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Offensive buffs and single target buffs can lose some value however since as you noted they may only help on 2 attacks.
I tend to use a lot of AOE buffing/in party effects like healing/stress heal/guard, the only 'offensive' based buffs I would consider would be speed debuffing at the end of turn which would namely be Bellow for the Man-at-Arms, that being said he does have Bolster and 100% chance of +5 Speed is almost certainly better than 90% of +7 Speed; particularly if hitting that 90% chance involves +ACC/+Debuff chance trinkets over other trinket choices.
TL:DR Speed based AOE buffs are pretty damn useful, others I would question.
Enfild, I agree, and also believe that perhaps damage over time procs might make sense to count at the end, making at least grave robber not as uncomprehensibly squishy (toxin trickery please at least to increase defenses!)
You would still only have 2 turns worth of buff as the buff would lose a round of buffing after using it on the round that you used it.... does that make sense? That sentence just looks wrong to me is all.
If you make a typo the game won't load, so probably best to keep a spare unmodified copy.
Revenge will still be bad. Total damage profit: 20%. I suppose that's not negative like it is now, but it's really not worth the debuff...and especially not worth waiting a turn to kill something.
Debuffs are still pretty bad, because in most cases if something manages to live for three rounds and get three actions, you're doing it wrong. There's a few niche uses.
This isn't quite true, the buff/debuff indicator may show 3 rounds remaining for all 3 stacks of buffing, but it'll reduce down the buff value each turn, for example;
If a Man-at-Arms uses Bolster for 3 consectutive turns with +5 Speed each time it'll show +15 Speed for 3 rounds on the indicator but the next turn it'll show +10 Speed for 2 rounds as one of the stacks falls off, the same situation is apparent if you look at Bleed/Blight damage.
If the stacks would be reset after each application we would theoretically be able to cycle up infinite buffs, which would be slightly overpowered.
With how my party's buffs, bleed, blight and debuffs stack and moderate themselves after 3 rounds needs monitering and managing but, against boss monsters and tougher enemies, I find managing stacking invaluable. I don't have a problem with how buffs etc., function in relation to turns.
I do agree with Reyggor that infinite stacking would be overpowering.
Revenge will still be bad. Total damage profit: 20%. I suppose that's not negative like it is now, but it's really not worth the debuff...and especially not worth waiting a turn to kill something.
Dont forget that crit in this game is much better than "on average" increase in damage, think about stress control. Also, accuracy is an effective increase in damage done, unless youre capped, which as a leper youre... never! Even with 2 rounds, Revenge is almost good, here's the math: 15 acc, 35% dmg, 5% crit. That, just on average damage is 55% damage per round (accuracy increase is directly expressed as higher prob of hitting, directly reflected on average percentage increase in damage). That means that revenge as is is STILL worth it, with an increase of 110% in damage, at the cost of one attack, overall payoff of 10%. BUT its better than that, because with enemy's high dodge, that attack that youre not performing could very well miss, and now that you have revenge the chance of connecting the attack is 15% higher. Also, the 5% increased crit really helps with stress control, or just instakilling an enemy. Yea, its crazy how revenge AS IS is still worth in some circumstances, mathmatically, of course not counting the often urgency to just getting rid of one enemy, but usually the front guys are to be just crushed, the back ones with stress'n'♥♥♥♥ are the ones that are urgent to wipe off asap.
Leper can't hit the back ones.