Darkest Dungeon® II

Darkest Dungeon® II

Gamble-Pide Duelist
 This topic has been pinned, so it's probably important
SirManCan  [developer] 17 Aug, 2024 @ 5:37pm
Gamble-Pide Mod Feedback
A controversial change on a controversial path. You love or hate it previously, and you'll love it or hate it here. This rework is always open for changes, so let me know your thoughts to make this as fun of a rework as it can be.

Common pointers:
  • Are the 'When Missed' buff and debuff values at a good spot? Does the Duelist reach past +100% DMG/+25% CRIT too quickly, or is it sluggish to match even one normal stack? Are you struggling to keep her alive Round 1 from the stacked +DMG Recieved and -HP?
  • How is the -1% Max HP per missed when in Aggressive Stance? Is it more engaging to work around with Preparation? Is it too much or too little? Would you prefer this over the original -DoT res?
  • How do you like reworked Preparation? Do you find yourself preferring one stance's negation over the other? Is the mastery worthwhile? Should the inversion be adjusted from half? Does it need more bonuses?
  • How do you like reworked Coup De Grace? Is the additional scaling fun? Should they be adjusted? Is the Damage, Crit, and Cooldown to your liking? Does omitting the Intrepide buff/debuff clears make or break the experience?
  • Do you want to see Disengage or Feint be changed too? If so, in what way? Like the Riposte generation over the Dodge? Does Preparation's negations warrant Disengage's soft intangability to be adjusted?
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Showing 1-3 of 3 comments
Jms118VT 19 Aug, 2024 @ 7:56am 
Thank you for making this mod, solves a lot of the gripe with the original Intrepide (Dot's destroying built up dodge bonus) and gives her a constantly adjusting playstyle as you build more and more stacks.

The line I am currently using to play with her in the first regions is Open with Meditate, -> fleche+ (use another parter member to push her back a rank after) -> use coup -> meditate and repeat.

By the end of the game, I am using Meditate+ -> Prep+ -> Coup -> Flick -> Fleche+.
My focus shifted from dodging everything to trying to dodge very little and stay in offensive if I do dodge, which is good design.

Here's a couple things I've found while playtesting:

1.) Preparation does not mention in the skill that it will switch you to offensive stance, and when activated in Defensive stance does not ignore/invert the damage taken debuff. Preparation used in the offense stance works very well and is a great way to pull out of death's door after losing dodge to Fleche.

2.) I was able to consistently achieve +75% damage taken/received and +30% crit, -15% health by the end of the Third(Fourth including Sluice) region. Once I had hit +50% Dmg taken/received I began heavily focusing on maintaining offensive stance since defensive stance -> upgraded preparation was not reducing incoming damage. (took 12 dmg from a spearman's throw after using prep).

3.) Coup de grace is VERY strong by the end of the run. I almost believe locking the Tripling behind a combo token (but keeping double if uncomboed) is necessary. Otherwise she's blasting the boss with Coup and Fleche.

4.) In terms of the other skills:

Flick does not need changing, as in the early game the token ignore + the stacking buffs makes for good general offense, but Fleche/Coup still stands above as the best choice for raw damage and staying in offensive stance is generally preferable by the end of the run.

Ruthless instruction's could be changed to grant half inverted Intrepide dmg taken debuff to the other party members in defensive stance, and half of the inverted health debuffs if upgraded.
Offensive stance would then grant half of the dmg buff, and half of the crit buff when upgraded.
Granting full inversion of one buff is too strong I believe (+80% dmg to full party would be harsh, same with +20 max Hp, maybe crit and dmg received could be fully inverted bc it would essentially be a Block+ token for a few turns).

Again! should probably target Sahar herself, so Coup -> Again! -> Coup is possible (and maybe Again! adds a combo to a target so that Coup can trigger triple dmg).

Disengage has become very interesting as a choice. Since there is no risk of losing all your stacks when hit / DoT'ted, the guard and stealth have become less valuable, and putting her into defensive stance means that she will stack more dmg received anyway if she dodges a multi target attack. I don't have any suggestions for this one but maybe taking away the stance change of it (being able to stay in offensive stance) would lend into fleche -> disengage as a late game option, keeping sahar safe with guard.

Anyway thanks for making this mod, I have probably put 10 hours in already!
SirManCan  [developer] 19 Aug, 2024 @ 9:15am 
Originally posted by Jms118VT:
Preparation does not mention in the skill that it will switch you to offensive stance, and when activated in Defensive stance does not ignore/invert the damage taken debuff. Preparation used in the offense stance works very well and is a great way to pull out of death's door after losing dodge to Fleche.
Interesting. I'll check the data files to see if I properly tagged the def prep buffs to negate the +DMG Recieved, and also add the aggro stance enter. Does this buff not work both unmastered and mastered? And if I may ask, how much are you healing with Aggro prep? Doubling the healing
mastered could theoretically be too strong.
Jms118VT 19 Aug, 2024 @ 11:57am 
Originally posted by SirManCan:
Interesting. I'll check the data files to see if I properly tagged the def prep buffs to negate the +DMG Recieved, and also add the aggro stance enter. Does this buff not work both unmastered and mastered? And if I may ask, how much are you healing with Aggro prep? Doubling the healing
mastered could theoretically be too strong.

I never tested prep unmastered, could be working properly with the ignore clause, and not the invert clause on upgrade.

I believe the healing on aggro prep is exactly 2x the hp change multiplied by the -hp% debuff.
I went and kicked the leviathan in the mouth to test, here are the numbers:

Sahar's HP after modifers (apples & cheese, armory key +20% hp), and the -24% hp debuff: 36 HP

Offensive stance usage of prep+ heals her for 18 (see below) + increases max health to 43 hp .
Looks like here is what's happening:

Base hp invert 28 *1.24 = ~35 Hp, + 8 from modifiers = 43hp.

The skill then heals the 7 hp difference x2 = 14, which is then multiplied by 1.24 to equal 18 (could just be coincidence that the math works this way)

If it was working exactly as intended:
I believe the skill is 1.5x inverted (1.24 -> 1.36), so using that the actual would be:
Base hp invert 1.5x = 28* 1.36 = ~38 hp + 8 from modifiers = 46 hp.
But the healing would then be 10hp x2 to 20 hp which then yes is a ton of Hp on top of the hp increase.

Anyway I looked at the files in the mod, very complicated so Kudos to you for figuring out how to manipulate those csv's
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