 18:10 |
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# ? May 25, 2024 22:20 |
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Azran posted:You guys saw the post about the newest character class over on the main site, right? Yes. We're kinda busy with the Ancestor turning Tides right now though. I'm kinda sad that they said this is the last class they're adding to the game.
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# ? Feb 17, 2016 18:14 |