Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
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.
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.
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)
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...
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.
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.
random damage would be good to
It'd be a bit wierd but it'd work.