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Node
May 20, 2001

KICKED IN THE COOTER
:dings:
Taco Defender

Daktari posted:

repost from an other thread
http://i.imgur.com/UKEJiO4.mp4

Annoying Twitch Streamer's resolve is tested:



Affliction: NERD RAGE

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dyzzy
Dec 22, 2009

argh
That's what you get for using Windows 8

A.o.D.
Jan 15, 2006

Floodkiller posted:

Does Dismas suffer any unfortunate effects from carrying his own head (other than the trinket's normal downsides)?

He develops the negative quirk "Cognitive Dissonance"

Cicadalek
May 8, 2006

Trite, contrived, mediocre, milquetoast, amateurish, infantile, cliche-and-gonorrhea-ridden paean to conformism, eye-fucked me, affront to humanity, war crime, should *literally* be tried for war crimes, talentless fuckfest, pedantic, listless, savagely boring, just one repulsive laugh after another
Well I beat all the champion bosses and finally managed to pay the GDP of a small country required to upgrade everything. Time to start on the Darkest Dungeon

*20 mins later*



Well at least the boss is dead.

he missed his stab and died. I alt-f4'd to savescum it though. no way I'm leaving all my loving trinkets in there just because Blosbeville can't use his loving dagger properly.

Cicadalek fucked around with this message at 02:25 on Feb 25, 2016

How Rude
Aug 13, 2012


FUCK THIS SHIT

Daktari posted:

repost from an other thread
http://i.imgur.com/UKEJiO4.mp4

lmao he loving died to the necromancer and broke his keyboard over it

Normal Adult Human
Feb 12, 2012

by FactsAreUseless
a tpk to the necromancer deserves some self-flagellation imo

Sephyr
Aug 28, 2012
Sometimes the RNG helps.

Really needed cash after the last crap runs, so I took a chance and went for a 2-camp Ruins mission where you have to activate the shrines. Got an amazingly long, tortuous layout. Picked a direction...

First room had a shrine.

Hallway leading to the second room? Another shrine.

Second room? Final shrine. Triggers a Scouting pulse that reveals a secret room two halls away. Basically, I managed to load up nearly every slot with treasure, camped to lower stress, finished using supply items on some chests and such, did a last camp to bring stress down to zero, and netted 20k+ gold while not needing to treat anyone for stress or disease.


Also, is it me or are the Warrens the worst place to be in the late game? The proc rate of diseases is brutal (I've had fresh heroes come back with 3 diseases acquired from just 2 fights), drat pigs have decent PROT on more than one enemy, tons of bleeds, and those spitting crippled pigs crit a ton for 30+ stress a pop plus a debuff/disease. At least Ruins have goos shrines, and Cove is great for healing negative quirks with coral. After you've upgraded the whole hamlet, why would you ever go back there?

A.o.D.
Jan 15, 2006

Sephyr posted:

Sometimes the RNG helps.

Really needed cash after the last crap runs, so I took a chance and went for a 2-camp Ruins mission where you have to activate the shrines. Got an amazingly long, tortuous layout. Picked a direction...

First room had a shrine.

Hallway leading to the second room? Another shrine.

Second room? Final shrine. Triggers a Scouting pulse that reveals a secret room two halls away. Basically, I managed to load up nearly every slot with treasure, camped to lower stress, finished using supply items on some chests and such, did a last camp to bring stress down to zero, and netted 20k+ gold while not needing to treat anyone for stress or disease.


Also, is it me or are the Warrens the worst place to be in the late game? The proc rate of diseases is brutal (I've had fresh heroes come back with 3 diseases acquired from just 2 fights), drat pigs have decent PROT on more than one enemy, tons of bleeds, and those spitting crippled pigs crit a ton for 30+ stress a pop plus a debuff/disease. At least Ruins have goos shrines, and Cove is great for healing negative quirks with coral. After you've upgraded the whole hamlet, why would you ever go back there?

A +stun (both slots) Plague Doctor is vital for the warrens. Yeah, she's not going to be dealing much damage, but she'll be preventing loads of stress, damage, and disease, and eliminating corpses for your front line to mow down the pigs. Her camping skill will also see lots of work. I picked up 4 diseases on a long champion run just now, but since they were tied to just two characters, I was able to finish the warrens disease-free.

Plague Doctor so good, y'all.

Nakar
Sep 2, 2002

Ultima Ratio Regum
I made a couple modifications to the Vestal and Highwayman as an experiment. If you have no existing mods, you can download the modified versions here and just drop them in. If you don't want to modify one of the two classes just don't drop their /heroes/ entry in; the buffs and effects will still exist, but without the skills referencing them nothing will happen (i.e. if the "Vestal Accuracy" effect isn't called by any of her skills, she won't get the bonus against Marked targets). If they are modded, you can do it manually:

VESTAL

DarkestDungeon/heroes/vestal/vestal.info.darkest posted:

Copy this over the entire skill block.

combat_skill: .id "mace_bash" .level 0 .type "melee" .atk 85% .dmg 0% .crit 7% .launch 21 .target 12 .is_crit_valid True .effect "Unholy Killer 1" "Vestal Accuracy"
combat_skill: .id "mace_bash" .level 1 .type "melee" .atk 90% .dmg 0% .crit 8% .launch 21 .target 12 .is_crit_valid True .effect "Unholy Killer 1" "Vestal Accuracy"
combat_skill: .id "mace_bash" .level 2 .type "melee" .atk 95% .dmg 0% .crit 8% .launch 21 .target 12 .is_crit_valid True .effect "Unholy Killer 1" "Vestal Accuracy"
combat_skill: .id "mace_bash" .level 3 .type "melee" .atk 100% .dmg 0% .crit 8% .launch 21 .target 12 .is_crit_valid True .effect "Unholy Killer 1" "Vestal Accuracy"
combat_skill: .id "mace_bash" .level 4 .type "melee" .atk 105% .dmg 0% .crit 9% .launch 21 .target 12 .is_crit_valid True .effect "Unholy Killer 1" "Vestal Accuracy"
combat_skill: .id "judgement" .level 0 .type "ranged" .atk 80% .dmg -20% .crit 5% .launch 43 .target 1234 .is_crit_valid True .effect "HealSelf 1" "Vestal Accuracy"
combat_skill: .id "judgement" .level 1 .type "ranged" .atk 85% .dmg -20% .crit 6% .launch 43 .target 1234 .is_crit_valid True .effect "HealSelf 1" "Vestal Accuracy"
combat_skill: .id "judgement" .level 2 .type "ranged" .atk 90% .dmg -20% .crit 6% .launch 43 .target 1234 .is_crit_valid True .effect "HealSelf 2" "Vestal Accuracy"
combat_skill: .id "judgement" .level 3 .type "ranged" .atk 95% .dmg -20% .crit 6% .launch 43 .target 1234 .is_crit_valid True .effect "HealSelf 2" "Vestal Accuracy"
combat_skill: .id "judgement" .level 4 .type "ranged" .atk 100% .dmg -20% .crit 7% .launch 43 .target 1234 .is_crit_valid True .effect "HealSelf 3" "Vestal Accuracy"
combat_skill: .id "dazzling_light" .level 0 .type "ranged" .atk 80% .dmg -75% .crit 0% .launch 43 .target 123 .is_crit_valid True .effect "Stun 1" "Dazzling Light 1" "Vestal Accuracy"
combat_skill: .id "dazzling_light" .level 1 .type "ranged" .atk 85% .dmg -75% .crit 0% .launch 43 .target 123 .is_crit_valid True .effect "Stun 2" "Dazzling Light 1" "Vestal Accuracy"
combat_skill: .id "dazzling_light" .level 2 .type "ranged" .atk 90% .dmg -75% .crit 1% .launch 43 .target 123 .is_crit_valid True .effect "Stun 3" "Dazzling Light 1" "Vestal Accuracy"
combat_skill: .id "dazzling_light" .level 3 .type "ranged" .atk 95% .dmg -75% .crit 2% .launch 43.target 123 .is_crit_valid True .effect "Stun 4" "Dazzling Light 1" "Vestal Accuracy"
combat_skill: .id "dazzling_light" .level 4 .type "ranged" .atk 100% .dmg -75% .crit 2% .launch 43 .target 123 .is_crit_valid True .effect "Stun 5" "Dazzling Light 1" "Vestal Accuracy"
combat_skill: .id "divine_grace" .level 0 .heal 3 5 .launch 43 .target @4321 .generation_guaranteed true
combat_skill: .id "divine_grace" .level 1 .heal 4 6 .launch 43 .target @4321
combat_skill: .id "divine_grace" .level 2 .heal 5 7 .launch 43 .target @4321
combat_skill: .id "divine_grace" .level 3 .heal 6 8 .launch 43 .target @4321
combat_skill: .id "divine_grace" .level 4 .heal 7 9 .launch 43 .target @4321
combat_move_skill: .id "move" .level 0 .type "move" .move 1 1 .launch 4321
combat_skill: .id "gods_comfort" .level 0 .heal 1 2 .launch 432 .target @~1234
combat_skill: .id "gods_comfort" .level 1 .heal 1 3 .launch 432 .target @~1234
combat_skill: .id "gods_comfort" .level 2 .heal 2 3 .launch 432 .target @~1234
combat_skill: .id "gods_comfort" .level 3 .heal 2 4 .launch 432 .target @~1234
combat_skill: .id "gods_comfort" .level 4 .heal 3 4 .launch 432 .target @~1234
combat_skill: .id "gods_illumination" .level 0 .type "ranged" .atk 85% .dmg -35% .crit 0% .launch 321 .target 1234 .is_crit_valid True .effect "Mark Target" "Dodge Curse 1" "Vestal Light 1" "Unholy Killer 1" "Vestal Accuracy"
combat_skill: .id "gods_illumination" .level 1 .type "ranged" .atk 90% .dmg -35% .crit 0% .launch 321 .target 1234 .is_crit_valid True .effect "Mark Target" "Dodge Curse 2" "Vestal Light 2" "Unholy Killer 2" "Vestal Accuracy"
combat_skill: .id "gods_illumination" .level 2 .type "ranged" .atk 95% .dmg -35% .crit 1% .launch 321 .target 1234 .is_crit_valid True .effect "Mark Target" "Dodge Curse 3" "Vestal Light 3" "Unholy Killer 3" "Vestal Accuracy"
combat_skill: .id "gods_illumination" .level 3 .type "ranged" .atk 100% .dmg -35% .crit 2% .launch 321 .target 1234 .is_crit_valid True .effect "Mark Target" "Dodge Curse 4" "Vestal Light 4" "Unholy Killer 4" "Vestal Accuracy"
combat_skill: .id "gods_illumination" .level 4 .type "ranged" .atk 105% .dmg -35% .crit 2% .launch 321 .target 1234 .is_crit_valid True .effect "Mark Target" "Dodge Curse 5" "Vestal Light 5" "Unholy Killer 5" "Vestal Accuracy"
combat_skill: .id "gods_hand" .level 0 .type "ranged" .atk 80% .dmg -50% .crit 0% .launch 21 .target 123 .is_crit_valid True .effect "Vestal Weakening Curse 1" "Unholy Killer 1" "Vestal Accuracy"
combat_skill: .id "gods_hand" .level 1 .type "ranged" .atk 85% .dmg -50% .crit 0% .launch 21 .target 123 .is_crit_valid True .effect "Vestal Weakening Curse 2" "Unholy Killer 2" "Vestal Accuracy"
combat_skill: .id "gods_hand" .level 2 .type "ranged" .atk 90% .dmg -50% .crit 1% .launch 21 .target 123 .is_crit_valid True .effect "Vestal Weakening Curse 3" "Unholy Killer 3" "Vestal Accuracy"
combat_skill: .id "gods_hand" .level 3 .type "ranged" .atk 95% .dmg -50% .crit 2% .launch 21 .target 123 .is_crit_valid True .effect "Vestal Weakening Curse 4" "Unholy Killer 4" "Vestal Accuracy"
combat_skill: .id "gods_hand" .level 4 .type "ranged" .atk 100% .dmg -50% .crit 2% .launch 21 .target 123 .is_crit_valid True .effect "Vestal Weakening Curse 5" "Unholy Killer 5" "Vestal Accuracy"

DarkestDungeon/scripts/effects.darkest posted:

Locate the section that reads:

//Vestal
//-------------------------

and add this directly beneath:

effect: .name "Vestal Accuracy" .target "performer" .chance 100% .curio_result_type "positive" .keyStatus "tagged" .combat_stat_buff 1 .attack_rating_add 10% .on_hit true .on_miss false
WHAT THIS DOES
  • Mace Bash and Illumination get +5 ACC at each rank, and all offensive Vestal skills gain +10 ACC (but nothing else!) against Marked targets.
  • Mace Bash Crit increased to be a point better than Judgement's at all levels and gets DMG +15% against Unholy targets. Unlike the Crusader's Smite this does not scale up as she levels the skill. Against an Unholy target she hits harder than a Man-at-Arms but can't hit enemy rank 3.
  • Illumination's DMG penalty decreased from -50% to -35% and it gains anti-Unholy bonuses that scale up to 35%, so it does regular damage against Unholy stuff at max rank. It still has terrible Crit so it's inferior to Mace Bash for damage but can be slightly better than Judgement. It now Marks in addition to the -Dodge and +Torch.
  • Hand of Light now hits as far as enemy rank 3. It still has the DMG penalty and Undead bonus (so it's only -15% against Undead at max level, but that's a vanilla thing).
The idea was to more or less make Vestal as versatile in rank 2 as the Occultist is in rank 3. She's still stuck with Divine Comfort but her offensive/debuffing role should be a bit better. Against Undead she can spam Illumination to keep an enemy Marked and Dodge debuffed without losing much damage, which should be a pretty huge boon to something like a slot 1 Leper. Mace Bash isn't complete garbage either.

I was tempted to change Divine Comfort's usage requirement from ranks 2-4 to ranks 1-3 but I didn't want to over-gently caress a rank 4 Vestal healer. If you're interested in trying that just change the ".launch 432" on gods_comfort to ".launch 321." She still probably wants to be in rank 2 for the Profane Scroll and slot 1 only lets her use Mace Bash and Hand of Light anyway so this is probably not worth bothering with, but hey, enjoy it.

HIGHWAYMAN

DarkestDungeon/heroes/highwayman/highwayman.info.darkest posted:

Copy this over the entire skill block.

combat_skill: .id "wicked_slice" .level 0 .type "melee" .atk 85% .dmg 0% .crit 5% .launch 321 .target 12 .is_crit_valid True .effect "HWM Ranged Buff"
combat_skill: .id "wicked_slice" .level 1 .type "melee" .atk 90% .dmg 0% .crit 6% .launch 321 .target 12 .is_crit_valid True .effect "HWM Ranged Buff"
combat_skill: .id "wicked_slice" .level 2 .type "melee" .atk 95% .dmg 0% .crit 6% .launch 321 .target 12 .is_crit_valid True .effect "HWM Ranged Buff"
combat_skill: .id "wicked_slice" .level 3 .type "melee" .atk 100% .dmg 0% .crit 6% .launch 321 .target 12 .is_crit_valid True .effect "HWM Ranged Buff"
combat_skill: .id "wicked_slice" .level 4 .type "melee" .atk 105% .dmg 0% .crit 7% .launch 321 .target 12 .is_crit_valid True .effect "HWM Ranged Buff"
combat_skill: .id "pistol_shot" .level 0 .type "ranged" .atk 85% .dmg -25% .crit 10% .launch 432 .target 234 .is_crit_valid True .effect "Highwayman Pistol Dmg Marked" "HWM Melee Buff" .generation_guaranteed true
combat_skill: .id "pistol_shot" .level 1 .type "ranged" .atk 90% .dmg -25% .crit 11% .launch 432 .target 234 .is_crit_valid True .effect "Highwayman Pistol Dmg Marked" "HWM Melee Buff"
combat_skill: .id "pistol_shot" .level 2 .type "ranged" .atk 95% .dmg -25% .crit 11% .launch 432 .target 234 .is_crit_valid True .effect "Highwayman Pistol Dmg Marked" "HWM Melee Buff"
combat_skill: .id "pistol_shot" .level 3 .type "ranged" .atk 100% .dmg -25% .crit 12% .launch 432 .target 234 .is_crit_valid True .effect "Highwayman Pistol Dmg Marked" "HWM Melee Buff"
combat_skill: .id "pistol_shot" .level 4 .type "ranged" .atk 105% .dmg -25% .crit 12% .launch 432 .target 234 .is_crit_valid True .effect "Highwayman Pistol Dmg Marked" "HWM Melee Buff"
combat_skill: .id "point_blank_shot" .level 0 .type "ranged" .atk 95% .dmg 50% .crit 0% .move 1 0 .launch 1 .target 1 .is_crit_valid True .effect "Push 1A" "HWM Melee Buff"
combat_skill: .id "point_blank_shot" .level 1 .type "ranged" .atk 100% .dmg 50% .crit 0% .move 1 0 .launch 1 .target 1 .is_crit_valid True .effect "Push 1B" "HWM Melee Buff"
combat_skill: .id "point_blank_shot" .level 2 .type "ranged" .atk 105% .dmg 50% .crit 1% .move 1 0 .launch 1 .target 1 .is_crit_valid True .effect "Push 1C" "HWM Melee Buff"
combat_skill: .id "point_blank_shot" .level 3 .type "ranged" .atk 110% .dmg 50% .crit 2% .move 1 0 .launch 1 .target 1 .is_crit_valid True .effect "Push 1D" "HWM Melee Buff"
combat_skill: .id "point_blank_shot" .level 4 .type "ranged" .atk 115% .dmg 50% .crit 2% .move 1 0 .launch 1 .target 1 .is_crit_valid True .effect "Push 1E" "HWM Melee Buff"
combat_skill: .id "grape_shot_blast" .level 0 .type "ranged" .atk 80% .dmg -60% .crit -7% .launch 23 .target ~123 .is_crit_valid True .effect "HWM Melee Buff"
combat_skill: .id "grape_shot_blast" .level 1 .type "ranged" .atk 85% .dmg -60% .crit -6% .launch 23 .target ~123 .is_crit_valid True .effect "HWM Melee Buff"
combat_skill: .id "grape_shot_blast" .level 2 .type "ranged" .atk 90% .dmg -60% .crit -6% .launch 23 .target ~123 .is_crit_valid True .effect "HWM Melee Buff"
combat_skill: .id "grape_shot_blast" .level 3 .type "ranged" .atk 95% .dmg -60% .crit -6% .launch 23 .target ~123 .is_crit_valid True .effect "HWM Melee Buff"
combat_skill: .id "grape_shot_blast" .level 4 .type "ranged" .atk 100% .dmg -60% .crit -5% .launch 23 .target ~123 .is_crit_valid True .effect "HWM Melee Buff"
combat_move_skill: .id "move" .level 0 .type "move" .move 2 2 .launch 4321
combat_skill: .id "take_aim" .level 0 .type "ranged" .atk 95% .dmg -50% .crit 0% .launch 4321 .target 234 .is_crit_valid True .effect "Highwayman Buff 1" "Mark Target" "HWM Melee Buff"
combat_skill: .id "take_aim" .level 1 .type "ranged" .atk 100% .dmg -50% .crit 0% .launch 4321 .target 234 .is_crit_valid True .effect "Highwayman Buff 2" "Mark Target" "HWM Melee Buff"
combat_skill: .id "take_aim" .level 2 .type "ranged" .atk 105% .dmg -50% .crit 0% .launch 4321 .target 234 .is_crit_valid True .effect "Highwayman Buff 3" "Mark Target" "HWM Melee Buff"
combat_skill: .id "take_aim" .level 3 .type "ranged" .atk 110% .dmg -50% .crit 0% .launch 4321 .target 234 .is_crit_valid True .effect "Highwayman Buff 4" "Mark Target" "HWM Melee Buff"
combat_skill: .id "take_aim" .level 4 .type "ranged" .atk 115% .dmg -50% .crit 1% .launch 4321 .target 234 .is_crit_valid True .effect "Highwayman Buff 5" "Mark Target" "HWM Melee Buff"
combat_skill: .id "duelist_advance" .level 0 .type "melee" .atk 85% .dmg -20% .crit 2% .move 0 1 .launch 432 .target 1234 .is_crit_valid True .effect "HWM Ranged Buff"
combat_skill: .id "duelist_advance" .level 1 .type "melee" .atk 90% .dmg -20% .crit 2% .move 0 1 .launch 432 .target 1234 .is_crit_valid True .effect "HWM Ranged Buff"
combat_skill: .id "duelist_advance" .level 2 .type "melee" .atk 95% .dmg -20% .crit 3% .move 0 1 .launch 432 .target 1234 .is_crit_valid True .effect "HWM Ranged Buff"
combat_skill: .id "duelist_advance" .level 3 .type "melee" .atk 100% .dmg -20% .crit 4% .move 0 1 .launch 432 .target 1234 .is_crit_valid True .effect "HWM Ranged Buff"
combat_skill: .id "duelist_advance" .level 4 .type "melee" .atk 105% .dmg -20% .crit 4% .move 0 1 .launch 432 .target 1234 .is_crit_valid True .effect "HWM Ranged Buff"
combat_skill: .id "opened_vein" .level 0 .type "melee" .atk 85% .dmg -15% .crit 0% .launch 321 .target 12 .is_crit_valid True .effect "Bleed 1" "HWM Ranged Buff"
combat_skill: .id "opened_vein" .level 1 .type "melee" .atk 90% .dmg -15% .crit 0% .launch 321 .target 12 .is_crit_valid True .effect "Bleed 2" "HWM Ranged Buff"
combat_skill: .id "opened_vein" .level 2 .type "melee" .atk 95% .dmg -15% .crit 1% .launch 321 .target 12 .is_crit_valid True .effect "Bleed 3" "HWM Ranged Buff"
combat_skill: .id "opened_vein" .level 3 .type "melee" .atk 100% .dmg -15% .crit 2% .launch 321 .target 12 .is_crit_valid True .effect "Bleed 4" "HWM Ranged Buff"
combat_skill: .id "opened_vein" .level 4 .type "melee" .atk 105% .dmg -15% .crit 2% .launch 321 .target 12 .is_crit_valid True .effect "Bleed 5" "HWM Ranged Buff"

DarkestDungeon/scripts/effects.darkest posted:

Locate the section that reads:

//Highwayman
//-------------------------

and add this directly below:

//Highwayman Ranged to Melee Buff
effect: .name "HWM Melee Buff" .target "performer" .curio_result_type "positive" .chance 100% .duration 2 .buff_ids "HWM_melee_DMGL" "HWM_melee_DMGH" "HWM_melee_ACC" .on_hit true .on_miss true .queue true

//Highwayman Melee to Ranged Buff
effect: .name "HWM Ranged Buff" .target "performer" .curio_result_type "positive" .chance 100% .duration 2 .buff_ids "HWM_ranged_CRIT" "HWM_ranged_ACC" .on_hit true .on_miss true .queue true

DarkestDungeon/shared/buffs/buff_library.json posted:

Replace the following:
code:
      {
         "id" : "TB_DMG_D_1_NONFIRST_L",
         "stat_type" : "combat_stat_multiply",
         "stat_sub_type" : "damage_low",
         "amount" : -0.1,
         "remove_if_not_active" : false,
         "rule_type" : "firstroundonly",
         "is_false_rule" : true,
         "rule_data" : {
            "float" : 0,
            "string" : ""
         }
      }
   ]
}
with this:
code:
      {
         "id" : "TB_DMG_D_1_NONFIRST_L",
         "stat_type" : "combat_stat_multiply",
         "stat_sub_type" : "damage_low",
         "amount" : -0.1,
         "remove_if_not_active" : false,
         "rule_type" : "firstroundonly",
         "is_false_rule" : true,
         "rule_data" : {
            "float" : 0,
            "string" : ""
         }
      },
      {
         "id" : "HWM_melee_DMGL",
         "stat_type" : "combat_stat_multiply",
         "stat_sub_type" : "damage_low",
         "amount" : 0.15,
         "remove_if_not_active" : false,
         "rule_type" : "meleeonly",
         "is_false_rule" : false,
         "rule_data" : {
            "float" : 0,
            "string" : ""
         }
      },
      {
         "id" : "HWM_melee_DMGH",
         "stat_type" : "combat_stat_multiply",
         "stat_sub_type" : "damage_high",
         "amount" : 0.15,
         "remove_if_not_active" : false,
         "rule_type" : "meleeonly",
         "is_false_rule" : false,
         "rule_data" : {
            "float" : 0,
            "string" : ""
         }
      },
      {
         "id" : "HWM_melee_ACC",
         "stat_type" : "combat_stat_add",
         "stat_sub_type" : "attack_rating",
         "amount" : 0.05,
         "remove_if_not_active" : false,
         "rule_type" : "meleeonly",
         "is_false_rule" : false,
         "rule_data" : {
            "float" : 0,
            "string" : ""
         }
      },
      {
         "id" : "HWM_ranged_CRIT",
         "stat_type" : "combat_stat_add",
         "stat_sub_type" : "crit_chance",
         "amount" : 0.05,
         "remove_if_not_active" : false,
         "rule_type" : "rangedonly",
         "is_false_rule" : false,
         "rule_data" : {
            "float" : 0,
            "string" : ""
         }
      },
      {
         "id" : "HWM_ranged_ACC",
         "stat_type" : "combat_stat_add",
         "stat_sub_type" : "attack_rating",
         "amount" : 0.15,
         "remove_if_not_active" : false,
         "rule_type" : "rangedonly",
         "is_false_rule" : false,
         "rule_data" : {
            "float" : 0,
            "string" : ""
         }
      }
   ]
}
WHAT THIS DOES
  • Tracking Shot DMG penalty decreased from -80% to -50% and Marks the target. Unlike other Marks this has no debuff, just the buff on the Highwayman and a Mark on the enemy.
  • Using a melee skill - Wicked Slice, Duelist's Advance, or Open Vein - gives the Highwayman a buff on the next turn of +15 ACC and +5% Crit for Ranged skills only.
  • Using a ranged skill - Pistol Shot, Point Blank Shot, Grapeshot Blast, or Tracking Shot - gives the Highwayman a buff on the next turn of +5 ACC and +15% DMG for Melee skills only.
  • The durations for both buffs are set to 2, but that's because if a buff is gained during a character's turn it appears to toll on their next turn, so if it's set to 1 the buff vanishes before it can be used (this may be why self-buff skills are so disappointing). After the Highwayman takes his turn you may see the buffs appearing to overlap, but they really don't; once his actual turn rolls back around the older buff will drop off.
The idea was to roll with something somebody had suggested on I think the Darkest Dungeon subreddit about encouraging the Highwayman to switch between his melee and ranged skills throughout the fight as his flavor sort of implies. Gabriel Pope had a similar thing in his overhaul I think, though not for every attack. Basically after using a Melee attack you want to use a Ranged one and vice-versa, since the buff you gain from using a skill only applies to the other type. The specific bonuses are hopefully not absurdly overpowered: +5% Ranged Crit is extremely good but you still need a mark on the enemy to really crit-fish with Pistol Shot the same way a Grave Robber can with Thrown Dagger; the ACC should help with PBS missing, which is a huge damage loss for the Highwayman; the Crit pulls Grapeshot Blast out of its negative hole; Open Vein becomes as good after the buff as Wicked Slice is now, and Wicked Slice is as good as the normal swing of a Crusader or Hellion (but only every other turn); and Duelist's Advance is almost as strong as a normal attack (but not quite) so that you're losing less damage doing the PBS -> DA dance.

Hopefully this makes Highwayman setups other than PBS more viable (though it helps that too), through things like interweaving Tracking Shot, Wicked Slice, and Pistol Shot. Also makes Tracking Shot a much stronger play in general as the melee buff stacks with the Tracking Shot buff for a huge burst damage option (plus a Mark, though his melee strikes can't exploit it).

Node
May 20, 2001

KICKED IN THE COOTER
:dings:
Taco Defender
Ok, good job game. You freaked me the gently caress out in the Town Screen after I beat the first Darkest Dungeon quest. Character portraits will randomly turn into a fleshy horrifying Eldritch blob, and clicking on a quest will briefly flash tentacles pouring out of the respective location

Sephyr posted:

Also, is it me or are the Warrens the worst place to be in the late game? The proc rate of diseases is brutal (I've had fresh heroes come back with 3 diseases acquired from just 2 fights), drat pigs have decent PROT on more than one enemy, tons of bleeds, and those spitting crippled pigs crit a ton for 30+ stress a pop plus a debuff/disease. At least Ruins have goos shrines, and Cove is great for healing negative quirks with coral. After you've upgraded the whole hamlet, why would you ever go back there?

My personal hatred is the Weald, I never go there anymore. The assholes giants require you to bring an Occultist or a Vestal to bring their damage down. The cove has those rear end in a top hat piranhas that do way too much damage too quickly and you can encounter them in packs of four and mother gently caress one of my heroes is already at death's door on turn one jsioafffffffffffffffffff

The biggest danger I've found from the Warrens is the swinetaur, and as long as you debuff their damage they are helpless. Bring lots of medicinal herbs to the place, at least three curios there give you benefits from it.

Captain Invictus
Apr 5, 2005

Try reading some manga!


Clever Betty
Four Grave Robbers vs the fungal giant generally ends poorly for the giant

He'll usually use Confusion Spores against them and lol that ain't doing anything man

Thuryl
Mar 14, 2007

My postillion has been struck by lightning.

Node posted:

The biggest danger I've found from the Warrens is the swinetaur, and as long as you debuff their damage they are helpless. Bring lots of medicinal herbs to the place, at least three curios there give you benefits from it.

Swinetaurs are also relatively non-threatening if you keep them in the front row, which a team with some pushes and corpse-clearing abilities can do fairly easily.

Nakar
Sep 2, 2002

Ultima Ratio Regum

Node posted:

Ok, good job game. You freaked me the gently caress out in the Town Screen after I beat the first Darkest Dungeon quest. Character portraits will randomly turn into a fleshy horrifying Eldritch blob, and clicking on a quest will briefly flash tentacles pouring out of the respective location
It gets worse.

Thuryl posted:

Swinetaurs are also relatively non-threatening if you keep them in the front row, which a team with some pushes and corpse-clearing abilities can do fairly easily.
Yeah, they're basically set up as enemies that use their retreat moves (including their stun) to get to slots 3/4, where they can use the charge which is the actual damage move they have. That makes them one of the better large enemies to isolate because once all other enemies are dead and corpses are gone they can't flee and can only really use Backhand, which is dangerous but nowhere near as dangerous as Pig Spear or Bull Rush.

The hook pig normal enemies have a similar gimmick where they keep pushing themselves away from you. It's often funny when they push themselves into the range of a Sniper Shot or Iron Swan. :getin:

Lyrax
Aug 17, 2008

Favorite Food: Milksteak
Hobby: Magnets
Likes: Ghouls
Dislikes: People's knees


Wasn't this supposed to take a long time? In all seriousness, I was a big fan of the idea of bringing a Grave Robber specifically to kill the matchman every turn. Going first, using Knife Throw, and gaining Accuracy every turn ensured the cannon could never go off, only using someone else's attack on him in case the GR rolled low. The vestal helped keep everyone alive through constant Blanket Fire. I honestly don't know a better pair to smash the cannon down other than Hellion for versatility of matchman killing backup and Leper to murder the cannon/first position guy. Highly recommend this team for any of the Pounder fights.

Too Shy Guy
Jun 14, 2003


I have destroyed more of your kind than I can count.



That is exactly the same group I've taken to all the Pounder fights and they did not let me down even once.

Bald Stalin
Jul 11, 2004

Our posts
That's my go-to party composition actually, though sometimes switch the hellion for maa

Node
May 20, 2001

KICKED IN THE COOTER
:dings:
Taco Defender

Nakar posted:

It gets worse.

The caretaker was seriously terrifying at the provisions screen. Also, is that eclipse new...? I love how the game is now attacking my mind, instead of just the heroes.

Probe 17
Jul 27, 2014

Red Rain is coming down

Red Rain

Node posted:

The caretaker was seriously terrifying at the provisions screen. Also, is that eclipse new...? I love how the game is now attacking my mind, instead of just the heroes.

I haven't gotten that far yet, but since I'm a bad person I looked up spoilers and I think what they do with the Darkest Dungeon is SO COOL. It's like you're getting a view into The Heir's rapid descent into Ancestor-levels of madness.

Also, I'm probably going to get castrated for this or something, but Miron so fat if he were a boss he'd be the Brigand 300 Pounder.

Kly
Aug 8, 2003

Lyrax posted:



Wasn't this supposed to take a long time?

9 or 10 turns is pretty normal for that fight. That's pretty long considering most other bosses will only take 5 or 6 turns.

Internet Kraken
Apr 24, 2010

slightly amused
The grave robber strat is nice but it stops working in NG+ where thrown dagger can't reliably oneshot the matchman.

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

Captain Invictus posted:

I cannot fathom playing games without any of the game's sounds or music accompanying it unless it's Solitaire or something for grandmas so kudos to you for being able to stomach them muted

The vast majority of video game music is repetitive at best and at worst (and much more often) repetitive and also awful, so unless the sound effects are important to gameplay I tend to mute them and play good music instead. If the sound is important I still mute the music. Darkest Dungeon is an exception and I usually play it with the audio on.

So kudos to you for being able to stomach awful video game music I guess

whaley
Aug 13, 2000

MY DOODOO IS SPRAYING OUT

Wafflecopper posted:

The vast majority of video game music is repetitive at best and at worst (and much more often) repetitive and also awful,

It didn't used to be this way :(

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

whaley posted:

It didn't used to be this way :(

Rose-tinted glasses

Internet Kraken
Apr 24, 2010

slightly amused

Wafflecopper posted:

Rose-tinted glasses

Yeah I totally want to listen to this awful 30 second chiptune loop for an hour.

Node
May 20, 2001

KICKED IN THE COOTER
:dings:
Taco Defender

Probe 17 posted:

I haven't gotten that far yet, but since I'm a bad person I looked up spoilers and I think what they do with the Darkest Dungeon is SO COOL. It's like you're getting a view into The Heir's rapid descent into Ancestor-levels of madness.

Also, I'm probably going to get castrated for this or something, but Miron so fat if he were a boss he'd be the Brigand 300 Pounder.

Normally a Miron goodbad joke will lighten the mood, but quest 3 of the Darkest Dungeon is making me honest to goodness stressed out. This isn't a "lol this game made me cri every tim" exaggeration I'm trying to make, I'm pretty sure my blood pressure is somewhere around 160/90 right now.

And yeah, the music in this game is fantastic. The battle music for the Darkest Dungeon nails it. Perfect.

Cicadalek
May 8, 2006

Trite, contrived, mediocre, milquetoast, amateurish, infantile, cliche-and-gonorrhea-ridden paean to conformism, eye-fucked me, affront to humanity, war crime, should *literally* be tried for war crimes, talentless fuckfest, pedantic, listless, savagely boring, just one repulsive laugh after another
I like the music in this game but It's not unimaginable to turn the sound off after a while, given how long a full playthrough can be.

what is everyones favorite track, mine is the coves

Cicadalek fucked around with this message at 22:23 on Feb 25, 2016

disperse
Oct 28, 2010

Avalon Hill recieved a letter from a scientist with a PhD (who was also an Avalon Hill fan) complaining he couldn't understand the rules.

Wafflecopper posted:

So kudos to you for being able to stomach awful video game music I guess

To be absolutely clear, I think the sound design and music is too good. It increases my anxiety.

It reminds me of a trick I learned as a parent, if you know a section of a movie is going to be too scary for your child, turn off the sound, it's usually the music that makes it scary, rather than the visuals.

Lyrax
Aug 17, 2008

Favorite Food: Milksteak
Hobby: Magnets
Likes: Ghouls
Dislikes: People's knees

Internet Kraken posted:

Yeah I totally want to listen to this awful 30 second chiptune loop for an hour.

This but unironically.

Cicadalek posted:

what is everyones favorite track, mine is the coves

Also can't get enough of this Warrens battle music.

Node
May 20, 2001

KICKED IN THE COOTER
:dings:
Taco Defender
When you finish the final quest, is that it? Game over, head straight to new game plus? Or can you still play with your roster and take on quests, choosing when you want to start NG+?

FreeKillB
May 13, 2009
You can continue to play on the old file, although in the long run your roster will probably run out of space and be full of level 6's. You can still continue if you want to finish off the remaining bosses, fully upgrade the town, or get a level 6 of every hero for achievements.

e: NG+ isn't chrono trigger-style new game plus per se. It's more of a "hard mode": you start from scratch with Reynauld and Dismas again, only this time with a timer, a death limit, and tougher enemies. It's really an option for a new game file.

Rlazgoth
Oct 10, 2003
I attack people at random.
How is it possible to break into Champion dungeons? The jump from Apprentice to Veteran was harsh but manageable, but the difficulty of Champion dungeon is completely disproportionate. I actually took the time to grind a roster full of max skilled champions of all classes and but my success rate is probably at some 20%. If I run into large monsters most of the time I end up having to retreat from the dungeon, assuming I even survive. Stacking ACC trinkets helped with the dodges but they still happen quite often. Worse even is the absurd crit rate on the enemies with some hits reaching up to 40 damage. Thanks to a long series of failed runs, I have now gridlocked myself into having no gold a roster full of afflicted level 5-6 heroes, with the only way out being dismissing upgraded heroes so that I can recruit low-levels to at least run something.

Am I just supposed to throw heros into the grinder and assume that most champion runs are just doomed to fail or end with 2-3 dead heroes? If so, what's the point of bothering with them at all? Isn't it better to skip straight to Darkest Dungeon when your heroes reach level 5+?

This game was really fun up until this point, now it's just becoming increasingly frustrating.

Lt. Danger
Dec 22, 2006

jolly good chaps we sure showed the hun

I hit pretty much the exact same wall.

I may try that goon mod posted way back once I feel like trying the game again, since it seemed to be about making the game less like rocket tag.

AnonSpore
Jan 19, 2012

"I didn't see the part where he develops as a character so I guess he never developed as a character"
I'm pretty deep into Champion dungeons now but it was definitely touch and go for a while. Attempting Champion level dungeons with heroes who haven't had their final tier of upgrades (at least one of skills/weapons/armor) is asking for disaster. Only attempt short dungeons until you get a foothold with some decently upgraded characters.

Blooming Brilliant
Jul 12, 2010

Cicadalek posted:

I like the music in this game but It's not unimaginable to turn the sound off after a while, given how long a full playthrough can be.

what is everyones favorite track, mine is the coves

Coves for me as well, previously the Warrens.

Also sharing the sweet fanart used for that video.



Probe 17 posted:

Also, I'm probably going to get castrated for this or something, but Miron so fat if he were a boss he'd be the Brigand 300 Pounder.

When Miron gets a burger he eats a 16 Pounder.

Blooming Brilliant fucked around with this message at 00:56 on Feb 26, 2016

Daeren
Aug 18, 2009

YER MUSTACHE IS CROOKED
I was on a hot tear through the game until I hit Champion and yeah, it was like I was Wile E. Coyote slamming into a rock face. Apprentice to Veteran was nasty, but a death or two wasn't the end of the world, considering how quick you can pump someone up to level 2 or 3. Veteran to Champion is some bullshit though. As has been said before, this game has the issue that a lot of games that try to do the OG X-Com rookie meat grinder thing do. If your early game is designed to mulch a large ratio of the fresh characters you throw at it, you need to tone the endgame way the hell back because losing someone that made it through that process goes from "acceptable losses" to "hours of grinding for a replacement." The trick there is that a lot of people don't know how to make an endgame in this sort of game tricky without being ridiculously deadly or punishing. One side of the scale has to have some concessions made, because a U shaped difficulty curve is about as unfun as it gets in a game like this.

I've put the game aside until the March patch to see how well they address how bullshit the grind and rocket tag is.

Node
May 20, 2001

KICKED IN THE COOTER
:dings:
Taco Defender
The biggest bullshit as far as veteran to champion goes is that the game encourages you to delay champion as long as possible, because you need those blacksmith and guild upgrades, and you'll start having nothing but champion dungeons with heroes that only have veteran level skills and equipment since upgrading those buildings are so expensive.

And of course, you have no idea you should do that the first time you play the game.

captain innocuous
Apr 7, 2009
I think the answer is for your people to more likely be stressed out, and maybe expand the destress system, and to lower the chance of a character to outright die.

If a character reaching over 100 stress took more than one or two or three weeks to recover from a bad run, but at the same time took multiple different stress treatments, at least they wouldn't be dead.

Maybe another town building that only removes afflictions. Maybe mortality debuffs too.

FreeKillB
May 13, 2009

Rlazgoth posted:

Am I just supposed to throw heros into the grinder and assume that most champion runs are just doomed to fail or end with 2-3 dead heroes? If so, what's the point of bothering with them at all? Isn't it better to skip straight to Darkest Dungeon when your heroes reach level 5+?

This game was really fun up until this point, now it's just becoming increasingly frustrating.
Before I had full upgrades and sweet trinkets, I think I had a 30-40% success rate with champion dungeons. You have to accept that you will have to cut your losses, usually still making a profit if you make this call before anyone dies. Even when you go in as overprepared as possible (I never did a champion dungeon without buying as much food as possible), the game can still wreck you. You have to get very mindful of optimizing your tactics, in addition to being materially prepared.

I was stressed when I started doing champion dungeons, but I started this when I had only 4-8 level 5 heroes, so after taking losses I could switch to an apprentice or veteran level team. There are only 2 things that doing champion dungeons materially helps with in preparing for the DD:
1) Level 6 heroes do have an extra 5% or so to their resists compared to level 5's. I would not be surprised if level 5's took extra stress damage from entering the DD "THIS DUNGEON IS TOO HARD FOR ME"-style.
2) Long champion dungeons give you ancestral trinkets, which are dangerous in the DD due to their +stress% but outside maybe the first level are probably worth it. Also, the champion-level boss quests give unique trinkets that might also be useful.
Note that my experience is that parties that can trash champion dungeons still have a hard time with DD levels unless you're going in with a super-optimized and spoilers-aware setup. I don't expect that diving straight to the DD with all level 5's is a great option outside of speedrunner-grade expert players.

In general, champion dungeons are worthwhile once you can run them even though they are absolutely more risky than veteran runs. Once you get rolling you pull in lots of gold, although I don't know how it compares to doing veteran dark runs or something.

Daeren posted:

I was on a hot tear through the game until I hit Champion and yeah, it was like I was Wile E. Coyote slamming into a rock face. Apprentice to Veteran was nasty, but a death or two wasn't the end of the world, considering how quick you can pump someone up to level 2 or 3. Veteran to Champion is some bullshit though. As has been said before, this game has the issue that a lot of games that try to do the OG X-Com rookie meat grinder thing do. If your early game is designed to mulch a large ratio of the fresh characters you throw at it, you need to tone the endgame way the hell back because losing someone that made it through that process goes from "acceptable losses" to "hours of grinding for a replacement." The trick there is that a lot of people don't know how to make an endgame in this sort of game tricky without being ridiculously deadly or punishing. One side of the scale has to have some concessions made, because a U shaped difficulty curve is about as unfun as it gets in a game like this.

I've put the game aside until the March patch to see how well they address how bullshit the grind and rocket tag is.
The tricky thing is that the strategic balance of this game is the opposite of X-COM: the further you go the harder it gets. The early game is quite forgiving once you are good at the game, and the endgame sometimes just fucks you hard. It's not really U-shaped at all, it's just that the learning curve continues all the way to the endgame. The stream of free level 0 heroes tells you that you have the option of losing everything without having to start a new town, but unless you're doing something wrong the apprentice dungeons are anything other than a meat grinder, especially once you town upgrades and good trinkets. The lategame's punishing nature is an intended feature in that the desired gameplay experience is sweating bullets since your higher-level heroes have significant time and emotional investment. I guess it's not for everyone, but I find it compelling in a way few games manage.

AnonSpore
Jan 19, 2012

"I didn't see the part where he develops as a character so I guess he never developed as a character"
Going to a new, non ng+ file after being deep in Champion dungeons for a while, the early game is so easy holy poo poo. Meanwhile the sheer numbers in the Champion dungeons make it so that you can never make them completely safe and known.

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Cicadalek
May 8, 2006

Trite, contrived, mediocre, milquetoast, amateurish, infantile, cliche-and-gonorrhea-ridden paean to conformism, eye-fucked me, affront to humanity, war crime, should *literally* be tried for war crimes, talentless fuckfest, pedantic, listless, savagely boring, just one repulsive laugh after another
My experience with the Champion dungeons is that they force you to really optimize your party to the dungeon you're facing, and finding the right setup can be a really painful process. Like, I would not want to go to champion Weald without at least 2 of the following:

-MaA/ Houndmaster in position 2, guards position 1 to prevent treebranch smackdown
-Occultist to hit the giant with curse of weakness
-Arbalest for high ACC to hit all of the dodgy poo poo, which is almost everything in the Weald, and also to clear marks in mushroom guy fights
-A hellion to alpha strike the enemy backline before everyone gets stressed to poo poo

I'm not saying those are the only things that work, but once I found a combination that worked reliably I didn't really want to risk using anything else. It's not like you can experiment haphazardly in champion dungeons, because failure is massively penalized.

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