Darkest Dungeon®

Darkest Dungeon®

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PalmTree Jan 29, 2019 @ 7:10pm
'Fated' Quirk
How does this thing work? I've gotten it a few times, and the description just says it's a chance to turn any miss into a hit.

Does it tell you when this chance occurs, or does it just look like normal damage?

What's the chance of it happening, and is it worth locking?
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Showing 1-13 of 13 comments
RopeDrink Jan 29, 2019 @ 7:11pm 
There is no indication. It's also not worth locking when you could just up your accuracy and lock better quirks.
Purple Jan 29, 2019 @ 7:13pm 
Iirc a "Miss" is when you don't roll high enough to get a "Hit" and a "Dodge" is when you don't hit because of the difference made to the roll by the enemies dodge, if that's complete BS or not I have no idea, but if that's how it works then it's still not a very good quirk
Skinny Pete Jan 29, 2019 @ 7:57pm 
It's not very good unless your character misses all the time, and if your character misses all the time they suck and you need to either fix that or get rid of them. Lock in an ACC bonus quirk instead. This isn't worth it.
Butt Goblin Jan 29, 2019 @ 8:48pm 
No indication of when it occurs, IIRC it's just a 10% chance to turn any miss or dodged attack into a hit. It's significantly worse than Natural Swing (except when your ACC is ridiculously low, i.e. hit chance is below 50%, at which point you have much bigger problems) and isn't ever really a substitute for real ACC.
Laplace93 Jan 30, 2019 @ 12:35am 
The only character where I lock this quirk is the Shrapnel and she isn't in the base game, her skills rely on marks for everything and if the target isn't marked or you used expunge and don't have anymore herbs to remove the -120 ACC debuff your chance to miss a target are high, especially since she have a lot of AoE skills, in this case I find that quirk useful because there will always be something to miss but in the base game everything that can increase your ACC is better than this quirk.
Haell Oct 11, 2019 @ 5:26pm 
I may be completely wrong, but considering this line in the rules.json file

"quirks_fated_miss2hitconvertchance": 0.10

Fated looks like a second roll after the miss which, if well succeeded at its 10% chance, converts the miss into a hit. Simple as that.
Skinny Pete Oct 11, 2019 @ 5:35pm 
Originally posted by Laplace93:
The only character where I lock this quirk is the Shrapnel and she isn't in the base game, her skills rely on marks for everything and if the target isn't marked or you used expunge and don't have anymore herbs to remove the -120 ACC debuff your chance to miss a target are high, especially since she have a lot of AoE skills, in this case I find that quirk useful because there will always be something to miss but in the base game everything that can increase your ACC is better than this quirk.

This quirk is trash even on an un-ACC-buffed Leper.
RCMidas Oct 11, 2019 @ 6:17pm 
Originally posted by Haell:
I may be completely wrong, but considering this line in the rules.json file

"quirks_fated_miss2hitconvertchance": 0.10

Fated looks like a second roll after the miss which, if well succeeded at its 10% chance, converts the miss into a hit. Simple as that.
Correct. It's a simple "if-then" situation.

IF your attack is a Miss (which is different to a Dodge) THEN there is a 10% chance that this is negated and you hit the target instead.

So if you've got both that AND something like Natural Swing for +5 ACC, you're going to be hitting nearly everything all the time. Whether or not it's worth locking in is dependant on what sort of anti-stress and anti-condition teams you tend to send that character out with.
pascal.difolco Oct 12, 2019 @ 1:03am 
It's crap, you need to have <50% to hit to have this quirk gives you the equivalent of +5 ACC...Usually hit chances are >75% so it's like +2 ACC.
RCMidas Oct 12, 2019 @ 4:20am 
Originally posted by pascal.difolco:
It's crap, you need to have <50% to hit to have this quirk gives you the equivalent of +5 ACC...Usually hit chances are >75% so it's like +2 ACC.
Except that's not what it does. It NOT modify your ACC. No matter what your ACC is, sometimes you will simply get the MISS result in an attack. Your ACC could be 20 or it could be 200, you will still sometimes just MISS. What the Fated Quirk does is provide a 10% chance to automatically turn that MISS into a normal hit.
pascal.difolco Oct 12, 2019 @ 10:26am 
Originally posted by RCMidas:
Originally posted by pascal.difolco:
It's crap, you need to have <50% to hit to have this quirk gives you the equivalent of +5 ACC...Usually hit chances are >75% so it's like +2 ACC.
Except that's not what it does. It NOT modify your ACC. No matter what your ACC is, sometimes you will simply get the MISS result in an attack. Your ACC could be 20 or it could be 200, you will still sometimes just MISS. What the Fated Quirk does is provide a 10% chance to automatically turn that MISS into a normal hit.

I didn't talk about base ACC but Hit Chance ie ACC-Dodge. Let's say you have 90 ACC and enemy 20 Dodge, your Hit Chance is 70%. So you have 30% to miss, in which case the Fated quirk will give you 10% to have it changed to a hit, so your "final" Hit Chance is 73% (70%+10%*30%), which is the same as a +3 ACC bonus.
Get it now ?
RCMidas Oct 12, 2019 @ 11:10am 
And 20% of that chance is due to the enemy's DODGE. I'm not talking about missing an attack, I'm talking about the MISS result of an attack attempt, which is different to that of the enemy not being hit due to its DODGE.

Four outcomes of an attempt attempt: a Critical, a Hit, a Dodge, or a Miss. The Fated Quirk affects the Miss outcome, by giving a flat 10% chance to turn that into a Hit outcome.
Gness Erquint Oct 21, 2019 @ 7:36am 
Kek, just realized we're necroing not one but two "Fated Quirk" threads.
https://steamcommunity.com/app/262060/discussions/0/541906989403918223/
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Date Posted: Jan 29, 2019 @ 7:10pm
Posts: 13