Darkest Dungeon®

Darkest Dungeon®

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Wyrd Deconstruction
   
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Class Mods: Class Tweaks
Značky: occultist
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1.547 MB
17. čvc. 2018 v 12.05
18. čvc. 2018 v 15.10
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Wyrd Deconstruction

Popis
After having landed so many zero-bleed heals on his allies, the Occultist got fed up with his own healing capabilities, and with the RNG gods. So instead of improving, he decided to use it as an offensive measure. Violent evisceration and unwinding of enemy flesh will result in heavy bleed damage and reduced bleed resist. "Wyrd Deconstruction" even has its own 'miss' sound effect, which is pretty cool.

Check screenshots for stat specifics.

***This mod is compatible with the CoM DLC, however the DLC itself isn't needed to use this mod.
Počet komentářů: 20
Fenatra 4. bře. v 13.52 
I must say this is pretty awesome, love it, make me finally wanna play him more as a interesting supporting damage option, thank you for this :steamthumbsup::deadweight:
NeonNobility 2. čvn. 2020 v 1.22 
Pretty cool idea, especially since I always run a more reliable dedicated healer (typically modded, since vanilla has a painful lack of any healers other than Vestal)
Δ 900 Mag 29. říj. 2018 v 20.27 
a different mod i use has the restoration HoT applied to enemies and i didn't crash without using CC. afaik the author added that as a 'custom' effect. come to think of it i might be one of the few players WITHOUT any dlc lol.

and before some people start shit, red hook doesn't mind it as long as you aren't giving away core dlc features (i.e. districts or the courtyard itself) as part of the mod.
Frostylicious  [autor] 22. čvc. 2018 v 6.13 
Oh shoot, you’re right, completely slipped my mind. Maybe I should remove the heal DoT, I’m not sure how many DD players don’t have the CC DLC, but it wouldn’t be fair to them if the mod doesn’t work only because of that reason.
Fieltor 22. čvc. 2018 v 3.04 
Infectious Frostbite, Heal over time was added by the crimsom court DLC so that DLC might be needed for your mod, just so you know if people tell your mod doesn't seem to work.
Frostylicious  [autor] 21. čvc. 2018 v 7.24 
No, you can’t use it to heal other heroes. This mod makes it only an attacking skill, completely changes how “Wyrd Reconstruction” works.
Apple Night 21. čvc. 2018 v 5.53 
Can this still be used as a heal spell? It's not quite clear.
Frostylicious  [autor] 20. čvc. 2018 v 4.44 
I get what you mean.

Honestly, it's fine, adding multiple bleed checks seems to create its own problems in-game anyway, might as well just stick with the one I provided. And try to figure out if it's balanced from the stats I gave it. Then I can finally bring this mod to version 1 officially.
Lord Rowyn 19. čvc. 2018 v 23.23 
Cont.
Again I don't see the issue with having a comp that reduces bleed resist as if they reduce resist far enough then yes the bleed will do 100% dmg 100% of the time, but that has always been true even of traditional bleeds. The expected value stays the same.

I'm not trying to tell you what to do, or even really suggesting you should do this at this point. I just find it interesting as I have myself recently been exploring atypical skill design and this mod piqued my interest as a clever take on an old skill.
Lord Rowyn 19. čvc. 2018 v 23.23 
As I understand it it is not possible to have a variable magnitude for a single bleed.

My thinking with the individual 1 point bleeds would be to have them all have the same much lower % chance and let a random number of them succeed or fail to essentially achieve the same effect.

For example 6 100% chances vs 50% resist;

6 damage - 1/62
5 damage - 6/62
4 damage - 15/62
3 damage - 18/62
2 damage - 15/62
1 damage - 6/62
0 damage - 1/62

A more normal 6 dmg bleed at 100% vs 50% resist'

6 damage - 1/2 (31/62)
0 damage - 1/2 (31/62)