Darkest Dungeon®

Darkest Dungeon®

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Crits Reworked
   
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220.677 KB
27 Jul, 2018 @ 7:46am
23 Sep, 2021 @ 1:56pm
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Crits Reworked

Description
Experimental mod that makes Crits deal less damage but (de)stress more reliably

New Crits:
  • Crits deal 105%-140% of max weapon damage
  • 50% of excess accuracy now gives crit chance (max 20%)
  • Crits increase DoTs durations by 5%-40%
  • Crits increase effects chances by 10%
  • Player Crits:
    • Self: stress heal 3.5 (67% chance)
    • Allies: stress heal 3 (67% chance)
    • 67% chance to bark
  • Monster Crits:
    • Target: 8 stress (100% chance)
    • Party: 5 stress (75% chance)
  • Additional stats:
    • On crit Heal: Everyone: -1.5 stress (67% chance)
    • 100% chance to heal 1.5 stress on kill
    • Random SPD mod: 1-6

Vanilla Crits: (darkest difficulty)
  • Crits deal 150% of max weapon damage
  • Crits increase DoTs durations by 50%
  • Crits increase effects chances by 20%
  • Player Crits:
    • Self: stress heal 3 (100% chance)
    • Allies: stress heal 3 (25% chance)
    • 75% chance to bark
  • Monster Crits:
    • Target: 10 stress (100% chance)
    • Party: 5 stress (50% chance)
  • Additional stats:
    • On crit Heal: Target: -4 stress
    • 50% chance to heal 3 stress on kill
    • Random SPD mod: 1-8

Compatibility:
Should be compatible with almost anything, even with mods that change rules.json file
34 Comments
Don Quixote 28 Mar, 2023 @ 10:04pm 
I was a little hesitant to try this mod due ot is expansiveness. However, I'm glad I gave it a try. It makes stress healing much more predictable, and while it makes crits happen more often they don't feel nearly as dominating. Instead of crits 1-shotting something, they just feel like they give an ability an extra "oomph". The mod improves the game to the point that without the mod the game feels like a lesser experience.
dinhkhiem199833 16 Sep, 2022 @ 10:00pm 
wait, crit multiplier affects dot duration? TIL. Also, does this affect crit heal?
Operator 5 Apr, 2021 @ 1:33pm 
I had 3.5 I don't know why
o'night  [author] 5 Apr, 2021 @ 12:55pm 
what do you mean "by default"? It should be 1.5 by default
Operator 4 Apr, 2021 @ 7:07am 
thanks dude! There, by default, it was 3.5, which is too much:steamthumbsup: :steamthumbsup: :steamthumbsup:
o'night  [author] 4 Apr, 2021 @ 7:05am 
yup
Operator 4 Apr, 2021 @ 7:04am 
that is, I have to do so "value": 1.2 so that my crits are no more than 120%?
o'night  [author] 4 Apr, 2021 @ 7:00am 
shared/rules.json file
`player_crit_multiplier_table` and `monster_crit_multiplier_table`
`value` is dmg multiplier - in vanilla it's 1.5 for 150% of max weapon damage
Operator 4 Apr, 2021 @ 6:57am 
dude. can not understand. I want to crits myself around 105-110%. Could you tell me in which file (not the mod, but the original file) I need to change the values. I slightly changed the balance in the game for myself and now sometimes my crits inflict 60 DMG
o'night  [author] 18 Aug, 2018 @ 12:20pm 
no