Darkest Dungeon®

Darkest Dungeon®

Lionheart Heroes: Jester
26 Comments
NeonNobility 16 Jul, 2022 @ 3:06pm 
This definitely doesn't seem like an improvement or detriment
BoOMSTicK 11 Jan, 2021 @ 6:37am 
hey,Jester is same problem,how to fix some skill shows [<buff_stat_tooltip_upgrade discount_jest_finale_tooltip>]?thank you。
Clae 10 Nov, 2018 @ 11:45pm 
will do. thanks for your diligence
Lionheart753  [author] 10 Nov, 2018 @ 9:51pm 
Whoo boy thanks for that notification! While testing other things i noticed the ingame debugger reading messages that more or less said the targeting on several skills and their attached effects were redundant-didn't cause any issues but i figured i should try to mop up all that red text that appears upon opening the game with mods if you have the debugger on. Battle ballad was one of those skills. I did a quick fix that removed it from the debugger warning, but apparently it caused this bug. A few tests later and now it should no longer pick up on the debugger (all the other skills-mostly arbalest still do currently i'll do those over time) and functions correctly. Let me know if anything else comes up though, sorry and thanks again!
Clae 10 Nov, 2018 @ 5:39pm 
OK im back lol. So, after a few times with jester working just fine, now his battle ballad is only affecting my flaggelant (other two unaffected characters are vestal and outlaw) and gining jester a finale buff.
Clae 3 Nov, 2018 @ 9:03pm 
Thanks mate.
Lionheart753  [author] 3 Nov, 2018 @ 7:40pm 
It's strange that it behaved like that but it was an easy fix. Thanks! Just unsubscribe and resub to make sure it works properly now.
Clae 3 Nov, 2018 @ 5:22pm 
Ok i lied, the buffs are absolutely bonkers; not jsut a viual issue, they actually give a bajillion crit and acc
Clae 3 Nov, 2018 @ 4:17pm 
soo... think i found a minor bug. The jester battle ballad buff gives all of my party a "20ac, 10crit, 20 spd" buff according to each character's buff icon, but i dont think that those numbers actually register, cause my lepers still have an 85% hit chance after recieving such a buff. Hope this issue is resolved soon, and thanks for your amazing mods!!!
Lionheart753  [author] 2 Nov, 2018 @ 10:38am 
Skill change explanation:

Finale and solo work better without use limitations. Reducing the finale buffs and it's base stats make it balanced for repeated use. I found the debuffs to be too cumbersome, so now he removes all finale dmg and crit buffs from himselfand stacks mark (not too concerning if he still has dodge buff from solo). However, I did not want solo to be a dodge tank spam so it can't be used in the front ranks *although i guess a team of jesters can solo and finale spam but hey most heroes can be abused with duplicates in a team*

Slice off can now help a heal/buff jester be more useful by hitting rank 1 and being used from the front if shuffled. Harvest got clear corpses to help bring backrow up front for heavy hitters, jester can also finale backrow *I may want to change finale's target range to OOOX or OOOO*

Inspiring tune small stress heal buff because it deserves it
Lionheart753  [author] 2 Nov, 2018 @ 10:23am 
Ok i know I said Hellion was coming first, but a lot happened irl and i already had Jester pretty much done so here's his post CoM update. You can read specific changes compared to vanilla post CoM jester in the change notes section. I'll just quickly explain my new skill names.

Dirk stab was kinda boring so i renamed it Knife in the Back after Twisted Sister's Like a knife in the back (also fitting imo with the ignore guard modifier)

Slice off was also boring so renamed Flesh Wound after Foreiner's song flesh wound (again more fitting with the skill imo)

Inspiring Tune was renamed Jolly Jingle to match the alliteration of battle ballad and to pay respects to the old Jester default name Jingles (plus it's silly and fun)
NeonNobility 28 Apr, 2018 @ 4:03pm 
Okay, that sounds much more viable, thank you
Lionheart753  [author] 26 Apr, 2018 @ 3:25pm 
@SirCranburry to clarify that isn't a nerf to the default damage value-it's a self inclifcted debuff after using Finale. The purpose is to prevent you buffing finale damage with other skills and then just spamming finale for huge damage. Not very applicable in normal fights, sure, but it could potentially trivialize bosses if you had a team set up to exploit it.
NeonNobility 20 Apr, 2018 @ 8:35am 
Has everything we need to make Jester viable again... except that -50% DMG nerf to Finale. Just why? Why would you feel the need to add that? I'd rather use Highwayman's DA+PB combo to deal far more damage in one fell swoop
Lionheart753  [author] 21 Nov, 2017 @ 10:49am 
Well they could have a much longer duration like 12 for buffs and debuffs. Or have them last 2 battles but that sounds abusible. No denying it would be useful though. I'd push more for 10-12 round buffs over guaranteed to last a battle or two, if i do go this direction that is.

Agreed they're a bit gimmicky but useful enough especially in a dance party. And i do like Red Hooks crescendo to Finale style with the damage buffs and all. I'm gonna work on finishing Man at Arms but I'll keep all these other projects in mind.
Mysterious Toast 21 Nov, 2017 @ 8:33am 
Is there any way to make it so that the damage buffs to finale could be stacked for the next battle? like first battle I build up +70% finale damage and in the second battle I can start off with that and then in goes away for the battle? I have never seen the point of the finale damage buffs over time, becaus usually in a regular fight you aren't leaving one threat at full health until the very end, and in boss battles it really doesn't amount to enough damage in a reasonable time. If I could store up a damage buff and get a one time use big damage to start a fight that sounds really cool, and actually useful.
oldboys 21 Nov, 2017 @ 5:49am 
I think that there is no true fix for finale and solo as the jester is way better in other roles. I personally use him exclusively in rank 3 to stress heal , apply bleeds and occasionally buff. Being him so fragile i see no reason to go with a full offensive setup to get the maximum result out of finale, his debuff is too rng dependant
Lionheart753  [author] 21 Nov, 2017 @ 1:26am 
I personally like the Encore effect idea but Solo still feels a bit off to me. I might change it again soon to just an Acc debuff like vanilla or lower the dodge buff to 3, 3, 4, 4, 5 and remove the self mark or make it 2 turns. Maybe revert to vanilla with an Encore effect chance to apply the Dodge buff. As always i appreciate any feedback, especially if its suggestions or concerns.
Lionheart753  [author] 20 Nov, 2017 @ 1:01pm 
Haven't finished all the testing i want to do, but how do these proposed changes sound?

Dirk Stab possibly add a small armor penetration effect? Ignore 15%, 20, 25, 30, 35%?

Harvest adding a bleed resist debuff

Finale Dodge -25 (-20) Finale Dmg debuff -50%. Adding Finale Encore effect: 33%, 33, 50%, 50, 66% chance to self buff Finale bonus dmg 25%.

Solo L 4321 T ~1234 Move forward 3. Acc 120-140 (125-145) Dmg -100%. Cannot Crit. Acc Debuff target chance 90%-130% 10, 11, 13, 14, 15. Self Dodge buff 100% chance 5, 6, 7, 8, 10. Finale dmg buff 50% Mark self 2 or 3 turns

Slice off Acc back to vanilla 95-115

Battle Ballad adding Ballad Encore chance 33%, 33%, 50%, 50, 66% to buff party Dmg debuff 10%

Took advice on balancing Solo some more and inspired with a gambling effect in the form of encores, bonus buffs that are more likely as the skills level.
Lionheart753  [author] 19 Nov, 2017 @ 11:29pm 
I'm finalizing a V 1.1 update and will test it some, but then I'll gladly get started on the Veteran Man at Arms. Agreed Houndmaster has always been damn good but i still have several changes planned for him too.
oldboys 19 Nov, 2017 @ 4:44am 
I suggest you do the man at arms next, he needs some tweaking more than the houndmaster
THECAKEISASPY 18 Nov, 2017 @ 5:13am 
actually the self mark is a good idea
but instead, you could use the crits against debuff introduced in the shieldbreaker update
Lionheart753  [author] 18 Nov, 2017 @ 5:10am 
I also tested adding a self mark to Solo to a) truly dodge tank and b) deter using it to an extent....that Jeater ended up dying rather quickly 😅 So i put that idea aside
Lionheart753  [author] 18 Nov, 2017 @ 5:02am 
I originally was going to give him a 10-15 dodge max but after seeing Hound Master's Guard give him 25 i reconsidered. But I agree there's a fair chance numbers will be tweaked including durations. I still veiw 1 ally dodge buff < entire enemy Acc debuff but making half dependent on Acc debuff chance... in fact adding more gambling themed effects oddly suits him, something to think about anyway. Thanks for your time and advice. On another note i do plan to rebalance trinkets after the heroes changes are finalized so that's not a big concern to me.
THECAKEISASPY 18 Nov, 2017 @ 4:32am 
I think the dodge for solo is broken for the fact that it is dodge and is boosted. Solo's required ability to debuff targets balances its higher hit rate reduction with accuracy compared to somethign like bolster from the man at arms. IMO, this would be broken and would depower the set trinket. You should maybe try a half n half of increasing dodge and debuffing accuracy.

Also, for balancing you may also want to consider increasing the debuff duration if finale.
Lionheart753  [author] 18 Nov, 2017 @ 3:48am 
Looking into Jester also gave me the idea to maybe do a District rebalance later on. Tested him on two medium difficulty dungeons and while Finale needing to be in position 1 was annoying it's fair. Everything felt good but not too strong, balanced to me. But 2 or 3 dungeons isn't much data; we'll see if he changes.