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Raisylvan

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About this mod

Blacksmith upgrades give small amounts of accuracy & prot now to make the difficulty curve less obscene. Reduced variance in damage ranges as well, with a few other changes.

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Changelogs
Blacksmith Changes

The Blacksmith upgrades now provide either 1 or 2 accuracy per level. For most heroes, it's 1 per level. A few are 2 per level, such as Hellion and Man-at-Arms in order to account for their typically low accuracy. I balanced it so that you roughly end up 12-17 accuracy below the most evasive enemies in Champion dungeons. This makes -Dodge debuffs and +accuracy trinkets still valuable and aims to make Champion dungeons less RNG bullshit.

I also added a bit of PROT to every hero. Most heroes gain 2% per level just so they have a bit of protection on Champion, while the tankier heroes will have 3-5% because they're intended to be spongey frontliners. These would be heroes like Hellion, Man-at-Arms, Crusader and Flagellant. The idea is that they should be taking regular damage, and I think that Champion is incredibly hard to survive in with just a few more HP points per level. This should make Champion still challenging without feeling like you're trying to stop a steamroller with your bare hands.

DMG RNG Variance

I feel that the RNG in this game makes for entertaining and memorable encounters, but once you get to the challenging content (Champion, Darkest Dungeon, Crimson Court), low rolling your damage (on top of high dodge values) results in wide swings that simply made the game more frustrating than fun. Thus, I reduced most heroes max DMG by 1 at the top level (so 10-18 would become 10-17) and then I increased the minimum damage so that you hit pretty consistently. I wasn't sure if I should make everyone hit their average ballpark. So if someone was 10-18 and 14 is the average, was thinking it should be 13-15. Instead it's a bit above average (so 14-17 in this case). May end up doing the true average ballpark after more testing myself and if this mod gets any feedback.

Skill Changes

Shieldbreaker
  • Adder's Kiss is now usable from rank 1,2 rather than just 1, it can now also target rank 3. The reason I wanted to do this was because I felt Adder's Kiss was really restrictive and made it hard to use with how it often dealt less damage than Lunge (better damage mod, better targeting, armor piercing). So hopefully this makes it more compelling to choose between the two.
  • Serpent's Sway was slightly buffed so that it gives 1/2/3/4/5 SPD, as I thought it was a bit odd to cap out at 4 SPD and give nothing worthwhile on its final level.

Arbalest/Musketeer
  • Their mark skills were given 200% accuracy so that they wouldn't miss, as I thought it was dumb that they could even miss to begin with.
  • Their sniping shot can now hit rank 1. The inability to hit rank 1 felt clunky. Bola/Buckshot could do this, but its damage is pretty underwhelming and this just makes them a more consistent backline pick that doesn't feel clunky for most formations.
  • Their accuracy debuff skills were given the ability to also hit rank 2. The skill overall does basically no damage and the debuff can just miss, so I thought it should be made a little more worthwhile using by allowing it to hit a frontliner.
  • Bola/Buckshot now moves you backwards 1 rank. I've seen this in a couple of other mods around, but they aren't updated anymore and this makes them feel less garbage if they happened to get moved out of the backline.
  • Their healing skills now cure Bleed. I've also seen this in other mods and thought it was silly it couldn't cure Bleed for some reason, so it now does that.

Flagellant
  • The unique ability that causes Flagellant to stun all enemies is now made to be a 100% chance to stun everything regardless of their stun resistance. I recall this being mentioned by ShuffleFM when talking about hero balance, and I agreed. Flagellant prefers to stay under 40% HP and sometimes you want to dance on the edge of death via Death's Door. If you do happen to get deathblown, which sucks, you should definitely guarantee a party wide stun from it.

Leper
  • Leper had his accuracy on skills slightly increased. By 5% per level. The reason for this is that it ensures that Leper still has accuracy problems even within the RNG improvements made, but not so egregiously that you're getting constant 70% accuracy checks even with accuracy trinkets.
  • Intimidate is now usable from rank 2. I think it's really dumb how incompatible Leper is with any frontline movement, as he can only Chop/Hew or Withstand/Solemnity (with only 2 of these 4 being worth using) from rank 2. This gives him a bit more flexibility with frontline dancers like Shieldbreaker and Highwayman and is less of a pain to build around.

Occultist
  • Wyrd Reconstruction was changed to be less of a lottery. It now has a minimum heal of 1/1/2/2/3. This is still less than Vestal's. I also lowered the max heal by 3 to compensate. So rank 5 is 3-19, which is a strong heal, but still pretty fair. Occultist still can't be a main healer because of RNG and Vestal's powerful group heal, but this should prevent it feeling like you just wasted a turn, especially if you also triggered the bleed in the process.

Plague Doctor
  • Battlefield Medicine was slightly buffed with its healing so that it's not useless as a healing skill if someone isn't DoT afflicted. It's now 2-3/3-3/3-4/4-4/4-5. Weaker than Vestal and Occultist still, but still a very powerful pick for DoT but you don't feel like you have no sustain if PD is your only healer on the team.

General Changes
  • Marks now are guaranteed to hit. I think it's incredibly stupid that marks could ever miss, so this guarantees that they land. The associated debuffs will still have their normal base chance, so you still need to land those for the reduced PROT/DODGE/SPD/DMG.
  • Marks last for rounds, not turns. There's a couple of mods I've seen do this, so just also putting it here. I thought it was kind of a bummer that for anything with multiple actions, marks just were so bad so this should fix that.


Changelog
Average file mostly takes the Above Average file and reduces minimum damage by 1-2 (usually 1) while reducing the maximum damage by 2-3. This does result in less damage in some fights because it's a damage range of 3 points (such as 4-7 or 8-10). I think this is a fair tradeoff for removing the horrible low rolls as well. There's still a bit of RNG with it being 3 points of damage. But it's the most fair. Feel free to use the Above Average file where it only reduces max damage by 1, so you still get average to near max damage.

The specific changes to DMG, ACC and PROT are listed below.

Abomination
Vanilla
  • DMG: 6-11, 7-13, 8-15, 10-18, 11-20
Above Average
  • DMG: 7-10, 8-12, 10-14, 11-15, 12-17
Average
  • DMG: 8-10, 9-11, 11-13, 13-15, 14-16
  • ACC: 1%, 2%, 3%, 4%, 5%
  • PROT: 3%, 6%, 9%, 12%, 15%
Antiquarian
Vanilla
  • DMG: 3-5, 4-6, 4-7, 5-8, 5-9
Above Average
  • DMG: 4-6, 5-7, 6-8, 7-9, 9-12
Average
  • DMG: 4-6, 5-7, 6-8, 7-9, 8-11
  • ACC: 1%, 2%, 3%, 4%, 5%
  • PROT: 2%, 4%, 6%, 8%, 10%
Arbalest
Vanilla
  • DMG: 4-8, 5-10, 6-11, 6-13, 7-14
Above Average
  • DMG: 5-7, 6-9, 7-10, 9-12, 11-13
Average
  • DMG: 5-7, 6-8, 7-9, 8-10, 9-11
  • ACC: 1%, 2%, 3%, 4%, 5%
  • PROT: 2%, 4%, 6%, 8%, 10%
Other changes
  • Sniper Shot now hits all ranks, rather than being limited to ranks 2, 3, 4.
  • Battlefield Bandage now cures Bleeding alongside its existing effects.
  • Bola can now be used from ranks 4, 3, 2, 1, rather than being limited to only ranks 4, 3. It also now moves the Musketeer backwards one rank.
Bounty Hunter
Vanilla
  • DMG: 5-10, 6-12, 7-13, 7-15, 8-16
Above Average
  • DMG: 6-9, 8-11, 9-12, 11-14, 12-15
Average
  • 6-8, 8-10, 9-11, 10-12, 11-13
  • ACC: 2%, 4%, 6%, 8%, 10%
  • PROT: 3%, 6%, 9%, 12%, 15%
Crusader
Vanilla
  • DMG: 6-12, 7-14, 8-16, 9-17, 10-19
Above Average
  • DMG: 8-11, 10-13, 12-15, 13-16, 15-18
Average
  • DMG: 8-10, 9-11, 11-13, 12-14, 13-15
  • ACC: 2%, 4%, 6%, 8%, 10%
  • PROT: 5%, 10%, 15%, 20%, 25%
Flagellant
Vanilla
  • DMG: 3-6, 4-7, 4-8, 5-10, 5-11
Above Average
  • DMG: 4-7, 5-8, 6-9, 8-10, 9-11
Average
  • DMG: 4-7, 5-8, 6-9, 8-10, 9-11
  • ACC: 1%, 2%, 3%, 4%, 5%
  • PROT: 3%, 6%, 9%, 12%, 15%
Other changes
  • The stun effect that occurs upon Deathblow now is guaranteed to hit (500% chance), as opposed to only having a 125% stun chance.
Grave Robber
Vanilla
  • DMG: 4-8, 5-10, 6-11, 6-13, 7-14
Above Average
  • DMG: 5-7, 7-9, 8-10, 9-12, 10-13
Average
  • DMG: 5-7, 6-8, 7-9, 8-10, 9-11
  • ACC: 1%, 2%, 3%, 4%, 5%
  • PROT: 2%, 4%, 6%, 8%, 10%
Hellion
Vanilla
  • DMG: 6-12, 7-14, 8-16, 9-17, 10-19
Above Average
  • DMG: 9-11, 10-13, 12-15, 13-16, 15-18
Average
  • 8-10, 9-11, 11-13, 12-14, 13-15
  • ACC: 2%, 4%, 6%, 8%, 10%
  • PROT: 3%, 6%, 9%, 12%, 15%
Highwayman
Vanilla
  • DMG: 5-10, 6-12, 7-13, 8-15, 9-16
Above Average
  • DMG: 7-9, 9-11, 10-12, 11-14, 12-15
Average
  • DMG: 6-8, 8-10, 9-11, 10-12, 11-13
  • ACC: 1%, 2%, 3%, 4%, 5%
  • PROT: 2%, 4%, 6%, 8%, 10%
Houndmaster
Vanilla
  • DMG: 4-7, 5-8, 6-10, 6-11, 7-13
Above Average
  • DMG: 4-7, 5-8, 7-10, 8-11, 10-12
Average
  • DMG: 4-6, 5-7, 7-9, 8-10, 9-11
  • ACC: 2%, 4%, 6%, 8%, 10%
  • PROT: 2%, 4%, 6%, 8%, 10%
Jester
Vanilla
  • DMG: 4-7, 5-8, 6-10, 6-11, 7-13
Above Average
  • DMG: 5-7, 6-8, 8-10, 9-11, 10-13
Average
  • DMG: 4-6, 5-7, 7-9, 8-10, 9-11
  • ACC: 1%, 2%, 3%, 4%, 5%
  • PROT: 2%, 4%, 6%, 8%, 10%
Leper
Vanilla
  • DMG: 8-16, 9-18, 10-21, 12-23, 13-26
Above Average
  • DMG: 11-15, 13-17, 16-20, 18-22, 21-25
Average
  • DMG: 11-13, 12-14, 14-16, 15-17, 18-20
  • ACC: 1%, 2%, 3%, 4%, 5%
  • PROT: 5%, 10%, 15%, 20%, 25%
Man-at-Arms
Vanilla
  • DMG: 5-9, 6-10, 7-12, 7-13, 8-14
Above Average
  • DMG: 6-8, 7-9, 9-11, 10-12, 11-13
Average
  • DMG: 6-8, 7-9, 8-19, 9-11, 10-12
  • ACC: 1%, 2%, 3%, 4%, 5%
  • PROT: 7%, 14%, 21%, 28%, 35%
Musketeer
Vanilla
  • DMG: 4-8, 5-10, 6-11, 6-13, 7-14
Above Average
  • DMG: 5-7, 6-9, 7-10, 9-12, 11-13
Average
  • DMG: 5-7, 6-9, 7-10, 9-12, 11-13
  • ACC: 1%, 2%, 3%, 4%, 5%
  • PROT: 2%, 4%, 6%, 8%, 10%
Other changes
  • Aimed Shot now hits all ranks, rather than being limited to ranks 2, 3 and 4.
  • Patch Up now cures Bleeding alongside its existing effects.
  • Buckshot can now be used from ranks 4, 3, 2, 1, rather than being limited to only ranks 4, 3. It also now moves the Arbalest backwards one rank.
Occultist
Vanilla
  • DMG: 4-7, 5-8, 6-10, 6-11, 7-13
Above Average
  • DMG: 5-7, 6-8, 7-10, 9-11, 10-13
Average
  • DMG: 4-6, 5-7, 7-9, 8-10, 9-11
  • ACC: 1%, 2%, 3%, 4%, 5%
  • PROT: 2%, 4%, 6%, 8%, 10%
Other changes
  • Wyrd Reconstruction now heals for 1-10, 1-12, 2-14, 2-16, 3-19. Modified from its original values which are 0-13, 0-15, 0-17, 0-19, 0-22.
Plague Doctor
Vanilla
  • DMG: 4-7, 5-8, 6-10, 6-11, 7-13
Above Average
  • DMG: 4-7, 5-8, 7-10, 8-11, 10-13
Average
  • DMG: 4-6, 5-7, 7-9, 8-10, 9-11
  • ACC: 1%, 2%, 3%, 4%, 5%
  • PROT: 2%, 4%, 6%, 8%, 10%
Other changes
  • Battlefield Medicine now heals for 2-3, 3-3, 3-4, 4-4, 4-5. Modified from its original values which are 1-1, 1-2, 2-2, 2-3, 3-3.
Shieldbreaker
Vanilla
  • DMG: 5-10, 6-12, 7-14, 8-16, 9-18
Above Average
  • DMG: 6-9, 8-11, 10-13, 11-15, 13-17
Average
  • DMG: 7-9, 9-11, 11-13, 12-15, 14-17
  • ACC: 2%, 4%, 6%, 8%, 10%
  • PROT: 5%, 10%, 15%, 20%, 25%
Other changes
  • Adder's Kiss is now usable from ranks 2, 1, rather than just 1. It can now also target ranks 1, 2, 3, rather than just ranks 1, 2.
Vestal
Vanilla
  • 4-8, 5-10, 6-11, 6-13, 7-14
Above Average
  • 5-8, 6-10, 8-10, 9-12, 10-13
Average
  • 5-7, 6-8, 7-9, 8-10, 9-11
  • ACC: 2%, 4%, 6%, 8%, 10%
  • PROT: 2%, 4%, 6%, 8%, 10%