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StrangeAeon
Jul 11, 2011


I started a save file and experienced the quickest failure I've ever seen.

Very first tutorial mob, both Reynauld and Dismas miss, then the brigand gets a crit on Dismas and inflicts a Bleed.

I deleted that file and started another, because I will have best achievement damnit

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Veloxyll
May 3, 2011

Fuck you say?!

Highwang posted:

New Update- Episode 10: Dogpile

Today's just another episode of trying to get bosses unlocked as we run through the weald. Got some interesting discussion going at least. Cove Infopost should be coming either tomorrow or wednesday, I've just been neck-deep in Witcher 3 lately.




On my logic for anti-dodge moves:

I always have a hard time putting my thoughts into words on the fly so it sounds a bit weird in video, however my thoughts on skills such as Illumination and anything with dodge debuffs are as such: While the skills are good to have in general and have a really useful effect, I find them too unreliable to use on the high-dodge enemies they're meant for. This is because even though it is meant to reduce dodge, its not a guarantee to hit still since it still is a skill check between the hero's accuracy and the enemy's dodge. There's also the second check of the debuff's proc effect vs enemy resistance to go through as well. This is that "Double Check" thing I mentioned in-video, and while this may be confirmation bias I do tend to notce when those skills get dodged when I actively try to use them for their purpose.

Also way to finish the dungeon with 2 dog biscuits! The worst.

Also also I am 90% sure that those chests can inflict blight as well as bleed.

This update: Wang is wrong about a lot of things.
Including inventory management

Highwang
Nov 7, 2013

No Pineapple?
No Thank You!

Veloxyll posted:

Also way to finish the dungeon with 2 dog biscuits! The worst.

Also also I am 90% sure that those chests can inflict blight as well as bleed.

Source: http://darkestdungeon.gamepedia.com/Weald at the bottom. The reason why they bleed is because they have the info for luggage for whatever reason.



Never really found a threat worth using a dog treat over. Could've tossed those however. There should be more curio effects for the dog treat.

Phrosphor
Feb 25, 2007

Urbanisation

Is there any way to reduce the damage of the bleed from the big crab guys in the cove? I have tried using weakening curse on them and whilst it does effect their damage it doesn't seem to do anything about that really scary DoT.

I also had Reynauld survive 4 heart attacks in one fight and that was a very stressful experience for me!

Nalesh
Jun 9, 2010

What did the grandma say to the frog?

Something racist, probably.
Wang, let this be a reminder that when ever you let the thread decide, suffering is soon to follow :getin:

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.

Phrosphor posted:

Is there any way to reduce the damage of the bleed from the big crab guys in the cove? I have tried using weakening curse on them and whilst it does effect their damage it doesn't seem to do anything about that really scary DoT.

Not that I know of. Bring plenty of bandages.

Halser
Aug 24, 2016

Phrosphor posted:

Is there any way to reduce the damage of the bleed from the big crab guys in the cove? I have tried using weakening curse on them and whilst it does effect their damage it doesn't seem to do anything about that really scary DoT.

I also had Reynauld survive 4 heart attacks in one fight and that was a very stressful experience for me!

no way aside from having bandages or a plague doctor ready to cure whoever starts bleeding.

Or dodge tanking so you never risk bleeding in the first place.

ZeroCount
Aug 12, 2013


Phrosphor posted:

Is there any way to reduce the damage of the bleed from the big crab guys in the cove? I have tried using weakening curse on them and whilst it does effect their damage it doesn't seem to do anything about that really scary DoT.

I also had Reynauld survive 4 heart attacks in one fight and that was a very stressful experience for me!

I hope you like plague doctors

StrangeAeon
Jul 11, 2011


Been playing again and, thanks to Highwang's tutorials, I'm doing a hell of a lot better than I expected. So, thanks Highwang!

However, recently-- and I may be lambasted for this-- I decided to cheat a bit because while I enjoy the game, is dislike how grindy it is. As it turns out, you can edit the inventory file directly to increase the item stack limits. It's an incredibly simple thing to do, and yet it makes so much difference to Medium/Long missions to be able to carry both your gold and your heirlooms.

Halser
Aug 24, 2016

StrangeAeon posted:

Been playing again and, thanks to Highwang's tutorials, I'm doing a hell of a lot better than I expected. So, thanks Highwang!

However, recently-- and I may be lambasted for this-- I decided to cheat a bit because while I enjoy the game, is dislike how grindy it is. As it turns out, you can edit the inventory file directly to increase the item stack limits. It's an incredibly simple thing to do, and yet it makes so much difference to Medium/Long missions to be able to carry both your gold and your heirlooms.

I did that in the first playthrough after the game released. With heirloom exchange I don't need it anymore though.

Handling money gets a bit easier if you decide to make strictly heirloom and strictly cash runs, and which trinkets are worthless and can be sold. Getting both in one run often results in getting very little of both.

It does get harder when you start upgrading folks to lvl 5 though, poo poo's expensive as hell.

Scribbleykins
Apr 29, 2010

Any scientist with the right background can brew his own booze.

...

What do you mean electrolytes aren't used for brewing booze? That's silly!

...

Well when all you have are chunks of TNE and an overly large water ration, all the world looks like a still!
Grimey Drawer

Halser posted:

I did that in the first playthrough after the game released. With heirloom exchange I don't need it anymore though.

Handling money gets a bit easier if you decide to make strictly heirloom and strictly cash runs, and which trinkets are worthless and can be sold. Getting both in one run often results in getting very little of both.

It does get harder when you start upgrading folks to lvl 5 though, poo poo's expensive as hell.

It's also important to know the general value of your trinkets so you can toss 'em. Most common trinkets only sell for 750 or thereabouts, while you can stack gems in the 1000-2000 range, gold to 1500 and the Trapezohedrons go for 2500 a pop. I tend to throw basic trinkets away once I run out of inventory space unless it's one I don't have and really, really want to keep.

double nine
Aug 8, 2013

Once I have a full inventory I start chucking in order of max value. Stack max 1000 goes first, then the cash at 1500. In other words I keep emeralds sapphires onyx rubies and trapezohedrons. The rest are pocket change, curios heirlooms or supplies.

ZeroCount
Aug 12, 2013


double nine posted:

not the stun, take the melee attack for when your party gets pulled out of position through eldrich pull/surprise so you don't waste a turn.

Shuffle doesn't happen that often and stunning is the best thing you can ever do with your turn that isn't killing a dude

StrangeAeon
Jul 11, 2011


I noticed it doesn't seem to happen as often now, but maybe that's changed. Or I was just horribly unlucky in EA because my party got shuffled constantly.

Mzbundifund
Nov 5, 2011

I'm afraid so.
Shuffling is a lot more common with new players that don't understand the value of scouting. Once you get a scouting trinket and start actually spending respite points on +scout chance buffs, your odds of getting surprised go way way down, and surprise attacks are responsible for most of the shuffling in the game.

Halser
Aug 24, 2016

Mzbundifund posted:

Shuffling is a lot more common with new players that don't understand the value of scouting. Once you get a scouting trinket and start actually spending respite points on +scout chance buffs, your odds of getting surprised go way way down, and surprise attacks are responsible for most of the shuffling in the game.

I still miss the times where surprise gave you a full round advantage over your enemy, there was a single crit roll for AoE's, camping buffs lasted forever and damage buffs were additive on AoE damage instead of multiplicative.

Dismas just isn't the same when he's not dealing 53 damage crits on three enemies in the first turn.

Broose
Oct 28, 2007
Having never played this game, how is scouting handled? Sometimes Highwang does it, sometimes he doesn't. Sometimes maps are found. Is it random? What the hell is going on in this game cause I'm pretty lost trying to follow. Also, how does the difficulty work? The more you explore one dungeon the difficulty goes up? Is it possible to grind out low level stuff forever? Does exploring one dungeon up the difficulty of another?

Halser
Aug 24, 2016

Broose posted:

Having never played this game, how is scouting handled? Sometimes Highwang does it, sometimes he doesn't. Sometimes maps are found. Is it random? What the hell is going on in this game cause I'm pretty lost trying to follow. Also, how does the difficulty work? The more you explore one dungeon the difficulty goes up? Is it possible to grind out low level stuff forever? Does exploring one dungeon up the difficulty of another?

Scouting is random every time you enter a room. It is based on the current light level, trinkets and certain quirks a character may have. Someone with the Cove Explorer quirk, for example, has a higher chance of scouting in the Cove. Higher scout chance also improves the chance of a "strong scout" that reveals stuff in a longer range and reveals secret rooms.

The difficulties are divided in four tiers: Beginner, Veteran, Champion and Darkest.
Beginner dungeons can only be ran by heroes from lvl 0 to 2.
Veteran, lvl 0 to 4(recommended 3,4)
Champion, 0 to 6(recommended 5,6)
Darkest is a special difficulty set for unique events.
In each of these difficulty levels, missions can be short, medium or long. Generally the longer the dungeon, the harder it is, for obvious reasons. As an added "bonus", in Long Champion dungeons, the spawn rate for elite enemies is raised, so it's harder than just doing more battles; chances are these battles will be harder too.
I'm sure Highwang explained it already, but there's another layer of difficulty in the light level in the dungeon, which you can control by using torches(or by not using them). The darker it is, the higher the crit chance for both you and the enemies, the more damage the enemies deal, the more stress your heroes take, and the more loot you find. Also, as explained before, low light means no extra scout chance, meaning you're going in blind and risk taking a more dangerous path, or meeting a group of enemies by surprise, which shuffles your party into a formation that may just ruin your plans.

Every week, missions are generated based on your roster and how many weeks you have been playing for. The longer, the higher level. If you've been taking a beating and have nothing but rookies in your hamlet, then the chance of seeing beginner dungeons is higher. Otherwise, if you've been playing for a long time and have a hamlet full of lvl 5+ heroes, you'll rarely see veteran and beginner dungeons.

It is possible to grind stuff forever if you want to, but since roster size is limited, you'll need to keep firing people/get them killed to free up space to grab more rookies to do low level dungeons.

Scribbleykins
Apr 29, 2010

Any scientist with the right background can brew his own booze.

...

What do you mean electrolytes aren't used for brewing booze? That's silly!

...

Well when all you have are chunks of TNE and an overly large water ration, all the world looks like a still!
Grimey Drawer

Broose posted:

Having never played this game, how is scouting handled? Sometimes Highwang does it, sometimes he doesn't. Sometimes maps are found. Is it random? What the hell is going on in this game cause I'm pretty lost trying to follow. Also, how does the difficulty work? The more you explore one dungeon the difficulty goes up? Is it possible to grind out low level stuff forever? Does exploring one dungeon up the difficulty of another?

Scouting is based on whether or not you have +scouting trinkets equipped, whether your heroes have the right $Dungeon Explorer quirk or are using +scouting campfire skills and also to what degree your torch is lit (100% torch = higher chance of scouting). Scouting is checked for every time you enter a room. Maps that give free scouting are random drops from some hallway curios.

Difficulty works through the gradual leveling up of your heroes. There are 3 set tiers of difficulty: Apprentice (Resolve lvl 0-2), Veteran (3-4) and Champion (5-6). A hero with Veteran Resolve (lvl 3-4) will refuse to participate in Apprentice tier missions, forcing you to bring them to Veteran missions (or Champion, but don't) to level them further. The more heroes you have of a particular level the more missions will appear on the various dungeons set to that particular difficulty tier, but there will usually be at least 1 mission of each difficulty tier (as long as your heroes qualify for them).

Exploring one dungeon does not up the difficulty of another, but the more you explore one dungeon the more you 'level' up that dungeon; and the dungeon's level is what determines when boss missions (like the Necromancer) become available.

You can grind low level stuff forever so long as you're ok with dismissing some experienced heroes and recruiting new, fresh ones. This blood-for-gold tactic is used by people when they don't want to take risks or need to recover from a particularly bad run. It might also be that they're sadists whose only pleasure in life is wringing their heroes dry before discarding them like empty husks. :colbert:

e: goddammit Halser you better poster you

Halser
Aug 24, 2016

Scribbleykins posted:

whose only pleasure in life is wringing their heroes dry before discarding them like empty husks. :colbert:

e: goddammit Halser you better poster you

This post has become vestigial. Useless.

KozmoNaut
Apr 23, 2008

Happiness is a warm
Turbo Plasma Rifle


Scribbleykins posted:

Difficulty works through the gradual leveling up of your heroes. There are 3 set tiers of difficulty: Apprentice (Resolve lvl 0-2), Veteran (3-4) and Champion (5-6). A hero with Veteran Resolve (lvl 3-4) will refuse to participate in Apprentice tier missions, forcing you to bring them to Veteran missions (or Champion, but don't) to level them further. The more heroes you have of a particular level the more missions will appear on the various dungeons set to that particular difficulty tier, but there will usually be at least 1 mission of each difficulty tier (as long as your heroes qualify for them).

This is also why it's not worth it to start over with a new save file once you've started upgrading the twon. As long as you've leveled up the caravan to bring at least 4 heroes each time, you can play forever with disposable n00b adventurers. Just go for a low-level dungeon, get as far as you can before running away with whatever loot you can gather. Rinse, repeat, start beating dungeons again once you have enough money for provisions.

Leveling the town is the most important progression in DD. Heroes are replaceable, but town upgrades are forever.

Broose
Oct 28, 2007
Everything makes a lot more sense now. Thank you for the explanations.

Alavaria
Apr 3, 2009

KozmoNaut posted:

This is also why it's not worth it to start over with a new save file once you've started upgrading the twon. As long as you've leveled up the caravan to bring at least 4 heroes each time, you can play forever with disposable n00b adventurers. Just go for a low-level dungeon, get as far as you can before running away with whatever loot you can gather. Rinse, repeat, start beating dungeons again once you have enough money for provisions.

Leveling the town is the most important progression in DD. Heroes are replaceable, but town upgrades are forever.
This sounds like an interesting mechanic :sun:

Even though you're still stuck sending in "no more than 4" person parties, at least you can clog up the dungeon with corpses... if you have to.

Delta Green
Nov 2, 2012

KozmoNaut posted:

This is also why it's not worth it to start over with a new save file once you've started upgrading the twon. As long as you've leveled up the caravan to bring at least 4 heroes each time, you can play forever with disposable n00b adventurers. Just go for a low-level dungeon, get as far as you can before running away with whatever loot you can gather. Rinse, repeat, start beating dungeons again once you have enough money for provisions.

Leveling the town is the most important progression in DD. Heroes are replaceable, but town upgrades are forever.

This requires repeating and underlining. I lost some very advanced runs before I learnt that...

Tylana
May 5, 2011

Pillbug
Also worth noting, if there's a boss, and you don't know what it does, you can always just throw a stagecoach load of newbs at it. Who cares if it's a tpk? And if you do find some good gold enroute, you can always bail and cash out.

Gridlocked
Aug 2, 2014

MR. STUPID MORON
WITH AN UGLY FACE
AND A BIG BUTT
AND HIS BUTT SMELLS
AND HE LIKES TO KISS
HIS OWN BUTT
by Roger Hargreaves
Hey Wang, can you go into some Lepper builds? I love the Lepper, he's my favorite model in game.

Highwang
Nov 7, 2013

No Pineapple?
No Thank You!
The Cove
Enjoy our rich aquatic wild-live and mystical fauna

Funny how we go from talking about the starter zone to talking about the last developed zone during early access. If the ruins was Army of Darkness, then the cove is Call of Cthulhu. The main theme of the cove is eldritch enemies, more specifically focused around fish-men and other aquatic fiends. In terms of combat, this area came with the advent of the PROT mechanic, so you'll be seeing a lot of that alongside a focus on bleeding damage from enemies. An offensive occultist would be a great thing to bring to this dungeon, since many of his skills come with anti-eldritch properties and he has a unique accessory that further buffs that; Should your occultist have the Eldritch Hater/Slayer quirks along with the Eldritch Slaying Incense, he can crit-storm a majority of the enemies in this area. Houndmaster is also a wonderful class to bring since his anti-prot technique is incredible, however the Bounty Hunter works just as well and can synergize with the Occultist you will most likely be bringing. As for items, you want to bring a bunch of shovels for treasure, medical herbs for both treasure and quirk removal, and band-aids for the gross amount of bleed here.

[timg]http://lpix.org/2554565/2016-08-14%2013-41-43.mp4_snapshot_00.25.41_[2016.08.31_16.27.50].jpg[/timg]

Exclusive Enemies (for now):

Pelagic Grouper (Threat Level: gently caress)
-Starting things off strong with the biggest threat of this dungeon. These guys are pain incarnate: They have high initiative, high damage, and a wide attack range. No one is safe from these jerks. They can attack the front two characters with Seaward Slash and the back two rows with Spearfishing. Both these attacks have high damage ranges considering they have to be the only real damage unit in the dungeon. Their biggest threat however is the encounter of Four Fishmen, easily rending your team's HP asunder before you can even act. These guys are awful. I would say kill them first, but there's an enemy that prevents that...

Pelagic Shaman (Threat Level: High)
-The other big threat of this dungeon, mainly from the support he brings to his allies. The Shaman brings two support skills that can make a run much more frustrating: It can use Sea Breeze to heal an enemy for a fair bit of HP, and it can also use Call of the Deep to buff an enemies accuracy, crit chance, and more importantly damage. An interesting offensive option it has is Stress Wave, which is comprable to Stressful Incarnation but moves the Shaman back one space along with having a 40% chance to target two people. All of these moves can used in rank 2-4, which leaves the shaman vulnerable if you get him to rank 1, where he only has a dinky Ceremonial Cut to respond with. He may not be the biggest threat in general, but in practice he does have to die first since he's the healer and can pad the fight longer than you would care to indulge in.

Pelagic Guardian (Threat Level: zzzzzzzz)
-With the creation of the PROT mechanic came the most tedious and non-threatening enemy in the game. The Guardian is a sack of HP with a wall of Prot that exists to get in your drat way as you try to kill the Shaman. This enemy only has two abilities: His main gimmick is to guard any enemy with Barnacle Barrier along with buff his own prot to even more staggering levels, while his other attack from his Octocestus does low damage but also causes a small bleed effect as well. The sad part is that while this guy exists to take the hit and save his friends, an aoe including his bodyguard will ignore the guard completely and a stun will cancel out the guard, so if you're prepared then he's a non-issue. An even funnier thing is that if you push a Guardian to rank 4, all he can do is guard a target and then nothing else. I really do hate this enemy though just because of how exponentially long he can pad out a fight.

Sea Maggot (Threat Level: Low)
-Hey look, even more PROT enemies! I enjoy this guy's gimmick at least; he's got a thick shell of 50%+ PROT to cover his low HP levels, so he's not a chore to fight. He only has one attack with Brine, which does low damage but can debuff a target's dodge and has a chance to cause any disease as well. The main reason why I classify him as a bigger threat than the Guardian is because of his disease chance and the ability to remove your dodge. There's no real strategy to fighting him though, just hack at him like a coconut.

Deep Stinger (Threat level: Medium)
-The Deep Stinger is a dirty fighter that focuses on status effects to control your team. Both his attacks operate at any range, so any move effects have no real effect on his capacity to attack. Both his attacks also have the off-chance to disease your heroes with any disease, which can get frustrating. His big attack is Shocker, which does miniscule damage but can stun your mercenaries and also debuff their bleed resistance. Their other attack, Salty Gouge, does more damage alongside a bleed effect, and it can also debuff the dodge chance of your adventurers. Luckily they don't come with a lot of HP, so if you don't like the rest of the Stinger's team then it would be best to kill him first since it can stun dudes and reduce your capacity to attack.

Drowned Thrall (Threat level: Keep Talking and Nobody Explodes)
-The Drowned Thrall is a neat concept to me but ultimately a gimmick fight. You have two turns, barring any stuns, to kill this guy or else you will regret your inability to do so. His first attack will always be Gargling Grab, which does decent damage to your front rows and causes mild stress damage. His second attack will always be The Revenge, where he does a suicide attack that causes extreme damage and stress damage to your entire team. A Thrall has decent stun resistance, so a stun is basically a coin flip in regards to these guys. Their attacks can be done from any range, so move skills do nothing to them. Basically you want to bull-rush this guy with everyone and kill him first, or he will kill you all first.



Curios & Effects

Barnacle Crusted Chest
-You stand before pirate treasure, matey. Old-rear end treasure, covered in sharp pointy aquatic life. If you hit this thing with a Shovel, it'll remove all the barnacles and allow you to grab all the wonderful treasures and heirlooms within. If you interact with it without an item, you'll get less treasure in general but also have a chance to get either nothing or your hero will cut his hand on the barnacles and bleed all over the place. Worth the extra shovels imo.

Bas-Relief
-A curious statue of an unnerving nature. You could use a Shovel to interact with this, however doing so will set the chosen hero's stress to 100 so I wouldn't recommend it. A vanilla interaction however comes with a high chance for a free random positive quirk, a low chance at a random negative quirk, and the very rare chance of getting the disease "The Red Plague." Worth the gamble imo, the odds are mostly in your favor and there's a curio that can offset the negatives of this anyway.

Brackish Tide Pool
-This is a curio that, on paper, is mostly positive however I always seem to have bad luck with it. A vanilla interaction with this pool will either give you a high chance of buffing the heroes status effect resist until a camping session, while also having an off-chance of giving the hero a random disease. Using Antivenom on this however will purify the pool, allowing you to heal some HP and stress on one of your heroes. I honestly don't bother preparing for this curio since the benefits are not really worth spending money for. The Vanilla interaction also scares me since I always seem to get diseases from this pool, however you can chalk this up to confirmation bias more than anything. Cool I guess.

Eerie Coral
-This is the main reason why I go to the Cove. The reason being is if you use a Medicinal Herb on this coral, it will remove one negative quirk, at random, for free. Vanilla interactions will either cause the hero to heal stress damage, take stress damage, or get nothing at all. This is a huge money saver, and while the curio isn't guaranteed to appear in a dungeon it can save cash compared to the hospital. Always pack herbs in anticipation for these.

Fish Idol
-A pelagic totem of religious worship, and a pain in the butt without holy water. If you vanilla interact with this curio, your hero will be debuffed with either low damage & accuracy or low dodge until you setup camp. Suffice to say, you shouldn't be doing this. However, if you use Holy Water on this statue, you will instead get a buff to either damage or damage & accuracy until your next camp. I honestly never pack in anticipation of this curio, it doesn't really offer much in return for what you pay for.

Fish Carcass
-A big, disgusting fish corpse rife with disease and sharp bones. The smart thing to do with this is disinfect it with Medicinal Herbs, allowing you to grab all the wonderful treasures and heirlooms this creature feasted on, along with the possible chance of getting some food as well. A vanilla interaction with this is much more riskier however: You have a high chance of getting nothing, a low chance of getting some treasure, and a low chance of getting blighted, diseased, or bleed. This is the other reason why I bring medicinal herbs here, the reward that comes from this is quite frankly staggering.

Giant Oyster
-This curio amuses me more than it should. If you do a vanilla interaction with this clam it can give you a small amount of treasure, nothing at all, or bite you for a bleed effect. If you use a Shovel on it, you pry the poor creature's moth open and are free to take all the treasure within its maw. However, if you have a houndmaster in the team, you can feed the oyster one of your Dog Treats to get a huge dodge buff. I don't know what the logic for the dodge buff is, I just assume the oyster likes you and licks you like a goofy dog. Either way, this curio is a good reason to waste a shovel.

Ship's Figurehead
-A monument to those lost at sea. There's no item interactions with this curio, however you have no need to do so either way since a basic interaction will either buff your damage and speed until a camping session or just heals 33% of your current stress level. Free buffs/healing? Always touch this statue.

Highwang
Nov 7, 2013

No Pineapple?
No Thank You!
Also gotta say thanks to everyone else covering questions I missed due to either sleeping away summer or burying myself in Witcher 3 lately.

Halser
Aug 24, 2016
:pseudo: adding to the comment on Pelagic Groupers, keep in mind that while they technically can attack ranks 1-4, they have strict position restrictions for that.

A fishman in rank 1-2 can only attack ranks 1-2. One in ranks 3-4 can only attack ranks 3-4.

This is important if someone is in death's door and you want to dodge a swipe/hook, if you're doing fancy riposte strats with the Antiquarian or if you're stalling for heals. With a guard character, you can put him in either the front or back ranks(depending on where the fishes are) and keep guarding the other vulnerable ally while your healer takes care of everyone else.

Mzbundifund
Nov 5, 2011

I'm afraid so.
I used to struggle a lot in the Cove because I didn't have a strong concept for my front liner. The high speed of enemies and their heavy defenses to both bleed and raw damage is hard for most frontline classes to overcome.

Crusaders are decent performers in the Cove due to the fact that they can stun the stupid Pelagic Guardian allowing your back smashers to kill whoever he's guarding, and the fact that their anti-unholy buff lets them one-shot the explodozombie. Crusaders aren't anything special against other enemies here, except one particular boss that the Crusader just chumps in a commanding fashion. He's decent, but doesn't really excel.

Hellions struggle a bit thanks to most things in the cove having a higher-than-normal bleed resistance, so some of her damage gets less reliable. You can offset this with +bleed chance trinkets pretty easily though. The Hellion is the best frontliner at crushing squishy back-row enemies, but is also the squishiest frontliner herself, which can lead to trouble vs. the crit-happy groupers.

Lepers are decent, thanks to their high damage to push past enemy PROT, but like the Crusader, they are so slow you will almost be guaranteed to eat a whole buffet of enemy attacks before he gets to go.

The standout by far is the Man-at-Arms! Why is this?

Halser posted:

:pseudo: adding to the comment on Pelagic Groupers, keep in mind that while they technically can attack ranks 1-4, they have strict position restrictions for that.

A fishman in rank 1-2 can only attack ranks 1-2. One in ranks 3-4 can only attack ranks 3-4.

Halser's got it right. This is super important! Two very common enemies in the cove have very poor targeting versatility. When Pelagic Groupers and Pelagic Guardians are in the front two rows, they can ONLY hit the front two rows, so having a Man-at-Arms guarding your other front-row guy forces them to send every last of their awful awful attacks straight into the Man-at-Arms' huge wall of PROT. Vacuuming all the damage into one character like this is also to your advantage, because since most of the enemies here are Eldritch, you probably brought an Occultist with you, to exploit the Occultist's strong damage boost vs. Eldritch targets. And who has the best single-target heal in the game? The Occultist! A tag-team duo of Occultist and Man-at-Arms lets you change your targeting priorities drastically. You can use the Man-at-Arms' high target versatility (his main attack can target the first three rows) to pound squishy targets like Jellyfish, Drowned Thralls, and Pelagic Shaman deep within enemy formations, while converting to a defensive role once enemy targets are somewhat thinned out and putting you in the rare situation where you can actually out-heal the enemy. His Bellow debuff also completely neuters the speed advantage of the super dangerous Pelagic Groupers, allowing your other team members to kill other stuff before the enemies move, forcing the groupers into the front rows where the Man-at-Arms can just tank them forever while the Occultist patches up wounds before your other guys crush them and move on. Bring this guy! Bring him!

Halser
Aug 24, 2016

Mzbundifund posted:

Bring this guy! Bring him!


The one weakness in this party is stress. Crits may deal only 1 damage, but they'll still ruin sanity after a while.

If you have good dodge trinkets, you can actually make an interesting party that has no healers, but very good survivability.

Man-At-Arms / Houndmaster / Houndmaster / Hellion.

With the right trinkets at champion level, the Houndmaster can get a base dodge of 57, meaning that most enemies have a base 50% chance of hitting him at champion level.
While guarding someone, this immediately goes to ~25% or so.
Slap a Bolster, and this goes to ~16%. On round two, it minimizes at 10%, the lowest possible. Bolster's extra speed basically guarantees that the second round of buffs will happen before the enemy can act.
With 90% dodge chance on your entire team it's pretty drat hard to get killed. Doesn't help that houndmasters have Lick Wounds to get themselves out of death's door either. The Hellion can also get herself healed up a bit if by some freak accident she actually gets hit. This has someadvantages over PROT tanking: no bleed procs, no stuns, no stress, no debuffs.

It may sound crazy to do champion long dungeons without a healer, but it works! Keeps you on the edge of your seat though, 10% is very reliable but it isn't 0.

Not recommended to use anywhere outside the Cove. AoEs ruin this little strategy.

ZeroCount
Aug 12, 2013


Drowned Thralls basically exist to slap you in the dick the first time you encounter them and don't know what they do. After that you'll find that it's generally very easy to just focus them down before their Revenge activates.
Yes, that means you have to let the Shaman live a little longer while you kill the Thrall. You're just gonna have to deal with that.

Halser
Aug 24, 2016

ZeroCount posted:

Drowned Thralls basically exist to slap you in the dick the first time you encounter them and don't know what they do. After that you'll find that it's generally very easy to just focus them down before their Revenge activates.
Yes, that means you have to let the Shaman live a little longer while you kill the Thrall. You're just gonna have to deal with that.

things get a bit more horrifying when a fish guardian Guards the Thrall, and the shaman buffs his damage and accuracy.

Necroskowitz
Jan 20, 2011

Weald with a plague doctor and no occultist? Boy, I don't know.

I'd like to enter my name as an Bounty Hunter, Grave Robber, or Antiquarian.

Kite Pride Worldwide
Apr 20, 2009


I'd love to be a Crusader, Bounty Hunter, or Man-at-Arms if that's still open.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

If I eventually get taken as a plague doc or horrible goatman, please remove the stupid numbers from my name.

They are kind of my eternal Lurk More shame from when I first regged.

Delta Green
Nov 2, 2012
I'd take a Crusader or Man At Arms if there's still hope of a spot opening.

Highwang
Nov 7, 2013

No Pineapple?
No Thank You!
So, to the code wizards following this thread, I've noticed in the localization files there are the files that display normally but they also have .loc files for different languages such as brazilian, french, etc. This is a wild assumption on my part, but if I do decide to work on a comedy mod can I make it a .loc file and have the gags be a "language" that the game displays?

Halser
Aug 24, 2016

Highwang posted:

So, to the code wizards following this thread, I've noticed in the localization files there are the files that display normally but they also have .loc files for different languages such as brazilian, french, etc. This is a wild assumption on my part, but if I do decide to work on a comedy mod can I make it a .loc file and have the gags be a "language" that the game displays?

.loc files are in hex, I'm not sure you should edit them directly.

You need to change the .xml files and add whatever 2004 memes you want to a random language(the xml files are divided in sections with different languages) and then run localization.bat in the same folder to generate new .loc files, which is what the game actually uses to show text.

So if you want to, you can just make, say, brazillian portuguese, be exactly like english with a few funny lines on some places, so you could switch whenever you wanted to. But the files to edit are the .xml ones, not the .loc directly.

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Highwang
Nov 7, 2013

No Pineapple?
No Thank You!
I have tasted the forbidden fruit. This LP may start going in even weirder directions. Have a sample.

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