Darkest Dungeon®

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SergeTroy Jul 9, 2018 @ 8:29am
The Value of Natural Swing?
Check my reasoning

So, with the new emphasis on Accuracy (quirks and trinkets) I've been curious how many people are holding Natural Swing (+5 ACC ranged & melee) as a must have quirk for a number of classes. One or two classes that I think of as having a strong need for it would be the HoundMaster and the ShieldBreaker. Neither class has accuracy trinket's linked to themselves*, and most accuracy trinkets not so linked will be either limited to melee or ranged, or have penalties associated with dodge (hello Ring of Focus). This is partcicularly depressing for the HoundMaster who can serve somewhat as a dodge tank and in fact is obviously meant to with his Guard ability conferring a dodge bonus. The ShieldBreaker isn't precisely in harms way for direct damage but because her Aegis Shield doesn't prevent secondary effects from attacks (bleeds & blights) and she has low Health, this is still an attribute (dodge I mean) she would prefer to see raised and not lowered.

With Natural Swing, these two classes can reach an inherent +9 Accuracy bonus thanks to the Training Ring District (which also happily buffs their health). From there they can toss in something like perhaps a Sun Ring to reach a +14 Accuracy Bonus. As I like each of these classes for damage, my secondary Trinket might be the Ancestors Candle (+2 Speed, +5 Dodge, +15% damage if Torch >50, + 10% Stress) or the Crescendo Box (+2 Speed, + 15% Damage, +10% Stress (no light requirement).

Even if I choose with the ShieldBreaker to adopt her CC set, she still has a native +9 Acc bonus, but I'm curious how the Community feels that will serve, particularly in Champion or Darkest Dungeons? I make no comment on the Farmstead, where I understand you want to have the highest number available.

* Note: Exception for the HoundMaster being the Sniper's Ring in position 4 (at cost of 2 speed) and his CC set which includes +15 for Ranged.
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Showing 1-12 of 12 comments
Lujo Jul 9, 2018 @ 8:33am 
The emphasis isn't new, it's always been the most important stat (along with maaaaybe speed, which is also well above anything else). Everything else is either niche, overkill or actually not very good, Accuracy is flat out king and always was.

I don't hold Natural Swing to be must have, as I don't hold any quirks to be must have - it's just a complete no-brainer on pretty much anyone, just like any other dependable and relavant-to-class acc boosting quirk. You can do fine without them, it's just that when you see them you lock that sucker immediately.

I could get deeper into why this is, but wth. Essentially, just about anything that targets enemies uses accuracy, the difference between a miss and a hit is huge, if you've got more acc than you need this just shores you up against debuffs which lower it, and there are always enemies with high dodge to mind. The silly thing about those is that moves which debuff their dodge... also need to connect. And you need accuracy for that.

So yeah, walking into a dungeon with +10/15 extra accuracy on pretty much all your dudes is simply always better than not doing it, or doing pretty much anything else. No one source of accuracy is a must in itself, but there's hardly a better stat to boost in any way you can. And +10/15 on everyone, by whatever means, is as close to anything in this game comes to a "must". You can do without it, sure, but you will not be better off. There's more to it than what I said, but no reason to actually get into any more.
Last edited by Lujo; Jul 9, 2018 @ 8:45am
Timus Jul 9, 2018 @ 8:39am 
No quirk is a must, but Natural Swing is definitely a nice one which is high on my lock in-list. I like it especially on the Vestal, the Occultist, and, of course, the Lepper.
Curious Fox Jul 9, 2018 @ 9:22am 
Last edited by Curious Fox; Jul 9, 2018 @ 9:23am
SergeTroy Jul 9, 2018 @ 9:39am 
Originally posted by Lujo:
The emphasis isn't new, it's always been the most important stat (along with maaaaybe speed, which is also well above anything else). Everything else is either niche, overkill or actually not very good, Accuracy is flat out king and always was.

I was more referring to the emphasis on grabbing up available bonuses whereever they could be found, rather than just tucking in a sun ring or whatnot (previously +10), in addition to the change from 90 to 95 for the "never miss" hit zone. Speed I also kinda agree with though I put it low on Vestals just because you want them healing at the end of the round.
Lujo Jul 9, 2018 @ 10:00am 
Ah, well, you can still just stick a Focus Ring on anyone, but +acc quirks were always auto-lock anyway.
.: DBM :. Jul 9, 2018 @ 10:43am 
Dodge is the ONLY stat, ignore everything else :^)
Lujo Jul 9, 2018 @ 12:27pm 
Originally posted by -𝔅elligerent 𝔅rad-:
Dodge is the ONLY stat, ignore everything else :^)

:D Well thare is that, too :) (I do undervalue that stat, gotta poke my nose into it personally)
Last edited by Lujo; Jul 9, 2018 @ 12:39pm
Manslayer Jul 9, 2018 @ 1:25pm 
I personally always lock in every quirk that says +speed +dodge +acc and is a flat ammount. Not first round or anything like that. My reasoning for this is because these will always affect said heroes regardless and are always very valuable to your team because taking less dmg or dealing more is how you don't get wiped.
Curious Fox Jul 9, 2018 @ 1:54pm 
Though you got to note the 1st round is the most important round in 99% of the battles you'll encounter. "On guard" is a great example of that quirk and a recommend lock imo.
Oraistesu Jul 15, 2018 @ 8:30am 
It's always been an auto lock-in for me.
Butt Goblin Jul 15, 2018 @ 9:45am 
Natural Swing is always extremely nice to have. Even on classes that have access to good ACC trinkets or don't care about Focus Ring's DODGE penalty, you can use Natural Swing + Sun Ring to get a respectable amount of ACC while not losing out much on damage. Anyone with base 105 ACC can also make good use of it as if you want to get close to old Sun Ring levels of ACC, you'd need to come up with 15 ACC from somewhere; most trinkets don't give that much and the few that come to mind only affect ranged attacks.

It was really good before, too, it's just that Sun Ring was so good that it would rarely be that much of a help.
Cure Seraph Jul 15, 2018 @ 11:58am 
You can never be too accurate.
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Date Posted: Jul 9, 2018 @ 8:29am
Posts: 12