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Phrasing posted:Vasquez and Gorman died so . . . We never saw that!
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# ? Jun 3, 2015 09:16 |
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# ? May 27, 2024 16:47 |
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Radiochromatic posted:So I gave my Man At Arms a couple of trinkets that boost his damage, so long as he's in the front row, and now he can two shot most monsters just by hollering at them. I could also bring a Crusader or a Leper or whatever instead, and instead of having the Plague Doctor compensating for the Hellion's exhaustion she could be actually buffing someone else's damage, or doing other useful things like stunning or healing. Also I don't really get the love for bleed skills (and blight skills). You always want to kill someone as fast as possible so there's an incentive to front-load damage. I would rather hit a boss with a reliable 15-20 damage skill than hit them for half that and stack a bleed on top. What's the advantage?
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# ? Jun 3, 2015 16:07 |
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Boing posted:I could also bring a Crusader or a Leper or whatever instead, and instead of having the Plague Doctor compensating for the Hellion's exhaustion she could be actually buffing someone else's damage, or doing other useful things like stunning or healing. Bleed will tick every time an enemy acts and it stacks with itself so it's very useful for bosses that act multiple times per round like the Prophet or Hag. Prophet was taking 45 bleed damage per turn last time I faced him. He died quickly. I generally agree with your assessment that frontloading damage is the best strategy for common fights.
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# ? Jun 3, 2015 16:43 |
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Boing posted:I could also bring a Crusader or a Leper or whatever instead, and instead of having the Plague Doctor compensating for the Hellion's exhaustion she could be actually buffing someone else's damage, or doing other useful things like stunning or healing. Against a non-marked opponent that isn't undead, If It Bleeds has the highest damage of any attack in the game except the Leper's Chop (which has much lower accuracy and crit)... and then it does mid-level bleed damage on top of that. If the bleed sticks, that's +2/3/4 damage before the enemy gets a chance to do anything. That puts its damage above the Leper, and with the Leper's accuracy problems If It Bleeds is about as likely to successfully proc bleed as the Leper is to hit at all. That adds up to about 1.5x the damage of mid-level hitters, assuming one tick of bleed. And anything that survives more than a round is going to take even more damage due to stacking bleed. To put this in perspective, against a boss Hellions can just about stand up to Bounty Hunters and Arbalests in terms of sustained DPS, except Hellions don't need any setup time or support. In regular fights they can bust out turn 1 damage that hunters and arbalests can only dream about. And there's no exhaustion on If It Bleeds--only its bigger, meaner cousin Bleed Out. Which is simply the hardest hitting attack in the game, full stop, that also hits with a bleed stack as large as the strongest dedicated bleed/blight skills. It's so strong that even after an exhaustion debuff it's still hitting harder than anyone else. Barbaric YAWP! is similarly top of its class: an AoE extra-strength stun attack. Nobody can come close to what it does. Breakthrough is nothing special these days, but it's still a size 3 AoE attack and will demolish enemies in the hands of a buffed Hellion. Highwaymen are much better dedicated crowd clearers since they don't self-debuff, but Breakthrough is a hell of a nuke to have in your back pocket. Hellions can wreck faces all day like no one else, then bust out even bigger guns when things get tough. As long as you're not spamming Breakthrough every turn their damage is high enough that even with occasional exhaustion penalties they'll still more than pull their weight.
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# ? Jun 3, 2015 16:44 |
I pretty much never use breakthrough and my Hellion still wrecks house with If it Bleeds. Sometimes Iron Swan or Wicked Hack get used but mostly Bleeds.
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# ? Jun 3, 2015 17:17 |
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Alright, I guess I was still trying to use the Hellion for big AoE damage like before the nerf and finding it lackluster. I'll try the bleed skills and see if it feels any better.
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# ? Jun 3, 2015 17:22 |
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Protection mechanics reworked
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# ? Jun 3, 2015 18:37 |
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An update!Red Hook posted:- Reworked PROTection mechanics. PROT is now direct damage migitation from normal (non-DOT) hits, instead of the old PROT% x maxHP system. This was required because the old system did -not properly power scale, leading to situations where heroes could become nearly (or fully) invulnerable. Now a PROT of 30%, for example, means that 30% of incoming damage is mitigated. There is a hard internal cap that we will be tuning on an ongoing basis. brocretin fucked around with this message at 18:45 on Jun 3, 2015 |
# ? Jun 3, 2015 18:43 |
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Apparently they hosed it up and all damage is borked now.
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# ? Jun 3, 2015 18:47 |
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Gabriel Pope posted:Apparently they hosed it up and all damage is borked now. Yah just started up a new game and attacks are ranging from 0-2 damage for both myself and enemies.
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# ? Jun 3, 2015 18:49 |
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With the constant low numbers, how is a % reduction useful at all?
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# ? Jun 3, 2015 18:49 |
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The constant low numbers are a bug. If I had to guess they probably made a boneheaded mistake related to the protection cap and now everything is treated as being against max protection.
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# ? Jun 3, 2015 18:57 |
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Gabriel Pope posted:The constant low numbers are a bug. If I had to guess they probably made a boneheaded mistake related to the protection cap and now everything is treated as being against max protection.
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# ? Jun 3, 2015 19:46 |
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poo poo's fixed, they claim
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# ? Jun 3, 2015 20:19 |
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Values seems fine on my end, at least. Is the Man-at-arms really that great? I only had one for a short time before he died, and he didn't seem that hot. No others have shown up in the hero cart since, so I can't try it out again. I really like the Vestal/Arbalest/Bounty-Hunter/Crusader party, tough. Plenty of stuns that then become extra damage for the dps, moderate healing, two sources of marking and some decent debuffs. As far as heroes go, I love the Jester and Grave Robber, but their position dancing means that things can go bad really quick if they are in the wrong place at the wrong time, and sometimes they can push a frontline-focused guy out of place right when he needs to be there the most.
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# ? Jun 4, 2015 00:21 |
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Did they say you can sell trinkets? How?
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# ? Jun 4, 2015 02:41 |
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Sephyr posted:Values seems fine on my end, at least. Man-at-Arms Riposte was really too good, haven't tried it since the newest patch that nerfs it. Old version: Riposte works from any of the first front rows AND hits one of the first 3 enemies. Pretty insane flexibility. Riposte's parry ability works even if you miss! Parry is infinite, so it doesn't just parry once, it parries everything hitting you (including AoEs), until your MaA's turn. Parry also procs when an attack has no intrinsic damage component. Parry also procs when the enemy misses or you dodge. Parry can crit, which heals stress for your party. Parry can also stun the opponent. Parry also buffs your PROT. Imagine the crusader/leper PROT buff skill, but only lasting 1 turn, but on the other hand, attached to an attack, which parries. Insane. And this is only 1 of his skills. All his buffs are party wide, his camp skill buffs are insanely good it's ridiculous, he has a move of 2, he has a front 1 attack
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# ? Jun 4, 2015 02:43 |
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Waffle! posted:Did they say you can sell trinkets? How? Shift-click on items in your inventory.
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# ? Jun 4, 2015 03:10 |
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The cannon boss seems to be bugged. You get loot for every individual bandit you defeat, which means that if you're killing like, 15 bandits or so over the course of the fight you get a shitload of loot when the fight ends. Not that I'm, like, complaining or anything.
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# ? Jun 4, 2015 03:24 |
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Dackel posted:Parry also buffs your PROT. Imagine the crusader/leper PROT buff skill, but only lasting 1 turn, but on the other hand, attached to an attack, which parries. Insane. No, it still lasts as long as every other buff. So using Riposte over multiple turn stacks up 2-3x the prot (it's always been less base prot than the other protection buffs though.) They lowered the base damage and removed the stun. Still pretty fantastic.
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# ? Jun 4, 2015 04:50 |
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Gabriel Pope posted:No, it still lasts as long as every other buff. So using Riposte over multiple turn stacks up 2-3x the prot (it's always been less base prot than the other protection buffs though.) I must be blind, I thought it only lasted during Riposte. I mean less base prot is fine, since unlike other buff skills you actually do an attack and an extra thing too.
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# ? Jun 4, 2015 05:30 |
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Dackel posted:I must be blind, I thought it only lasted during Riposte. I mean less base prot is fine, since unlike other buff skills you actually do an attack and an extra thing too. I just started a new game to fart around on this, and I think I remember the Prot lasting more than a turn, but the Marked and Riposte statuses go away on his turn. So you're 2/3s right.
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# ? Jun 4, 2015 07:00 |
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Just got all bosses down, all classes to level6, on week 71. Beat that, suckas.
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# ? Jun 4, 2015 21:44 |
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Nooooooo look what they did to Hell's Hairpin The fiends. RIP that and Bleeding Pendant
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# ? Jun 6, 2015 19:20 |
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This isn't about the new stuff, but holy balls do two Sun Rings on a Leper help out a ton in the lower ranks. +20% ACC and +40% DMG? Don't mind if I do! Also found a couple belts for the Highwayman that are like Sun Rings+ for ranged attacks, so I had such a wrecking crew after the first few missions that My A-team was level 3 before any of the low level bosses unlocked. EDIT: Also found two Ancestral items for PD that give +30% Blight/Stun chance each for only a minor drawback (I think -CRT or -DMG or something). Even with those available I haven't really used PD this round. I loved them my first playthrough but killing 2-3 people in the first round with buffed Hew or Grapeshot is too good to pass up.
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# ? Jun 6, 2015 22:02 |
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RightClickSaveAs posted:Nooooooo look what they did to Hell's Hairpin What was it before?
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# ? Jun 7, 2015 04:07 |
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It just so happens that I have a screenshot I've posted before! It feels like half my posts in this thread have been shots of Hellion trinkets actually.
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# ? Jun 7, 2015 04:17 |
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Someone please tell me how the Jester is any good. I thought he sucked originally, then I was told to use him as a front or for bleeds, but man does his damage suck poo poo. He's like the PD but without healing. If his bleeds or Solo could hit from the back row it might make him passable, but I can't seem to make him not be a drag and a liability. Especially now that I can use my Arbalest for a party +2 speed buff instead of the song.
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# ? Jun 7, 2015 04:31 |
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Idiot moron babies like to keep him in the back and have him sing. You want to stack +damage stuff on him and have him do heroic end exactly once because you only need to do it once.
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# ? Jun 7, 2015 04:54 |
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That feeling when a Swinetaur on his last 3hp crits your entire party for 20+dam, putting everybody at Deaths Door and its so stressful of course that two of your guys become paranoid and fearful which then stresses everybody else out even more and now they are also afflicted. You can only sit there and wait for two minutes while everything spirales downhill. But! You manage to kill the Swine and use your remaining food to keep everybody alive because you only need to enter this one last room to clear the dungeon. The party takes one step into the hallway and decides "we are hungry now feed us" but there is no food left so it's back to Deaths Door for everyone and so I gave up and left the dungeon because I was obviously not supposed to win this thing.
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# ? Jun 7, 2015 10:14 |
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Yeah, it's been discussed before, but the randomness of hunger pangs leads to some silly and unreasonable situations. Props for knowing when to leave though.
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# ? Jun 7, 2015 15:48 |
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Eat in rooms not in hallways
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# ? Jun 7, 2015 18:05 |
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Is it me or are interactable doodads in dungeons lame and disappointing. You either have to memorize the effects possibly using spoilers or risk wasting items, because a ton of the item interactions are not intuitive at all, and there really isn't much strategy or depth to them even when you know what items to use. At the very least, it seems really dumb that you can choose to use items that don't actually do anything, and then the item is just wasted. At that point it's just memorization/consulting a list.
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# ? Jun 7, 2015 18:17 |
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Periodiko posted:Is it me or are interactable doodads in dungeons lame and disappointing. You either have to memorize the effects possibly using spoilers or risk wasting items, because a ton of the item interactions are not intuitive at all, and there really isn't much strategy or depth to them even when you know what items to use. It's experimentation, but it's consistent. So unless you have good memory, just consult a Curio guide. No shame in it. You still won't 100% get what you want, you just get a better return on investment, and you get better at bringing the "correct" amount of supplies to a run.
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# ? Jun 7, 2015 18:21 |
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It's nice that there is a variety of things and you need to take a variety of items to "unlock" them, but I agree that the Curio should just "tell" you what item you need. "This rotten carcass still has some meat on it, use some herbs to cleanse it?" You'll look at a list anyway.
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# ? Jun 7, 2015 18:47 |
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Dackel posted:It's experimentation, but it's consistent. So unless you have good memory, just consult a Curio guide. No shame in it. You still won't 100% get what you want, you just get a better return on investment, and you get better at bringing the "correct" amount of supplies to a run. I think Periodiko was talking more about it being a weak point in the game's design, not how to personally optimize reward. I feel the same way. I also wish you could manage your inventory when camping, maybe by "selling" some rewards stacks for a discount so you can free up space. Even in Medium dungeons I have to leave behind either a fair amount of loot or throw away some supply items to make room for that loot, which is at best a waste of that initial investment and at worst you throw away a shovel near the end of a run and immediately hit a blockage.
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# ? Jun 7, 2015 19:07 |
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If it's not desirable for the intractable objects to say what item they need, some key words for each use item would be handy. Anything holy water works on will have key words talking about unholy curses or need for consecration. Things with blight and disease need herbs, rusted or blood caked spikes need bandages, etc Make it intuitive what object you need instead of spelling it out, they are simple puzzles but make you feel smart about things
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# ? Jun 7, 2015 21:26 |
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I keep wanting to play this, getting past the first expedition or two, then quitting when things go wrong instead of rolling with the punches. Why am I so terrible about video games.
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# ? Jun 7, 2015 21:28 |
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I've found that getting people to resolve level 1 and upgrading one thing of theirs (I usually go for weapons) helps immensely in the early game. Even throwing fresh off the wagon teams through the dungeon meatgrinder, you'll eventually get lucky and have a team complete a mission and level up. I usually choose a team to take care of early on, and let everyone else get killed / kicked out as needed. Once you have a team established a little, you can use them to earn money and kill bosses. Some thoughts on the early game: supply items are less useful with a group of level 0s, as there's a good chance they won't make it through enough dungeon to even use one. Food, torches and shovels are more important. If I don't have an occultist / vestal for healing, I'll grab 12 food even on short missions. 6 torches and one shovel, as well. Sometimes you get cultists who will dim the light, and low light runs wreck most teams unless you have trinkets and classes set up for it. I never go without a shovel either, since digging through a blockage by hand can flat out end a run. Whenever the torch dips below 75 I pop a new one to keep the light at Radiant, ignore most interactives unless I know they have a good shot at loot (I'll check chests without a skeleton key on hand, but I won't bother with things like the confessional booth). Upgrading the wagon first is a huge boon. Just being able to grab the 4 new people and throw them on a team if needed gives you a lot of breathing room. My next couple of upgrades are usually the abbey and blacksmith. Ultimately, you should know that your early hires are expendable. My latest re-start has had me lose 6 out of my first 10 missions. I was able to retreat each time and at least gain a little bit of loot over my supply costs, so I've slowly gained money to keep my A team improving over time. Each of those lost missions represented two or so hires who were then kicked out due to high stress at the end. ETA: the beginning is by far the hardest part of the game right now, IMO. Scavenging for resources while desperately trying to string together a victory somewhere.
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# ? Jun 7, 2015 22:36 |
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# ? May 27, 2024 16:47 |
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Ciaphas posted:I keep wanting to play this, getting past the first expedition or two, then quitting when things go wrong instead of rolling with the punches. Why am I so terrible about video games. You can just throw heroes into the meatgrinder w/out torches forever to build up lots of resources before trying to actually build a competent hero party. Try that. Just bring 8 food (12 for a medium mission) and one shovel. Open everything for more loot. Judiciously kick out anyone who's stressed out or has negative traits. Upgrade the wagon a lot.
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# ? Jun 7, 2015 22:41 |