Darkest Dungeon®

Darkest Dungeon®

Wyrd Deconstruction
20 Comments
Fenatra 4 Mar, 2024 @ 1:52pm 
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 @ 1:22am 
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 @ 8:27pm 
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  [author] 22 Jul, 2018 @ 6:13am 
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 @ 3:04am 
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  [author] 21 Jul, 2018 @ 7:24am 
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 @ 5:53am 
Can this still be used as a heal spell? It's not quite clear.
Frostylicious  [author] 20 Jul, 2018 @ 4:44am 
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 @ 11:23pm 
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 @ 11:23pm 
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)
Frostylicious  [author] 19 Jul, 2018 @ 6:05pm 
I meant if I wanted to make the bleed damage caused by "Wyrd Deconstruction" as random as the healing from "Wyrd Reconstruction".

Let's say there's 10 separate bleed checks for 1pt/3rds. And I made the first check from the list have a strong chance to land a bleed effect (165%), which decreases by 5% for every other check down to 120%. If I brought a team comp like the one I mentioned in my previous comment, those percentages wouldn't matter since all the bleed checks would be a success, exploiting the randomness of having multiple bleed checks.

Having a single bleed check that isn't fixed to one number would fit better since there's the randomness factor to it, and can't be exploited using the example I provided, but I just don't know if it's possible...
Lord Rowyn 19 Jul, 2018 @ 5:49pm 
Multiple checks do not occur multiple animations.

Bleed resist debuffing would not benefit multiple checks any more than they would one single check.

(10*0.8)*1=8
(1*0.8)*10=8

Sorry if this is unwanted, I'm not trying to step on anyone's toes.
Frostylicious  [author] 19 Jul, 2018 @ 3:09pm 
The other thing is that you could easily exploit a combination of bleed checks by bringing a team that can consistently lower bleed resist (Flag, HWM, and two Occultists in the back), so for that raeson I feel that it needs to be a single bleed check.

As for a randomized bleed value, I'm not sure if we have the modding tools to do that. BUT, I'll see what I can do.
Cat-Mom 19 Jul, 2018 @ 1:59pm 
I awfully like Mr. Bones' and Lord Rowyn's idea. Fixed duration with a randomized Bleed value would be tight. If it was a series of Bleed Checks, though, I get worried that the game would sit there and make the player sit through every single *BLEED* and *RESIST* declaration before moving on to the next character's action.
Mr.Bones 17 Jul, 2018 @ 3:37pm 
if you want it to be truly random make it bleed 1 for 6 rounds. than repeat that 13 or so times. with a declining chance with every bleed. so 150 than 140 than 140. etc. bam you got a memetastic attack

random damage would be good to
Lord Rowyn 17 Jul, 2018 @ 2:20pm 
you could add a number of chances for 1/1 bleeds... with a small chance of 1/3 dot heal.
It'd be a bit wierd but it'd work.
SleepySij 17 Jul, 2018 @ 1:01pm 
make it lile the Vestal's Judgement perhaps? That's a self heal and damage
Frostylicious  [author] 17 Jul, 2018 @ 12:46pm 
Hm, maybe...I'll first have to see if that's even possible though
*Yuki* 17 Jul, 2018 @ 12:41pm 
mybe make it work like heal, but with damage? E.g with possibility to deal 0 Damage :D
kingsfield4 17 Jul, 2018 @ 12:34pm 
Cool.