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Not really. You can usually win this fight with the dribs and drabs of whatever is left over. It actually is just really anticlimactic. The real final challenge is DD3.
I agree with that. Took me three tries to finish DD3.
IMO DD2 is the hardest.
Ironically, this was the only one I had no problem with at all.
I had a miserable time on DD3 and took no less than four times. The third was especially infuriating, as I ran out of all supplies on literally the last room other than the final room. I had mapped out every single miserable room in the place. So I knew exactly where the final room was but had to abandon it anyway.
At least it was easy the fourth time. And to make SURE it was easy, I double camped beforehand, once just to shake off stress and max HP, and the other for battle buffs. I advise this if you can.
DD3 was hard, but I managed to beat it in one shot. Half of my team died, and it took forvever, but I was glad I didn't have to deal with it multiple times.
DD2 was absolute hell. I lost no less than 8 heroes to it because I kept making stupid mistakes, and those stupid Templars were a pain to take down. It was the only one that genuinely made me rage at the game.
Regardless, the only DD I hate is having to chase the eyeball, spliced with potential random teleportation - nothing like setting up an almost entirely clear path to the center only to get an unlucky moment that gets you teleported to a packed area of the dungeon. Sure, you can kill it in the corridoors... But you still have to fart around to get to the center and re-fight anyway - killing it just means you get to skip teleports.
It's not that it's less or more difficult than others, just the situation is far more frustrating than the good old 'survive from A to B so that you can take down C'.
It's not like I didn't have crit trinkets and buffs, but it's still random. You can have 45% chance of crits and not get them. It was winnable without a single crit but getting them all the time is certainly lucky and certainly makes things a lot quicker.
Think of it in Leper terms:
-- New player: OMG WHY IS THIS LEPER MISSING CONSTANTLY?
-- Old player: Damn, this unupgraded Leper hasn't missed once... Sweeeeeet!
"It's not like I didn't have crit trinkets and buffs" is pushing towards "I'm critting because I've set it up to be this way" that I mentioned above, regardless of the fact dice-rolls are still involved in both directions, and your comment reminded me of my first point.
If you could teach everyone to max their ACC and how to optimize their heroes, we'd solve World-Hamlet Hunger in no time, with or without a string of crits.
That's sort of the point of min/maxing probabilities once you know the mechanics of the game. You want to maximize the range of possible damage you cause, while increasing the chance of actually hitting, and the chance of hitting first.
Obviously in the chance where you can make something a 100% inevitability you want to do that.
But in general the more opportunities you give yourself to get lucky, the more often it will happen, and the more you minimize the chances of something bad happening, or make it require multiple bad things to happen before you suffer the bad result, the less often that will happen.
A well put together party takes multiple events of bad luck in a row to get wrecked, and requires very little luck to succeed.
Since your resources to do all this are limited and you don't always have everything you could conceivably need or want, you have to prioritize it and that's usually prioritizing things like accuracy, speed, raw damage, crit, stun and other things that stop the enemy from attacking (the source of bad events).
Arguably, if anything is even swinging at you you already are in a less than optimal situation, and that's where dodge comes in. Way at the bottom, though, is resistances, where you already let the enemy swing at you, you let them hit, and now you're paying the price.
Don't get me started on Dodge - I've already had to control myself when people in the Arb/Mus thread are honestly trying to say that an Arb/Mus is a detriment to fights like Prophet because of their inherently low dodge, which is laughable at best even for those who actually DO use Dodge strategies.
Reminded me of the CCourt final boss video with quad-MAA's Riposte-Dodging it to death all day. That's great and all - and I never stated Dodge can't work - but similar to what you just said about allowing something to hit you in the first place, those stats/trinkets used to buff an inconsistent def-stat that can frequently fail is then NOT going towards KILLING the damn thing in the first place that you're hoping to dodge. Given a trade between 'possibly' avoiding a few hits vs killing what is hitting you much faster/harder, it's blatantly obvious which is better in the short-term.
That particular strat worked back then (pre 'per battle' change) because regardless of whether you dodge or get slapped in the teeth, you still do damage, so spewing dodge-buffing abilities is not as 'entirely' wasteful, yet you'd still get better results just beefing up killer-stats and dunking the wench, and those MAA's (even with high - if not max dodge were still getting hit occasionally).
Dodge is a garbage stat insofar as it is unreliable/inconsistent, just like an OCC heal is an unreliable heal. It's GREAT/CLUTCH/WOWZER when you roll big, but there's that chance of getting it going wrong - and to remotely come close to preventing that you need to stack it to obscene levels, and even then it is NEVER a guarantee due to hidden roll-mechanic even if you were simmering at the highest-most dodge value. Sure, more consistent and you can even clock the game using such strats, but it is still setting yourself up to avoid hits that head your way rather than avoid hits by more efficient (killer) methods.
So no, I'd rather have SPD... ACC... DAM... Hell, even just flat HP seeing as damage can (and will) happen eventually, and the less you need to heal, the more everyone contributes towards the goal of stopping anything hitting you - best case, dead, or at worst, controlled. Dodge? Sure, great when it succeeds, but if it doesn't and your dodge-value was at the cost of something you could have guaranteed, bad trade, especially when you stack it on X and they get hit, followed by a 0 Dodge Crusader or Leper getting multiple Dodges in a row because logic.
Anyway, that's all pedantics and nit-picking.
That's why I listed it at the bottom, above only resistances.
Another reason it's terrible is if you do get the breakthrough damage of your massively buffed dodge that just failed, you're probably taking full damage on it all because you didn't buff something else in order to have that dodge. So you put all that into dodge just to get screwed anyway.
It's great to have for free with an otherwise useful trinket (Plague Doctor's Ashen Distillation). Or on some otherwise useless character when the bonus is HUGE (Antiquarian's Smoking Skull), and it can be fun to have a pure dodge party where everyone is loaded out with dodge trinkets and Antiquarian spams Invigorating Vapors.
It's also nice if you just randomly happen to get some dodge boosting quirk (although I would never lock it in).
I don't know why it's so overrated because it just is not great and is about one of the least important stats you could have.
Dodge trinket? Ha, thanks for the gold because that's about the only value I'll get out of them. Again, sure, you can emphasise dodge and complete the game just fine, even still employ the old dodge-strats, but my main gripe is when someone actually bases character effectiveness on that one silly 'trap' stat.
eg. I love Grave Robbers - one of my most used heroes back in the day - but the fact she has high inherent dodge was the last thing I cared about and it doesn't change now that she can dodge-tank + stealth in this era. I still wish Shadow Fade had the stun like before - much more value. Doesn't mean I won't use an Arb/Mus instead just because she has barely any dodge - her SPD is her real issue, off-set by quick-shot and the fact she has better HP than a lot of damage-dealers, a great heal AND one of few who are explicitly designed to focus the back-rank rather than the front -- but hey, each to their own.
Off to sleep either way - didn't mean to swerve the topic.