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I got to the later areas, lost several good team members, repeatedly and threw in the towel. It'll be fun to see your approach. If you're still taking
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# ? Aug 16, 2016 08:30 |
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# ? May 3, 2024 23:54 |
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double nine posted:So if you have a late-game party wipe, is it still possible to do the ruins or similarly low-level areas to train the rookies that replace them or do the various regions level up in difficulty as the game goes on? And if the latter how to compensate for that? There are always low level dungeons and more recruits available, so you can recover from everything. NG+ gives you a time limit and a maximum of dead heroes.
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# ? Aug 16, 2016 08:38 |
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double nine posted:So if you have a late-game party wipe, is it still possible to do the ruins or similarly low-level areas to train the rookies that replace them or do the various regions level up in difficulty as the game goes on? And if the latter how to compensate for that? There are low level missions to train replacements. Though it isn't a case of being done with an area. As you get higher level adventurers, higher level missions unlock. If you are not careful, you can have trouble with the earlier bosses as there is a mechanic in place to prevent you clowning on the easier missions with max level heroes.
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# ? Aug 16, 2016 08:39 |
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Yay, glad I could help for half a video! I agree that B-Yawp! is alright, but I also think that adrenaline rush is way better of a choice. I used to like if it bleeds, probably for the same reasons you used to, but have reconsidered recently....
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# ? Aug 17, 2016 04:18 |
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Barbaric Yawp is non-negotiable. Walt Whitman, motherfuckers! E: "I too am not a bit tamed—I too am untranslatable; I sound my barbaric yawp over the roofs of the world." -Some bullshit poem.
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# ? Aug 17, 2016 19:16 |
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The Ruins "Come explore the rich history and deep culture from our family line" Post theme: https://www.youtube.com/watch?v=9r3WbeZMbwY The Ruins is the first dungeon you will explore when starting out, and it’s possibly the tamest dungeon in general when it comes to themed mechanics. The main theme of this area is a focus on the Unholy, namely centered around skeletons and the undead. In terms of combat mechanics, the enemies here mainly focus on regular damage or high stress damage, with some stun procs and very rare chance of bleed procs doled out from enemies. For future adventurers, we advise bringing a crusader here since he's the only character that has an anti-Unholy property in one of his skills. Alongside him, the enemies within the Ruins are heavily resistant to bleed but extremely weak to stun and blight, so bringing a plague doctor or any alternative classes with those skills can be a godsend to you. In order to maximize your treasure output as well, It is recommended that you bring two skeleton keys and two holy waters for curio exploitation, along with 3-4 shovels for both wall surmounting and backup curio exploitation. [timg]http://lpix.org/2541349/2016-07-30 17-27-40.mp4_snapshot_00.06.48_[2016.08.17_11.47.10].jpg[/timg] Common enemies: -The Bandit team, The Cultist Team, Spiders, Maggots, and the Madman Exclusive Enemies (for now): Bone Rabble (Threat Level: Mild) -These are the common front-line enemies you'll see in the Ruins, boasting very little health, evasion, and generally no threat. These enemies have two attacks: The most common attack, "Bump in the Night," is just a basic attack used in rank 1-3. In rank 4 however, in the extremely rare circumstance they wind up there, they have a move called "Tic Toc" that pushes them forward one. These guys exist to fill out the ranks though, and you either one-shot these to remove the action queue or just ignore them until the rest of the threats are gone. Bone Soldier (Threat Level: Medium) -This enemy is the advanced version of their rabble counterparts. With a longsword and some patchworked pieces of armor, these enemies come with damage reduction, more damage, and an alarming crit rate to boot. Much like their club brothers, these guys have "Graveyard Slash" at ranks 1-3 for general attacking, and "Graveyard Stumble" at rank 4 in order to get them back in the fight along with doing small damage. Depending on your circumstances, you may have to address these enemies first so you don't lose a life, but an enemy with a stun is just as good at removing him from the fight until the other threats are gone. Bone Defender (Threat Level: SNORE.) -This enemy is the hardy tank of the bone patrol, boasting a wealth of protection along with a decent amount of HP to work through. However their attack capacities are very limited: The main attack you have to worry about is "Dead Weight," a shield-bash that both stuns the victim and pushes them back one in order to screw with your formation. Their other attack, "Axeblade," is just raw damage and a pitiful amount at that. Their final attack is a desperation attack done at ranks 3&4 called "Clumsy Axeblade," with the express purpose of moving them up one to attack. Bone Arbalest (Threat Level: High) -With high raw damage, decent HP and the capacity to hit basically everyone, the Bone Arbalest is one of the main threats to deal with in the Ruins. Alongside all this, the AI has a fondness of attacking specifically rank 3 and 4 in order to wear down your healers, so this rear end in a top hat has earned his spot as a high priority target. You also find these guys in the far back rows of the enemy team, so reaching them is a chore in general as well. Their main attack, "Quarrel," can hit rows 2-4 for a decent range and a roughly 1/5 chance to crit as well. If you're smart however and pull them forward, they can use the skill "Bayonet Jab" from ranks 1-2 for mild damage and also a free move backwards for them. The big issue is that their decent HP pool and their usual position make them a trial to kill, with the Hellion being one of the few people that can reliably one-shot them at rank 4. Kill or stun them first and foremost. Plague Doctors trivialize these jerks. Bone Courtier (Threat Level: gently caress) -This jerk. Oh wow. This guy has low hp in general but he has a gross amount of dodge, so hitting him is a chore. He only has two attacks, however one of those is the biggest pain in the rear end. "Tempting Goblet" can be used in rank 2-4 and causes high stress damage. Alone this is not a threat, but these guys love to come in both pairs and with Cultist Mages so stress damage comes in tides with these guys in tow. I aim for these guys first since they output stress damage way more than your team ever hope to heal reliably, and they can easily bring you out to the brink of madness with their dumb cups. Their other attack however, "Knife in the Dark," is used in front ranks as well and does middling damage. Stuns and Pulls are good ways of dealing with this jerk if you get tired of missing with his high evasion. Grave Robber and Arbalest are great counters for this guy; The Graverobber has both high accuracy and high speed for attacking but her damage range can make her sort of unreliable for the kill, while the Arbalest has a high accuracy/damage/crit rate but is generally slow so the Courtier can possibly get a cup attack out before her. I really hate this enemy btw. Curios & Effects: Alchemy Table -This curio is rather rare, and I often never prepare the proper means to interact with this curio. If you use Medical Herbs on this curio, you will be rewarded with a set of gold drops for your efforts. If you use a Torch in this curio, it will provide a potent mix that maxes out your light meter on the spot, which is very useful. If you decide to risk flat-out interacting with it however, you have a 50% chance of getting Blighted, a 25% of getting a small amount of gold, and a 25% chance of nothing happening. Altar of Light -This is a very nice curio, since interacting with it will always give you a +20% damage buff until you decide to camp if ever. If you have Holy Water to spare however, this buff gets increased to 30% extra damage. A nice curio to see, however I feel like the holy water is wasted here since it can be better used elsewhere. Bookshelves -Ugh man. gently caress books. The bookshelf has a variety of events, both good and bad, and nothing you can do will make this a surefire safe thing. Among the things that can happen, starting with greatest frequency, are these: Absolutely nothing, Finding a map of the dungeon, A stressful book for stress damage, A random positive quirk, a journal entry for slight backstory, and a random negative quirk. I hate these things so much because I always feel like I get the worst part of it, however it’s one of the few places you can get journal entries for 100% completion so it’s a necessary thing to interact with. Confession Booth -The confession booth is a great thing to see...if you have holy water to spare and don't have any curious heroes. Using Holy Water on a Confession Booth will sanctify it, restoring 30 stress from whoever used the curio at the time. This is a pretty great and *cheap* stress healing alternative compared to camping or the town services, so if it’s necessary this can be a cash-saver for stress removal. If you risk using it without any meddling however, the booth has a 50% chance of stressing out the user further, 25% chance of giving you some small change, and apparently the off-chance of removing a negative quirk from a hero. This curio is why I've been bringing more Holy Water to the Ruins, it’s a very useful cabinet. Decorative Urn -This is the reason why I carry Holy Water to the ruins. A relatively rare curio, if you happen to find one in your adventures, pouring Holy Water into it will dissolve the ashes in the urn to reveal many gems and possible trinkets lying within, giving a hefty boost to your income. Another interaction, which is insanely dumb, is whacking it with a Shovel to get the negative trait "Guilty Conscience" and nothing else. An unmodified interaction has a variety of effects: ranging from some small treasures, absolutely nothing, getting Blighted or getting Diseased randomly or specifically with "Creeping Cough." Always keep one Holy Water on you in the Ruins, because this alone is worth that investment. Holy Fountain -A nice curio, interacting with this on its own will either give you some free cash or heal a small amount of stress and regular HP alongside removing all status effects. However, if you use Holy Water on this, you get double the amount of healing that you'd get from the vanilla interaction. A nice effect, possibly run-saving if you have holy water and need some healing on a person. Iron Maiden -The Iron Maiden is a relatively rare curio in the Ruins, and one I never prepare for. If you use Medicinal Herbs to interact with it, the maiden is cleansed and you get two pieces of free loot of any kind. Risking a normal investigation though can bring about the same loot reward along with possibly nothing, making a hero claustrophobic, or having the hero gain either a random disease or specifically Tetanus. Given how rare this appears, I never bring medicinal herbs to the Ruins. It rarely feels worth it. Locked Display Cabinet -One of the many reasons I bring Keys to the Ruins. Unlocking it with a Skeleton Key will give you a mix of up to 5 gold rewards and heirlooms. Conversely, it’s also why I bring extra shovels because bashing it with a Shovel produces the same, albeit smaller, result. You should never interact with it on its own if you can, because the cabinet is trapped with a chance of either blight or bleed, and using bandaids/antivenom on it will not neutralize this trap. Worth buying the key quite frankly, plus you should have one key on hand at all times for the secret gambit. Locked Sarcophagus -Quite literally the same as a Display Cabinet, right down to interactions and trap effects. However, its less profitable in general, so if you find yourself low on keys/shovels and have both these curios in the dungeon then go for the Display Cabinet first. Sarcophagus -The unlocked version of the last curio, however with much different effects. No real way to interact with it with an item sadly. More than often you’ll get a pile of loot varying from gold to heirlooms. Other times however you will get either nothing or the negative trait Thanatophobia, which makes them fear death. No real reason to fear this honestly. Stack of Books -Did I ever mention how much I hate books? The only way to item-interact with a stack of books is a Torch, which will hit you with 100 stress for "desecrating knowledge." This could be a decent way of gambling with afflictions, but I really wouldn't recommend it. From a vanilla investigation you get the following: Heavy stress damage, A random positive quirk, nothing, a random negative quirk, a decrease of the light meter, or a journal entry. Much like bookshelves, the bookstack is the only way to get the backstory of this game and at a gamble as well. I really don't like books. Suit of Armor -This is a great curio. You can't item-interact with it, however you can only get a positive result from normal interactions. The usual reward from this is a buff for your hero's PROT and DODGE until camping, however there's the off-chance of getting either the Ruins Adventurer or Ruins Tactician trait from the Suit of Armor. A ray of sunshine among this dreary game. [Images courtesy of this Darkest Dungeon Wiki] Highwang fucked around with this message at 01:34 on Apr 11, 2017 |
# ? Aug 17, 2016 20:05 |
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I usually just throw 2 herbal meds in my ruin runs for the sake of alchemy or maidens. If I run out of space they are the first to go but if I can use them then it's a nice bonus. 2 herbals cost about 400 so it's not like it's a heavy investment. Also some nasty combat debuffs can be eliminated with them - though usually not from Ruins enemies - so it can help in a pinch . double nine fucked around with this message at 23:19 on Aug 17, 2016 |
# ? Aug 17, 2016 23:17 |
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Yea, this LP got me playing again. Since it had been over a year since I had last played this game, there are quite a few QoL adjustments that I really like, such as the trap disarming skill chances showing now. There are also some newer enemies that I don't remember, which is a nice change of pace. Looking forward to this LP getting deeper into this game. Sign me up as a Bounty Hunter.
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# ? Aug 18, 2016 05:42 |
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Ah, good. I can post an excerpt from the text file I have running in the background when I play the game.I posted:Anywhere: The first section concerns curios which can appear in any of the dungeons. The ones under "Always" denote curios that are relatively safe to interact with, that don't have an effect when you use an item on them (or provide a better benefit without). The others are curios that I feel should only be interacted with if you have the appropriate item, along with a brief description of what you get if you do. You can use this to help determine what items you should bring to each area. Based on the above you should make sure to bring Holy Water and Keys to each location, and also bring an amount of medicinal herbs and shovels to the Ruins. I prefer to bring two of each of Keys, Holy Water, and Medicinal Herbs to the Ruins, and at least three shovels (because gently caress blocked hallways). I also have lists for the other three locations, but I will wait until Highwang has posted his description for each area to post my list.
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# ? Aug 18, 2016 07:43 |
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You know, I scoffed at the person who forgot to bring torches on an outing. Who could do such a thing? It is madness! That's one of the most important ite- I forgot torches on my last outing. I was able to make it through via careful use of my firewood and the Crusaders support skill that also gives a small torch boost, but uh, it is easier than you think to forget to buy torches. On topic, those Bone Courtiers are decently countered by Plague Doctors. Two throws of the aoe blight move on the back lines will take them out, but you can also try to stun lock them if you don't want to eat any of the attacks. This has the added benefit of shredding the other back line units the enemy might have, like those thrice accursed Arbalests.
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# ? Aug 19, 2016 01:51 |
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Krumbsthumbs posted:You know, I scoffed at the person who forgot to bring torches on an outing. Who could do such a thing? It is madness! That's one of the most important ite- I forgot torches on my last outing. I was able to make it through via careful use of my firewood and the Crusaders support skill that also gives a small torch boost, but uh, it is easier than you think to forget to buy torches. or you could just unespected Dark run it up and swim in loot!
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# ? Aug 19, 2016 01:56 |
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Maybe I'm crazy, but I never use torches other than just before bosses. As long as I have a party with movement skills and at least one stress healer on medium+ missions its not that bad.
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# ? Aug 19, 2016 14:18 |
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New Update: Episode 7: Dead Rising Totally didn't name this episode because My favorite 360 game is no longer trapped in exclusive hell Also, new poll! We will be fighting the rest of the bosses in 6 episodes, so first off you guys get to determine who we fight first!
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# ? Aug 19, 2016 19:23 |
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It's funny - I'd focus reynald's attacks on the necromancer so that his high dps (damage per swing) gets rid of the boss more quickly - dealing with swordsmen/club zombies isn't that problematic whereas the necromancer has a buttload of stress attacks.
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# ? Aug 19, 2016 19:58 |
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Just a note, chirurgeon is the ancestor of the more familiar word surgeon, and should be pronounced as such.
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# ? Aug 19, 2016 20:01 |
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Man, you need to swap your priority. More DPS means less healz. If your team needs a healer, you're not doing enough damage or denying enough actions. This is how tabletop D&D 3e and Pathfinder work. Using a Druid or Cleric to heal in combat is a gross misuse of their vast combat power and force multipliers through great buffs. If a PC goes down, there wasn't enough crowd control or damage flying out of the party and sacrificing one of the most powerful team member's turns to get some chump off the floor instead of neutralizing threats is a losing game. LIVE ON THE RAZOR'S EDGE, MAAAN. ALL LIFE IS AN EPHEMERAL FEVER DREAM ACTED OUT BY MAD-MEN, AND PLEASURES ARE FLEETING PHANTASMS THAT PROMISE SUCCOR, BUT DELIVER ONLY BITTER REGRET. Seriously, upgrade your weapons first. I love tanking
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# ? Aug 19, 2016 20:24 |
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Everyone else is like "Make me a dog guy" or "I wanna be a Leper!" But I knew which way the wind would be blowing.
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# ? Aug 19, 2016 20:31 |
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LogicalFallacy posted:Just a note, chirurgeon is the ancestor of the more familiar word surgeon, and should be pronounced as such. I was going to point that out. I'm always a bit confused about how the 'ch' is supposed to be pronounced, though. I know it's supposed to be a hard 'k', but I always want to go with the English 'ch'.
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# ? Aug 19, 2016 20:50 |
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The 1st and 3rd weapon upgrades aren't as powerful as the 2nd and 4th since the the latter give you a speed boost as well as the normal damage and crit boost the former give. It probably would have been a better to level up weapons over armor in this case. However, the difference is small enough that it really doesn't matter.
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# ? Aug 19, 2016 21:39 |
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LogicalFallacy posted:Just a note, chirurgeon is the ancestor of the more familiar word surgeon, and should be pronounced as such. Apep727 posted:I was going to point that out. I'm always a bit confused about how the 'ch' is supposed to be pronounced, though. I know it's supposed to be a hard 'k', but I always want to go with the English 'ch'. With that in mind, its probably pronounced with the hard "ch" to it, like "ch-ur-jun" rather than "sur-jun" Olde English gives me a lot of trouble.
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# ? Aug 19, 2016 21:40 |
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It's pronounced kai-rur-geon.
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# ? Aug 19, 2016 21:46 |
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Just found this thread, loving it, is it too late to be signed up as a Hellion, Grave Robber or Antiquarian? If not NBD I'll still follow the LP. I know nothing about this game so I was curious why Sel Nar didn't die? What is this Death's Door mechanic, how does it work, and why didn't Sel Nar die even after definitely going in to negative HP?
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# ? Aug 19, 2016 22:58 |
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Jenner posted:Just found this thread, loving it, is it too late to be signed up as a Hellion, Grave Robber or Antiquarian? If not NBD I'll still follow the LP. The quick and dirty of it: When you hit 0 HP you are put on Death's Door. Any loss of HP is now a roll of the dice to determine if you live or die, starting at I believe 66%. If you're at 200% stress and on Death's Door, that stress becomes a guaranteed deathblow. This can be used as a means of "RNG Tanking" as well, which was a flaw I found with the initial game's release. I should probably hash this into the flow of battle explanation.
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# ? Aug 19, 2016 23:20 |
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Basically, I used up all of highwang's luck by not getting killed by his own foolish action, so he doesn't have to live down the embarassment of 'I'm so good at this game guys *gets a tank-type killed in the first real mission*'
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# ? Aug 20, 2016 00:27 |
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Highwang posted:The quick and dirty of it: When you hit 0 HP you are put on Death's Door. Any loss of HP is now a roll of the dice to determine if you live or die, starting at I believe 66%. If you're at 200% stress and on Death's Door, that stress becomes a guaranteed deathblow. This can be used as a means of "RNG Tanking" as well, which was a flaw I found with the initial game's release. Wasn't there an exploit early on in early access where you could give the Jester 100% deathblow resist and basically make them immortal? I vaguely remember that being a thing.
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# ? Aug 20, 2016 00:35 |
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Please give Dismas back his head. Edit: Some day I will learn to watch the full episode before posting. Some day... Veloxyll fucked around with this message at 02:06 on Aug 20, 2016 |
# ? Aug 20, 2016 01:44 |
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Ok so it starts at a 66% chance the next hit will just kill you then I'm guessing it drops to like 50% or something and keeps dropping every consecutive success until failure? I mean, that's kinda neat. It gives you a chance to come back from a mistake. Also holy poo poo yes Sel Nar took all Highwang's luck.
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# ? Aug 20, 2016 02:52 |
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I firmly take the route of the Sanitarium. Quirk Removal/Disease Removal is just the way to go; remove bad quirks to make either less-liable soldiers when you're making money hand-over-fist so as to more effectively battle greater dungeons with no bad quirks, and getting ever closer to three cells at once drastically improves the health of the entire roster. Sure, upgrade the Blacksmith when you can (I like to go for Forge first; lower those costs for everything past Rank 1 Weapons and Armor), but the biggest sink I remember is proper treatment...unless that has changed from an earlier patch, and I don't know it. But yeah, survivability-I'll take that anyday. When I'm a beatstick who can take your blows, I'll just wail on ya with buffed protection and weapons and heal until I win. Psycho Lawnmower fucked around with this message at 05:03 on Aug 20, 2016 |
# ? Aug 20, 2016 05:01 |
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Jenner posted:Ok so it starts at a 66% chance the next hit will just kill you then I'm guessing it drops to like 50% or something and keeps dropping every consecutive success until failure? No, it's always a 67% chance. There's a mirror quirk that can adjust it by 10%, and trinkets can too; but otherwise 2/3rds basically. The idea is that you fail often enough to not chance it (the first 2 characters we lost, we did on the first Deathblow roll ), but "odds are" any given hit will be survived, so you have a chance to get your adventurer out of Death's Door. The "mortality" debuff is a further disincentive to play around with it, since the first time you go to Death's Door, you take some penalties (most notably -2 speed, which is really bad) until the end of the run. Psycho Lawnmower posted:I firmly take the route of the Sanitarium. Quirk Removal/Disease Removal is just the way to go; I agree for the most part, except that if the negative quirks are bad enough and there's no amazing positive quirks, I'll just fire a hero and get a new one. Doubly so if you have to pay for stress relief on top of that. Don't feel so attached to a mediocre hero you don't have room if one with the perfect quirks shows up. Doubly so since more people in apprentice tier means more cash runs and an easier time killing all the bosses without levelling up your main guys too much. That being said, ever since Town Events there's a really bad one that starts in champion tier and expects that you've been upgrading your blacksmith (and presumably guild) in step with your heroes' levels, even though that's pretty unlikely. So you pretty much have to keep up progress on those, and that's really demanding on your heirlooms. At least sanitarium, hall, and smith all use different ones (except crests, of course)!
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# ? Aug 20, 2016 05:28 |
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I call shenanigans re you mentioning the 1st head being a guaranteed drop in the first secret room you find, since I finally found one and all I got were the uber-valuable gem drops. Still handy, mind.
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# ? Aug 20, 2016 05:39 |
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I just had my sweet Riposte front line team (MAM and Highway) accidentally kill Wilbur in one shot. Fuuuug
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# ? Aug 20, 2016 06:19 |
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citybeatnik posted:I call shenanigans re you mentioning the 1st head being a guaranteed drop in the first secret room you find, since I finally found one and all I got were the uber-valuable gem drops. Wow really?! Well poo poo, ever since secret rooms were added all I ever got was Dismas' head instantly then either the heal head or the prot head. This is actually the *longest* I've gone without the heal head. I'll be sure to mention that in our next queued video, which is ep 10.
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# ? Aug 20, 2016 06:25 |
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Highwang posted:Wow really?! Well poo poo, ever since secret rooms were added all I ever got was Dismas' head instantly then either the heal head or the prot head. This is actually the *longest* I've gone without the heal head. To be fair, in any RNG based game the only kind of luck that I have is bad.
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# ? Aug 20, 2016 06:34 |
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Sweet! I'm in! Also, if you find a secret room, quench your torch before opening the chest. The better loot is worth it, as I've managed to get all three heads on my first secret room that way.
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# ? Aug 20, 2016 10:59 |
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"Oi, Dismas, we found this thing in the ruins. Any clue what's up with it?" and getting your head tossed at you in a bag is probably a great way to start a major existential crises.
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# ? Aug 20, 2016 11:06 |
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http://darkestdungeon.gamepedia.com/Death%27s_Door according to the wiki quote:further damage has a 33% chance to kill them (67% basic death protection without any special quirks or trinkets). so 1/3 odds of killing them, not 67% chance of killing them. Also quote:the maximum Death's Blow resistance is 87%
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# ? Aug 20, 2016 12:20 |
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Obviously that's the head of the Penitent Thief, Saint Dismas. Our Highwayman must have had very devote parents. Or parents very invested in Uncharted 4.
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# ? Aug 20, 2016 13:19 |
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Jenner posted:Ok so it starts at a 66% chance the next hit will just kill you then I'm guessing it drops to like 50% or something and keeps dropping every consecutive success until failure? I mean, that's kinda neat. It gives you a chance to come back from a mistake. Note that it is ANY damage. So bleed/blight can pop your Death Door'd character when it's their turn. It's a neat system though.
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# ? Aug 20, 2016 13:32 |
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Aaaaaaugh, I just had my biggest disaster yet in the ruins. I saw something I've never seen before, and I will never EVER trust corridor battles again. In real life, I snapped and acquired the Paranoid trait somehow, and now I know that only death awaits us all. What the gently caress is the Collector? What are you supposed to do against that?! I had a party of level zeroes for chrissakes!
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# ? Aug 21, 2016 04:48 |
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# ? May 3, 2024 23:54 |
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FisheyStix posted:Aaaaaaugh, I just had my biggest disaster yet in the ruins. I saw something I've never seen before, and I will never EVER trust corridor battles again. In real life, I snapped and acquired the Paranoid trait somehow, and now I know that only death awaits us all. You can run from battles.
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# ? Aug 21, 2016 04:53 |