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Reply To: Creating new effects

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Cry Havoc has a chance-based Stress Heal, but there’s no Stress Heal in a way like Wyrd Reconstruction’s HP Heal. You could combine multiple chance-based Stress Heals for a similar result, but it would look very weird. I suspect the Devs think they don’t need randomness in Stress Heal values. There’s no randomness either in Bleed/Blight damage-per-tick, Buff/Debuff’s values, or Stress Damage values.

(…I mis-read a thread’s points again I think.)

If it would help, here’s a workaround I would use… The only difference among Stress Heals are, the chance (Cry Havoc has 66%, and the rest have 100%) and the value. Assuming most Stress Heals have 100% chance, if there’s so many of those skills, you can make as many “Stress Heal X” as you might need and use them across the skills. The first or last 50-ish lines would look like this.

Spoiler

effect: .name “mod Stress Heal 1” .target “target” .chance 100% .healstress 1 .on_hit true .on_miss false .queue true
effect: .name “mod Stress Heal 2” .target “target” .chance 100% .healstress 2 .on_hit true .on_miss false .queue true
[…]
effect: .name “mod Stress Heal 20” .target “target” .chance 100% .healstress 20 .on_hit true .on_miss false .queue true
effect: .name “mod Stress Heal Self 1” .target “performer” .chance 100% .healstress 1 .on_hit true .on_miss false .queue true
[…]
effect: .name “mod Stress Heal Self 20” .target “performer” .chance 100% .healstress 20 .on_hit true .on_miss false .queue true

[collapse]

*pulls out a dictionary*


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