Darkest Dungeon®

Darkest Dungeon®

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Wyrd Deconstruction
   
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Class Mods: Class Tweaks
Etiquetas: occultist
Tamaño
Publicado el
Actualizado el
1.547 MB
17 JUL 2018 a las 12:05
18 JUL 2018 a las 15:10
4 notas sobre cambios ( ver )

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Wyrd Deconstruction

Descripción
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.
20 comentarios
Fenatra 4 MAR a las 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 JUN 2020 a las 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 OCT 2018 a las 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 JUL 2018 a las 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 JUL 2018 a las 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 JUL 2018 a las 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 JUL 2018 a las 5:53 
Can this still be used as a heal spell? It's not quite clear.
Frostylicious  [autor] 20 JUL 2018 a las 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 JUL 2018 a las 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 JUL 2018 a las 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)