Darkest Dungeon®

Darkest Dungeon®

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Consistent Wyrd Reconstruction (Occultist)
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24 Apr, 2020 @ 3:46pm
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Consistent Wyrd Reconstruction (Occultist)

In 2 collections by Arsonistic
Consistency mods
3 items
Gameplay tweaks true to the spirit of the game
10 items
Description
This mod makes Occultist's Wyrd Reconstruction ability much more reliable in an attempt of making him a viable healer. In the base game the Occultist is a pretty bad healer due to a huge, inconsistent range in healing power.
He can often either heal the entire health of a character, usually overhealing and wasting a bunch of healing, or he can straight up heal 0, inflict bleed and wind up killing your own characters.
Bleed stats (unchanged)
Rank
Bleed*Rounds*(BleedChance-BleedResist)
AverageBleedDamage
1
1*3*(0.6-0.4)
0.6
2
1*3*(0.7-0.5)
0.6
3
2*3*(0.7-0.6)
0.6
4
2*3*(0.8-0.7)
0.6
5
3*3*(0.85-0.8)
0.45
Default Heal
Rank
Minimum-MaximumHeal
AverageHeal
1
0-13
6.5
2
0-15
7.5
3
0-17
8.5
4
0-19
9.5
5
0-22
11
Modded Heal
Rank
Minimum-MaximumHeal
AverageHeal
1
2-11
6.5
2
2-13
7.5
3
4-13
8.5
4
5-14
9.5
5
8-14
11

The average heal and all bleed stats are the same, the difference lies in the narrower range of possible heal values.
The minimum heal is now 1 less than the total bleed damage it can inflict (with the exception of Rank 3). Meaning that even if you get really unlucky and manage to inflict bleed and heal the minimum, you have 2 turns to heal again before they go below their previous HP (or get back to Death's Door).
This ensures that the Occultist keeps his original design intention of being a risky healer, while making him less garbage at healing in general.

Compatibility
Should work with and without all DLCs.
Should be compatible with most mods as it only modifies a single file: occultist.info.darkest


Other consistency mods
Consistent Cry Havoc (Houndmaster)
6 Comments
Realchaos0 2 Mar @ 3:35pm 
I would say the level 5 is the only one that needs re-balancing.
A 6-16 I would be better all around with the spirit of the Occultist without it being trash 0 heals from time to time.

Torn between using this one and the one that has lvl 5 at 5-15 (better numbers, but that one removes the bleed, unfortunately).
Raff.run 21 Jul, 2020 @ 5:46pm 
I'd suggest changing it so the minimum heal is (bleed dmg per turn) + 1 instead, so the minimum heals are 2, 2, 3, 3, and 4. That'd relieve the main problem with Occultist (0 heal + bleed) that leads to RNG deaths and allow him to perform in comps without having other characters with heals to prevent deathblow if rng screws you over, while maintaining the occultist's appeal of big heals. Otherwise, at rank 5, his heal is basically the same as vestal's (9), meaning you have no reason to use the occultist as a healer.
Unoptimized Water Level 3 May, 2020 @ 8:13am 
What I do with occultist is spam cleansing stone/similar trinkets to make his bleed chance stupid lo. The tradeoff that some people won't like is that he won't be much for debuffing after equipping the trinkets, but I play him for the chance at great heals. His risk/reward healing has come through for me more often than not.
Arsonistic  [author] 2 May, 2020 @ 4:50pm 
He's bad compared to Vestal. Bad luck literally gets your characters killed. Consistency matters..
Rizky 2 May, 2020 @ 5:38am 
The vanilla occultist isnt a bad healer. Revise your team comps if you are having trouble with him, I have 4-5 occultists on my roster every playthrough and they perform just fine.
The Undone Sage 24 Apr, 2020 @ 6:14pm 
Hmm, sounds Similar to the "Occultist Heal Improved" mod, but with a slightly higher Minimal roll. While I do like being able to count on a heal, I rather like having a feeling of a gamble with the Occultist. I'll try it out to see if I like it.