Darkest Dungeon®

Darkest Dungeon®

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George Floyd Feb 21, 2024 @ 12:45pm
Trinkets
Hello, i have only one problem with the game, trinkets. I don't know which statistic should i invest. Can u give me some tips?
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Showing 1-14 of 14 comments
Narrowmind Feb 21, 2024 @ 1:47pm 
It can depend on the character, but in general, you want trinkets that increase your scouting chance and accuracy. I also tend to boost vestal's healing, too.

Many trinkets come with risks vs reward. You have to decide for yourself whether it's worth it, or not.
Nakos Feb 21, 2024 @ 2:10pm 
Yeah, trinkets are trade-offs. It's all a question of what a given Hero is going to be doing on a particular run.
No One Feb 21, 2024 @ 6:30pm 
What party are you using?

Do you have some favourites?
aidanfilson25 Feb 21, 2024 @ 11:24pm 
speed, accuracy, and stun chance tend to be the best modifiers for general use, with Vestal notably wanting a heal boost trinket. Though speed in particular is a hard stat to meaningfully boost without some trinkets that are on the rarer side like crescendo box.

Scouting is also good, survival guide is notably a common trinket that's a decent boost to it.
George Floyd Feb 22, 2024 @ 6:11am 
Originally posted by No One:
What party are you using?

Do you have some favourites?
nah i am trying everyone
Ghoul Hunter Feb 24, 2024 @ 5:37pm 
Usually, I'm going for speed and damage. Of course, there are times to go for accuracy, healing, protection, or other stuff.

Try to fix whatever weakness a hero has. Leper has low accuracy, so you should put an accuracy trinket on him almost always. Also, sometimes it is good to stack one character with defense, if you're using guarding strategies. If you have a lot of heals, defense isn't helping, because you can recover so quickly. That would be a time to maybe invest in pure damage or stress defense.

Anyway, there's no 100% clear cut answer. But I think speed and damage are a good cookie cutter setup.
RopeDrink Feb 25, 2024 @ 6:53am 
Statistical values in loose order:

ACC → SPD → Stress Reduction → DMG/Chance
(Followed by)
DOT Resistance → Health/PROT → Healing Done/Received → Whatever.

The following assumes you have a choice between all of them:

-----

ACC is the most important stat in the game, hands down, no question about it.

There is no way to defeat enemies without hitting them in some shape or form, and there is nothing worse than dedicating a turn towards a missed skill, so unless you're farting around with a base-ACC Riposte/Dodge strat (which is only practical in Endless Mode), you should at least soft-cap ACC to stop wasting turns on failed moves.

Yes, even when using supports (who require no accuracy to heal or buff). They can, and should, be slapping enemies when no support is required - and doing so reduces the need for their support in the first place.

-----

SPD is the most impactful, as it can change (or dictate) the course of almost every battle through initiative rolls -- second in importance only to ACC.

The ability to act before the enemy (and kill/control them) is one of the most consistently applicable advantages across the entire game. However, going first and being dodged or resisted isn't optimal, hence you should (mostly) only focus on speed when you can consistently hit your enemy.

----

Stress Reduction is great for managing intake and reducing the detriments of some of the best trinkets in the game. As such, advocating stress reduction does not mean "avoid trinkets which have +stress". It's the opposite.

You would stack StressRES so you can avail of those strong +stress bonuses with fewer issues, and even when you aren't using those trinkets, it's an excellent passive to have, as any stray crits or stress-nukes you receive will be shaved down - saving you turns, respite, and gold.

----

After that, it's a matter of applying DMG/Chance.

For example, using your SPD+ACC advantage to stun the enemy before they act -- thus, you would want stun-chance (and the more DMG, the better). Meanwhile, if you're dealing with DoTs or raw damage to kill or maim them ahead of time, then bleed/blight-chance (and so on).

Raw DMG in and of itself is a similar principle, but you can actually ignore it and still win comfortably. It's more important to simply hit the target at baseline or apply your effect, rather than merely hit raw numbers 'harder'.

----

After that, DOT Resist - DOTS being one of the most common causes of death in Darkest Dungeon - closely followed by more Health and/or PROT, which dilutes intake, saving turns.

----

After that, consider making sustain more potent via Healing Done/Received, so you waste less time sustaining during/between battles. The fewer turns spent fixing issues, the better.

----

Anything after that is a luxury (or for specialized comps).

For example, Dodge, which is RNG even if you stack it to the moon, thus it serves best on specialized Dodge comps rather than "in general". Ultimately, it is better to treat Dodge like it is always at 0, even if you are trying to stack it.

The same can be said about CRIT, which is another RNG perk -- but it would be much more valuable compared to DODGE, because CRIT facilitates damage, pre-emptive kill/control, and serves as passive stress-reduction. If an (already) useful trinket has CRIT, that's great, but if you're sacrificing stats like ACC/SPD just for more CRIT specifically, then you risk wasting it.

The only exception is spamming buffs (like Battle Ballad) in Endless Mode -- an environment where battles are not 1-3 round blitzkriegs. As such, stacking things like DODGE/CRIT will consistently contribute to avoidance + stress healing and help you avoid corpse crystals over prolonged battles.

In standard content, however, it is best to push for guarantees (rather than lean into RNG), and to win fights as quickly as possible - all of which is done best by the top of the list.
Last edited by RopeDrink; Feb 25, 2024 @ 7:35am
Black Mar 2, 2024 @ 7:38pm 
First of all, what is your playstyle?

Agressive --> speed, accuracy, damage and chance to bleed/blight/crit
Defensive --> HP, dodge, more chance to resist bleed/move/blight/deaths door/stun, increase stuns, PROT
Icedfate Mar 3, 2024 @ 1:18am 
i always put 1 healing boost trinket on my healer.
vestal usually, but also, the misketeer gets a +33% healing that's unique to her.


big post above says priority is ACC and SPD, but the annoying thing is that it seems like more than half of all trinkets give either -SPD and then next -ACC and -Dodge.

some of the higher -ACC give - dodge and i see +spd but - dodge.



there seems to be nothing that gives both acc and speed and nothing that gives dodge + accuracy.

it's like some kind of trinity between acc, spd and dodge, you always have to take a minus to one to get a plus to the others.
i did find an interesting combo, there's a ring that's +acc -dodge and then another one is +spd +dodge - acc and if i put both on, it's a net positive to all 3, but the i'm dedicating both trinket slots to that





everything that gives more than 20% on anything also does +stress.

i use the +stress things, but no more than 1 at a time on each char.
i tried putting 2 +healing +stress trinkets on my vestal once and she almost got a heart attack when everyone else was still sitting there with 1 white dot of stress on them.
(partly because it seems like the stress casters were programmed to just focus stress on whoever has the highest stress and only that one and ignored everyone else. . .)


edit :
i guess dodge can be ignored, if i go for speed and accuracy, but then that requires both trinket slots, so there ya go. . an accuracy and a speed on every hero then?

somebody always needs to have a scouting trinket though. . and then i
as i said above, i like to put +healing done on my healer.
Last edited by Icedfate; Mar 3, 2024 @ 2:05am
RopeDrink Mar 3, 2024 @ 11:04am 
big post above says priority is ACC and SPD, but the annoying thing is that it seems like more than half of all trinkets give either -SPD and then next -ACC and -Dodge.

That's all part of the challenge, and why I listed stats individually. Each hero has their own respective baseline to consider, and then, you have trinkets, quirks, camping buffs, and all the bells and whistles, so it's less about finding a 'wonder trinket' and more about balancing your needs. So, let's take a look at how it may impact individual heroes:

Plague Doctor, for example, is arguably the strongest hero in the game for many reasons, including her baseline stats (great speed + accuracy), class-based trinkets (eg. Blasphemous Vial), and her overall kit (projection, stuns, support, DOT/anti-PROT, etc).

She is obnoxiously good right out of the box, and to add insult to injury, her legendary trinket increases her ACC + Stun Chance - two of the top three game-busters.

Due to already being one of the fastest heroes by default, Blasphemous Vial is a no-brain decision for a stun-bot PD, because it's an automatic dose of ACC + Stun-Chance on a hero who has good SPD already, and still has a free trinket slot + quirks + camp buffs for extra.

The only thing that would dissuade you from using something like Blasphemous Vial is (a) the +Stress mod (which is semi-countered by the fact your PD is now a hyper-fast, accurate, and reliable stunner - not to mention other sources of Stress Reduction), and (b) the very slim chance that you don't want a busted, broken, double-stun Plague Doctor.

So, let's say you wanted to play her as an R2 Incision bot instead. You would go for something like "Bloody Herb" (+10 ACC, +30% Bleed Chance, +20% Melee Damage Skills). That trinket has 3 excellent stats (for that style) rolled into one - with no detriments - and is only Blue in quality, thus easy to acquire, and once again, you have wiggle room for, say, a speed trinket, or damage, or stun chance (if you want to use Disorienting Blast from R2), etc.

Meanwhile, the slower and less accurate heroes have a steeper hill to climb. For example, trying to make heroes like CRU or LEP out-speed a hyper-fast Virago isn't practical, because even if you achieved 18 SPD via 2x trinkets, speed quirks, camping skills, and/or wasting turns on buffs during combat, they'll likely miss due to poor accuracy vs dodge-values of the enemy.

Heroes like LEP will typically stack Accuracy above all else, as that is the steepest and most important obstacle (if you intend to hit anything with bread & butter).

With knowledge and experience, you can adapt to holes in your squad - particularly turn order - such as building an intentional 'last-turn' 0-3 SPD Crusader, using your last move to choose between healing the damage done by enemies, blowing up a back-rank foe, stunning the front-rank, or whatever (when healing isn't required) - thus, your main concern is Accuracy, Stun-Chance, or in some cases, +Healing or +DMG.

Extra speed is still nice in all cases, as it helps to shrink the list of enemies that can flatly beat them through initiative, making them compete more for early turns - but in most cases, it is better to 'guarantee' a last hit through accuracy, rather than push to go first (and miss).

Once you understand each hero - and their skills, needs, and capabilities - it's a lot easier to identify good/bad trinkets and/or tailor them towards your chosen setup. Until then, refer to the chart when you want to know which stats are best overall. There aren't many "best-stat-bundles" (eg. SPD+ACC trinkets), so consider which individual stat your hero/team needs most.

https://steamcommunity.com/app/262060/discussions/0/4348858679321348288/#c4348859098828217440

When you build a team, make a habit of checking their quirks - and mousing over their skills to see their baseline accuracy. Remember, it's (ACC+5) - DODGE = Hit Chance.

So, let's say Joe Soap has 95 ACC on [Insert Attack Here], and he's fighting [Insert 30 Dodge Enemy Here]. That 95 ACC is actually 100, so take away 30 (Dodge), and you have 70% chance to hit, which is far from ideal. It may sound good on paper, but you're asking for strings of misses and troubles, so consider 1-2 good ACC trinkets, ACC Quirks, and so forth. If they are already accurate, you might go with 1 ACC + 1 SPD/DMG trinket. If they are already fast, you might go with ACC+Chance (so on, so on).
Last edited by RopeDrink; Mar 3, 2024 @ 11:50am
Justice Mar 3, 2024 @ 7:29pm 
Originally posted by Icedfate:

everything that gives more than 20% on anything also does +stress.

i use the +stress things, but no more than 1 at a time on each char.
i tried putting 2 +healing +stress trinkets on my vestal once and she almost got a heart attack when everyone else was still sitting there with 1 white dot of stress on them.
(partly because it seems like the stress casters were programmed to just focus stress on whoever has the highest stress and only that one and ignored everyone else. . .)


edit :
i guess dodge can be ignored, if i go for speed and accuracy, but then that requires both trinket slots, so there ya go. . an accuracy and a speed on every hero then?

somebody always needs to have a scouting trinket though. . and then i
as i said above, i like to put +healing done on my healer.
The better you can manage stress, the more you +stress trinkets you can take
Some of most powerfull trinkets come with stress. Lock some sanity reducing quicks if you want take more trinkets that have stress.

I view dodge more of a nice bonus. It's not absolutely useless, having some dodge to avoid 1/5 to 1/3 of hits is still nice. But don't relly on it. It's better have dodge locked in quirks than as trinkets,
40 dodge (champion lvl dungeons) I consider good enough and don't bother any further. Raising through camp skills is only time I would boost it further.
Last edited by Justice; Mar 3, 2024 @ 7:36pm
Skinny Pete Mar 4, 2024 @ 6:53am 
Originally posted by Justice:
The better you can manage stress, the more you +stress trinkets you can take
Some of most powerfull trinkets come with stress. Lock some sanity reducing quicks if you want take more trinkets that have stress.
Blasphemous Vial would be the ultimate example with an insane looking +25% stress. Despite that it is a god-tier trinket you almost always want on Plague Doctor.

That said a lot of the +stress trinkets are just not worth using, like the heads after the earlier part of the game. Early on they may be the only trinkets that give you a boost to some important stat but later on there's almost always something better without so much stress and/or with multiple perks.
Aetemes Mar 6, 2024 @ 7:21pm 
I think Ropedrink summed it up...for me it was, accuracy accuracy accuracy, and speed, stun chance on relevant characters, and a scouter, healing trinkets on vestal. Gearing your party towards starting first, and landing your ccs/taking out an enemy first round is just...unmatched. I personally feel offensive works best, cause a defensive strategy will be more prone to extreme variables, and enemies hit harder than you can recover from, so just don't let them act at all is best, but you still need a backup/healup/eat some hits plan to finish a dungeon.

What I remember liking:
-Stun Chance
-Healing bonus on vestal lol.
-Scouting Chance/Trap disarm actually I really loved covering that if I recall (scouting a lot more important than trap disarm though).
-Accuracy (Focus Rings/Sun rings...godly lol).
-Speed
-Reduce Stress damage can be ok (but a lot of them had awful disadvantages)
Some of the really good trinkets had bonus stress damage taken but still was really worth, I recall using them a lot, I did have a strategy to stress management though or just offset them with other trinkets (if it will not impact accuracy), and did not use them if know what I might face will be too much.
-Bleed chance really good for Flag and Hound-master Jester, blight chance for grave/plague doctor/antiquarian, if you play around their abilities that focus on that.
-The unique character trinkets some are quite good, some are extreme meh.
-Prot Hp receive bonus heals stun resist can be good on guarding characters, as stun I think broke your guard (mainly one eye patch guy).


What I remember not caring for:
-Anything deathdoor/virtue chance related.
-Dodge.
-Crit
-Move resists
-Debuff resist
-Blight/Disease/bleed resist (this can depend though, but unless it's extreme high values, I am not going for it, mainly Flagellant was the bleed resist lord, that's it.)
Playing around crimson curse/low torch was too spooky for me.

There are exceptions depending on encounters and the dungeon, and what is your overall power, what buffs can you cover for the party etc...but overall ya..accuracy is always what got me salivating if I saw it as a reward, and what I had to make sure is as covered as much as possible...cause missing is BRUTAL, never mind missing over and over lol.
Last edited by Aetemes; Mar 6, 2024 @ 7:32pm
Stevcorp Mar 7, 2024 @ 1:33am 
This game is essentially "how much damage can you soak up before running away". So the single most effective tactic you can develop is hitting first and hitting hard.

Every enemy you kill in the first one or two rounds can't damage you anymore. And if you can kill half the enemy team, they've lost so much of their threat that they're unlikely to ruin your run.

Stun is also useful, since you've basically "killed" the threat for a turn. And once the enemy is down to half strength, you can use stun to draw out the fight and heal up your team. So long as you make a genuine attempt to kill something each round, you won't get a stress penalty for showboating.
Last edited by Stevcorp; Mar 7, 2024 @ 1:34am
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Date Posted: Feb 21, 2024 @ 12:45pm
Posts: 14