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Blaming rng is easier than looking at your errors.
If you struggle with maintaining low stress then you probably suffer from one of these:
- Bad target selection(you're not focusing stress dealers first)
- Using trinkets with extra stress penalty/not using trinkets that reduce stress taken
- Not using stress healers/stress healing skills proprely
When things go bad, you can always return from the quest, even during combat, so it's not bad rng, it's you taking bad gamble, expecting getting lucky and getting mad, when it doesn't happen.
https://steamcommunity.com/sharedfiles/filedetails/?id=2065003292
Bonus tip: deathblow resist is 0%.
Also, your dodge is 0, your damage is always minimum, your crit is 0%, and the enemy crits 100% of the time. If you plan for anything else, then RNGesus can and will screw you over.
You do amazing gymnastics, just to bend the meaning of my words, so I'm not gonna bother replying to you any further, have fun with your "bad" luck.
best way is save scum, before a mission that seem dubious, backup your save folder (profile_0 for example) so you can restore it if something went wrong without the waste of time to grind back level on new units.
as for speed, I don't think you can slow down enemies or speed-up your own characters (aside from specific trinkets which are not really useful; you are better off using damage dealing trinkets).
Finally, remember that stuns are OP in this game, so make sure you have, at least, one character who is very good at stunning (plague doctor, crusader, hound master even the abomination).
If you really struggle with HP, bring a flaggelant along with the vestal or a crusader with his HP recovering skill. An arbalest/musketeer can also be useful.
In this regard, bear in mind that if you are going to fight a boss or you are in tough dungeons, you can benefit from taking a mark party to the dungeon. Just bring bounty hunter + houndmaster + arbalest + any of the previous ones (change houndmaster for another bounty hunter, arbalest or even grave robber in the ruins or high-bleed resistant areas). With mark you can deal up to +90-100% + attack. So if you attack is 8-15 you'll be dealing 16-30 with mark.
The most likely victims of bad RNG involve setups with holes in their game, such as wasting trinkets on things that only apply to the wearer on 0-HP and provide non-guarantees. May I ask: what help against crits, stuns and 'all that' do trinkets like Martyr Seal help you prevent at the end of the day? It is one of many trap-trinkets that should never be worn by anyone.
Reducing the risks of RNG requires a more preemptive approach in terms of stats and combat. By using such a trinket, your Flag would have either been slower, or more inaccurate, or less potent, or whatever [based on all kinds of better trinkets that could have been considered instead] -- and it is the sum of all these values that determine those "RNG moments", like constant misses in a row, or losing initiative (SPD) rolls, etc.
As above. Learn what stats are actually valuable. A speed trinket would have prevented that, or possibly more damage (or control) to stop an enemy putting you in that situation in the first place.
Do not make comments like this and then attack people mentioning the importance of stress. Stress damage is infinitely more problematic than health damage, and one should avoid becoming afflicted at all costs. To be put in that situation: a) you allowed too much stress to begin with and b) were crazy enough to continue the run with afflicted heroes.
There is no cure for heroes passing turns, attacking friends, neglecting heals/buffs, shuffling themselves, injuring themselves, or any other afflicted actions other than to reduce their stress to 0 and remove the affliction (in-dungeon) or utilize stress-relief in the hamlet - so if you continue with afflicted heroes, you are automatically making the run immeasurably more difficult for yourself. In most cases, the safest answer is to just leave the dungeon and start over.
For best results, learn to manage stress - and if it all goes to pot, respect the retreat button. Two things above poster mentioned (and was attacked for).
This can only happen in situations such as: heroes with high volumes of +stress from trinkets and/or relevant (negative) quirks, such as +Stress in the Ruins, +Stress vs Undead, or +stress in general, being focus fired by double-wine. A lot of people can often forget to check each individual hero before a run to make sure they aren't at a huge disadvantage by going to certain areas.
A lot of people (myself included) also neglect the weekly log, because even putting your hero in stress relief for a week can afflict them with some of the worst debilitating debuffs in the game, like double vision, reducing their accuracy into nothing. Meanwhile, a clean comp that has strong stress-management and isn't carrying too much +stress (trinks/quirks) can eat those two hits, kill the Courtiers in return, and sustain back to max-health and low-stress off the remaining two enemies.
On the contrary. You CAN hit 200 stress in a few turns - even one if you really made the effort - but as above, it'll require certain preventable factors to be met. The closest legitimate case is the special enemy in Darkest Dungeon that can blast a non-torch trinket wearer for near maximum stress by default. Everything else boils down to your own stress-values. No trash-tier enemy in the game can one-shot you to 200 stress by standard means without gross +stress effecting values. As mentioned, double-check your heroes before entering dungeons, especially quirks vs trinkets.
You call out non-best-approach and mention another non-best-approach. I would never attempt this in general content given the trinkets required to fish for it, and the fact that a boss-fight does not give you the freedom to reduce stress back to 0 to try again. People who attempt this generally do it in ENDLESS mode with very specific trinkets and with the time to fix things if it goes wrong. This, along with your mention of Martyr Seal, give me a very bad impression of how you treat general content, and why you're such an easy victim for 'bad RNG'.
The retreat button is one of the most valuable things in the entire game. Your situation applies mostly to those who don't use it preemptively, such as trying it when a hero is already in dire peril. Each failed press adds more chance of success on the next attempt, and as mentioned earlier, I would be considering it constantly if my heroes are afflicted for any reason whatsoever, because they themselves can deny you use of it by passing or acting, giving you even less chance of it succeeding (whilst simultaneously being a huge reason why your overall run is failing to begin with).
Learn to value the button and especially when it's best to press it. It will save you lives.
I'm a stickler for questioning advice but I also respect that (in situations where I don't know what's what) I'm probably not the best candidate for appropriately questioning it. You can't know what advice is worth absorbing or discarding >> until you do.
The above poster giving stress-advice was clearly targeting your mention of afflicted hero - one of the absolute worst situations to be in that any self-respecting veteran will avoid at all costs via several means. As a result, you come across like you're asking for advice and attacking people who give it, so you're going to end up in a very unpleasant loop against people who have been down this road so many times it's not even funny.
I'm sorry to say it, but your posts give me the impression that there are several flaws in your game causing you to present the AI plenty of advantages over you, hence you are subject to 'bad RNG'. I'd start with No One's guide and re-evaluating your selection of heroes and trinkets. The simple stuff.
I'd also suggest utilizing a free recording software like SLOBS to record your gameplay. You'll find that it's infinitely easier for everyone involved when you can visually express your problem (and people will then visually see what is relevant to you or not).
https://streamlabs.com/
He is able to dodge and I am able to take out a couple of the enemy before they target my other teammates. There were a few encounters where the AI and I just miss or dodge completely for 2-3 turns, no one getting hit. How does the RNG really work? I know that in Xcom there is a seeding system but the RNG here is goofy.
Fundamentally the RNG decreases in the sense that you get more trinkets and better control over your party compositions. Enemies gain more than you do going from level 3 to level 5 in raw stats, but due to the above advantages you still gain more overall. The hardest part of the game is trying to run semirandom assortments of naked level 0s through apprentice. You never need to run 2s through veteran or 4s through champion.
That said because veteran is easy as sin, the transition to champion often catches players off guard - just as the punishment for failure spikes to the highest possible. It's a real gotcha moment the first time around.
In fact the RNG is slightly skewed in the player's favour. It says to-hit caps at 95%, whereas that's actually 100%. It's always 5% higher than displayed. If you miss too often it becomes 9% higher and then 13% higher etc until you hit.
I ran some teams with berserk charms (-5 to hit) and while I got miss streaks, it was usually in only one battle. Feels like the missing to-hit bonus actually sticks around until the quest is over.
Similarly, it seems like +stun trinkets make stuns land far more often than they should, like the time I landed 7 of 7 stuns against the 115% resistant Miller.
Next you mention speed trinkets and damage trinkets being viable, but isnt that a double edged sword? Most damage trinkets either lower speed or increase stress while most speed trinkets usually increase speed by a maximum of 2, only the speed stone is a straight bonus. And going with the speed argument, i mentioned that there have been multiple instances of me having +5 speed or more on the enemy and still not getting to go before them. Clearly the enemy rolled a super high initiative (or i rolled low) to add to their speed, which would be RNG, and bad RNG at that if +5 speed didnt matter. This is also under the assumption you have enough trinkets of the desired effect to outfit your party accordingly which may not happen until you start raising some champions
After this we will follow the trend talking about stress, Stress reactions are kind of the epitome of RNG, with a chance of 1/3 or less to act out when afflicted. However!, stress the MECHANIC isnt RNG in the slightest because every stress attack (including crits i believe) does a set amount of stress and is only variable based on dungeon level/darkness and quirks/trinkets. Since you know that afflictions are curable within the dungeon, so when all the major stress healing camping skills fail and they refuse to eat (which again is all 1/3 or less to do) that is literally hitting 1/3 over and over and over, that is bad RNG. There was an attempt made to reduce the stress and avoid retreat that inevitably killed a character, could i have ran and let the heart attack kill them in the hamlet (im unsure if thats possible or if theyd just have 45 more stress over 100 upon returning), sure. Is it more reasonable to believe that atleast 1 out of the 5 attempts to help the party would go through? kinda i mean the chance of hitting 33% 5 times in a row is low. Now the whole argument of "dont let your heroes hit 100 stress" is fair and yes you *can* retreat, but preventing them from becoming afflicted isnt entirely your choice, Considering crits and passive stress accumulation is a thing and theres no way to drop stress out of combat/camp/interaction you kinda have to hope a character doesnt teeter over the edge. Additionally if things go bottoms up mid combat, youre kinda relying on luck to leave the battle, which is relating to RNG and that isnt gonna always be in your favor.
After this you come to the preparation stage of the game, and you give viable advice. Yes it is smart to acknowledge quirks and go in with a party free of disease and stress. However, you will not always get that choice. Things happen in and out of your hamlet all the time and with varying hero levels and other things you cannot always have the most ideal party composition. Lets say you want to go into the warrens, you will do best if you have bleed/piercing. But lets say your heroes that fit that category are overleveled or afraid of that region you now have an ultimatum: Push on with the scared heroes, compromise and implement a non ideal party, or go back to square one but with a different region. Next you mention ideal party comps and just tanking the stress attacks, but thats counter productive and hopeful. Even if your party is in good shape and resistant to stress, two bone courtier crits can hike up even the most stoic character, and if you want a chance to kill them before they go again youll need damage and more likely a damage trinket, which will probably boost stress gain. This leads up into the section of being afflicted before you can act. Yes it is entirely possible to become afflicted from low stress in a single turn before you get to act (a turn referring to a round, not a single attack from one enemy), a cultist can crit you and provide the +10% stress debuff and the courtiers can just crit that character back to back with wine and boom, that character has been afflicted. Thats RNG, three crits with the debuff before you can act, its highly possible but its still bad RNG on you. Additionally, sometimes you WANT to be virtuous for a boss. If im correct its the Crew who, if youre virtuous, cannot claim that hero. If you can get your damage dealer and maybe healer to become resistant to the charm the fight becomes the easiest one in the game, hence sometimes you want stress but it still relies on RNG to receive virtue.
After this you go on to say that fishing for virtues isnt viable, and yes that is true, but then you circle back around and say that me choosing to use a martyrs seal (which has no downside, and very limited upside) reflects on me being bad at game choices, but it seems youre making very foolish assumptions. Firstly, you wont always have the best trinkets in game, and the martyrs seal has no downside, so with no other viable trinkets to use, the seal on a flag is pretty smart. Considering you recieve the first flagellant at around week 10 due to an event, you shouldnt have crazy trinkets, and truth be told the best trinkets for flagellant dont show up until late game so assuming im willingly choosing the martyrs seal rather than it just being the best current option is a weird.
Next is the argument of "You should retreat before things get dire" but the whole argument and purpose of this post is bad RNG, in these cases the ♥♥♥♥ has hit the fan in the middle of combat, this isnt a trickle effect, this is starting the fight in pristine condition and getting dumpstered. Obviously if things start to gradually look bad you shouldnt persist, but if your front liner gets blighted then crit with a treebranch smack down and put to zero, but its his turn next and he just dies, well the preemptive measures available are beyond me. Then you mention the gradual increase in retreat chance, but again this post is about bad RNG, i think my record for failed attempts for escape is 4, my whole party tried to avoid a collector fight before he summoned.
No-Ones guide is indeed helpful and insightful for mitigating random chance, if you can stop the entire enemy team from acting you can avoid a lot, that is a viable answer, and the guide is in depth. However, the stress reduction argument you appear to be defending is not helpful for the reason i mentioned: Affliction reactions are random chance, however the amount of stress you recieve isnt variable like damage is, you take a flat amount of stress that is modified by what your character has. RNG in terms of stress taken per attack is not that visible for an issue. The same thing goes for stress healing, it isnt variable beyond your character, you cant crit stress heal and in most cases its a solid amount like jesters ballad.
See, i think you have a large misunderstanding here, or youre refusing to accept that this game is legitimately based on percentages. I came looking for advice on how to mitigate random tragedies due to RNG, i didnt say "This game is ♥♥♥♥♥♥♥♥, its so unfair" or anything similar, in fact ive had my fair share of god moments in my 200+ hours in the game, even managed to get the deaths door 5+ achievement. However the stress mechanic isnt the entirety of RNG and is a very little part considering how flat the stress damage is. It isnt like the occultist heal of 0-20, all stress damage taken is +15 or something similar, so yes i do think its fair to say "how to deal with stress damage" isnt exactly the answer im looking for when trying to fight random chance. The entirety of this post was in essence "Man, ive been having really bad luck in game lately, do you guys have any advice on how i can mitigate this?" and you and the other poster responded with "manage your stress, youre clearly making wrong decisions and youre just upset" meanwhile people like No-One gave answers and insight.
That is the entire point. It doesn't provide you a worthwhile positive outside of MaxHP - which is certainly valuable, but not helping actually prevent health or stress damage to begin with. This doesn't apply solely to the Martyr Seal - there are plenty of trap trinkets that are either neutral (at best) or a detriment.
Do bear in mind that 15% chance to be slain is a broad margin, and even if it were 5%, there's nothing stopping RNG from making you eat that 5% death-blow 100% of the time. So long as it can happen, it probably will. I'm always surprised when people complain about RNG, yet also seem to bank on it in some way, such as those advocating dodge (without stacking it to a point where it can even pretend to be consistent), or Death Blow resistance of any kind. Not saying that's you, but there have been many people in the past who've advocated for max DBR in the past - and the results were exactly the same. Full graves.
The initiative roll is 1d8, so as long as you are not 8+ speed faster than a target, it has a chance to go before you. A good rule of thumb is to always have at least one high-speed disabler (eg. a Plague Doctor) to go before the vast majority of threats, but obviously, you cannot reliably hope to go before every enemy in the game, nor assume you will always have a Plague Doctor for every dungeon -- but you absolutely can form teams that can still react or preempt safely.
The alternative (and one of the most commonly complained about situations in the past) is the "Spider Train" debacle - a slow team that can only watch while four speedy spiders mark-and-crit a hero to death before they can even act. The principle is the same >> you can do this to the vast majority of enemies in every zone if you wish.
However, it is unwise to sacrifice EVERYTHING in the name of speed, because focusing solely on that means you are likely to go first but lack the accuracy and/or resistance-bypass to even hit important abilities, meaning it was all for nothing.
Only when afflicted - which is about the next worst thing to losing a hero - hence people focused on the importance of stress management, which doesn't just boil down solely to 'use a stress healer'. Target priority, trinkets, quirks, curios (good and bad), camping buffs, hamlet buffs/debuffs, sustain comps, using heroes at their absolute best (upgraded) for better chance of hitting/avoidance, etc. Managing stress is a permanent thing, not just an in-fight aspect.
It may not be an 'outright' choice, but you absolutely can choose to make becoming afflicted as difficult as possible.
Sure, it can still happen, and when it does, one must be prepared for the fact that trying to continue the dungeon will result in said heroes acting against you most of the time - a perfect use of the retreat button, unless you're, like, one room from possible victory, and even then I'd still be extremely wary.
Note that I didn't advocate for tanking stress attacks. Preventing them outright is the optimal situation (see above). You can argue that you can't stop everything all the time, and you'd be right, but even double-crit wine against a +stress (cultist) debuffed hero will not 0-100 my stress bar, and hasn't in over 1k hours, nor do most of my optimal comps ever allow three stress nukers to act back-to-back whenever they can help it. And no, I'm not the luckiest player in the universe - there are simply too many other variables to consider.
Incorrect. I said it is not worthwhile in standard content - especially not standard boss fights. Saying it is unviable entirely is a completely different discussion. Note my mention of how it's a common strategy in endless - a situation typically played with the best heal+stress sustain team in the game that absolutely can reduce people back to 0 to try again if it fails, and gives you more freedom to dedicate inventory slots to the extra trinkets required for it, but trying to do this during a boss-dungeon with no real means to cure it if it goes wrong (and also reduce your own capacity for treasure collecting along the way), is completely unnecessary (at best) and outright silly at worst.
One may like the idea of being virtuous for a boss, but there's simply no reason to fish for it in standard content unless you like taking risks in a risk-management game for the sake of additional buffs against extremely cheeseable encounters.
Let's note your original comment:
"i cant even get my flagellants to survive a single deaths door even with the martyr seal"
The wording implies you've actively been trying. Regardless, you brought up death despite capped resistance, to which the response was clear - that the trinket is absolute garbage.
The whole point is to not get afflicted in the first place, as has already been said. Stress is infinitely more detrimental than health damage, but no less manageable. The first bit of advice anyone would give someone else regards stress management - whether it's prioritizing stress-nukers, or all the tips and tricks to ensure stress is kept as low as possible at all times. If you believe anything related to that is not helpful then I'm not surprised as to why you bewail afflictions.
I don't recall anyone saying you said this, but I could be wrong.
You say this whilst simultaneously bewailing the negatives of being afflicted, which is a direct component of being over-stressed, not to mention that paragraph about the supposed possibility of being 0-100'd in a single turn.
Nice to know the previous post was highly skimmed and that conflicting discussion will likely be regarded as just "nya nya you're upset", which I never said at all. People who ask for advice won't always get the type they want to hear, which I'm sure is annoying, but is certainly less annoying than a thread full of people trying to help in their own way being shot down by the advice seeker as if what they're saying is incorrect.
Best of luck battling the RNG problems that some people don't actually have, and I'll leave this thread with one reminder of Streamlabs OBS. If you want to visually express a problem or make it easier for people to see what is relevant to you, consider recording the problems. You'll find it much easier to get the advice you're actually looking for that way.
https://streamlabs.com/
2. next you mention the 85% not being high enough to expect to live, but in all honesty if the flag dies in 1 DD check with an 85% survival chance then that would be considered bad luck. Simply saying "15% is still a large margin" kinda overlooks the 85% being more than 4/5th chance of survival, if they die at the Death resist cap in one hit its bad RNG. Equipping the seal is kind of the attempt at mitigating dying in one death door hit.
3. Yes the initiative roll is a d8-d10, ill take your word on a d8. If your character has +5 speed that means the creature youre up against has rolled 6-8 on that initiative while youve rolled 1-3, and if it happens multiple times then yes thats bad luck, you can attempt to mitigate it by increasing speed, which is what you said, but that doesnt really work except for PD or the other faster characters, anything else just increases your chances but in terms of stressors the speed increase doesnt help a moderate to slow character.
4. Yes that is what i mean by stress reactions, the affliction reaction of 1/3 to either cause stress/damage/ etc on your party or themselves. Following that, yes in an ideal world where the 20 dodge of the enemy doesnt cause a dodge, or the damage dealt isnt just short enough to keep the stressor alive, or their stun resist stop the stun. Yes you would like to kill the stress enemies or disable them, but sadly in a lot of cases that doesnt happen. I wont consider that bad luck, just an unlucky moment. But sometimes that unlucky moment eventually leads to the bad luck tragedy. but similar to the argument mentioned prior with speed, Stress reduction isnt the sure fire way of survival. In some instances you need resistance, others dodge, and even more so youll need the occasional crit boost. Having all of it reliably causes your party variety and trinket choices to become slim. And if youre in early to mid game that "ideal setup" wont be available in most cases.
5.Again, you can focus your efforts on making an affliction occuring very hard, but just like you said with speed, focusing that one aspect doesnt protect you from other aspects. Having the best stress resistance available doesnt stop the physical damage/stuns/ DoT's. Yes if my case were "Stress is kicking my butt what can i do? ive lost so many parties due to afflicted members and heart attacks" This focus on stress would carry a heftier thought in my mind. But since ive had a plethora of heart attacks/bleedouts/ Failed retreats/ and insane crit recieval rate, the concept of stress is just one of the many bases. However i made this thread with the concept of an "all-rounder improval advice" rather than "heres one thing you died to, you should focus that so it doesnt happen more". And similar to how you argued the death door resistance not always mattering, stacking stress resist doesnt protect from stress entirely, and while my trinkets are based around stress reduction i may be lacking dodge, prot, damage, resistance. So focusing on one base isnt the all-rounder advice im looking for, i understand the stress mechanic, and as much as me and you have probably dealt with it and understand that its annoying, i guarantee when things have gotten serious even you couldnt prevent your heroes from turning or even dying. Saying the phrase "just retreat" is easy, just as easy as stacking stress resistance, but when things dont roll in your favor and your hero dies or refuses to escape what will you do. a lot of the stuff you say is advice thats great on paper, but once you start rolling the dice its not as black and white as you cut it to be. This is a post about RNG after all.
6. Yes, and again if luck were to be in your favor you would be able to consistently, or atleast somewhat regularly be able to prevent the stressors from going by stunning or outright killing them. Just like if you had favorous luck, youd be able to dodge the next "Cripple them" with an average party dodge of 40. However theres a compromise to be made there, if i want to stun them and go first id need speed and stun chance, if i wanted to kill them outright id need speed and damage, if i wanted to dodge id need dodge. If i just accept ill be hit anyways ill need to focus stress reduction. However with all the buffs and debuffs in the game, you cant really guarantee either of those will work. I can get my stress reduction to -50%, but not my hero isnt strong enough or fast enough to prevent the stressors from wreaking havoc. Theres very few parties that can roughly balance all the aspects. So if you focus one, nothing stops other forms of tragedy from occuring, if you try to hit a good balance, nothing stops all forms of tragedy. As you said, there are tons of variables, just focusing on one doesnt help in the general sense, it just brings light to one. As for the argument of going 0-100 in a single round. Its entirely possible if i were to have a hero with dismas head ( +20%) in a dungeon and another trinket or quirk/debuff (+15%) that increases stress, fighting a party of cultist-cultist-acolyte-acolyte, getting hit and debuffed with the both attacks (+40%) then getting the stress attack. (of course this will be in a champion dungeon). So the crits from the cultists adding their stress plus the the stress from the acolytes plus all the additional stress debuffs make it roughly 35 stress+35 stress+15 crit stress + 15 crit stress. Of course this doesnt acknowledge potential death door stress or torch reduction, but considering this is all estimation, and the fluidity of the additional +15% stress which could come from a variety of things, including prior enemies, it is indeed entirely possible to go from 0-100 on a hero who is used for focusing damage or healing with a head trinket.
7. Yes, fishing for virtues in standard game is generally not worth it as you said, that would make it not be considered viable. Endless mode should not be counted for in the game because no heroes can die in the farmstead (they come back as refracted) and the only external influence it has on the regular game is that it gives space shards which can be used for trinkets/dust.
8. When i said youd WANT to become virtuous, it was in reference to the Crew boss in the cove. im unaware if you know this or not, but virtued heroes cannot be hooked by the anchor, and as a result the crew cannot heal and your party cannot be immobilized. If you gain the virtues and are lucky, all three variants of the drowned crew are about as easy as the necromancer boss. Obviously if you could skew the results and become virtuous every time itd be super worth it, but i was talking back in a practical sense.
9. My flag dying in one hit while having the martyrs seal and essentially max resist is not indicative of anything i was trying to do. You assuming i was trying some death blow resist cheese (especially after the resist nerf) is on you, but i also mentioned he had a bleed trinket in the warrens. I mentioned i valued survivability and bleed on him, which is what flag excels at, especially in the warrens. Anything beyond him dying and it being unlucky is an assumption on your end. Maybe thats why you chose to follow those statements up with comments about my playstyle, because you assume im going for some niche build or strat. I cannot say for sure and wont assume.
10. Again youre focusing on stress. Stress isnt the biggest thing but it should be noted. However reducing stress and dealing with stress doesnt necessarily mean its rng related. RNG isnt implemented with stress until afflictions are placed. When you take stress damage its always flat and your character moves on. Once you hit 100 stress and fail the 1/4 to become afflicted then RNG becomes relevant. Your character has a 1/3 chance to act out after that point. If your character virtues or never hits 100 stress, then dealing with direct stress dealers doesnt relate to RNG *besides damage and crit*, if you never hit 100 stress nothing happens, if you force a virtue, then nothing notable happens until 200 stress. I wanted advice on the RNG aspect. Stress doesnt fall into that, especially if i decide to create a virtue based party with lots of stressheals to continously reroll them. At most, stress reduction is a hopeful preemptive measure, but it doesnt necessarily stop the RNG or the afflictions from coming. It just tries to prevent an extra source of RNG
11.Yes, the original guy you defended who mentioned stress mentioned something along the lines of "go ahead down the delusional route and blame the game, pretending that it just bend you over, when you did everything right." Which would be pretty indicative of thinking i was mad or upset.
12. again, youre focusing on stress. I "wailed" about one instance of a party member dying while afflicted, and i also "wailed" about dying with high DR, youre just choosing to focus on the stress aspect. Other than mentioning your opinions on the martyrs seal youre trying to make it seem that im complaining about stress, when in reality im complaining that i died during a camp because i failed a 2/3, 5 times in a row, just to heart attack while ending camp. Even with complaints i followed it up with advice, which you really havent provided in terms of general RNG reduction. The most helpful thing you said was already said by No One and his guide. You just added onto it then inserted your assumptions and opinions.
13. Again youre kind of assuming a lot, ive rewarded a majority of the helpful responses to show my appreciations. The only thing i said was wrong with the original response was him saying the threshold cant be hit in one turn without reaction, which i just did the math for you. Then i said that stress the mechanic doesnt directly relate to RNG, its kind of an avenue for more to be added, but actual stress accumulation and loss is flat, there is no crit stress damage or crit stress heals. Theres no RNG in it, and it tells you how much you should expect to recieve because its always gonna be the flat +15/+20 with the modifiers. Assuming the stress mechanic was dropped from existance, a good majority of the RNG would still be in place, the only RNG that stress adds is with afflictions, beyond that there is none besides the percent chance it hits. Additionally, if i HAD recorded the events i described (which videos of what im talking about are common place on youtube), what would have changed, you still would know about a flag who died in one check, and a party member who was stressed to death during a camp.
Except it's not, and I'm discussing the trinket because of your line in the OP that was mentioned in my previous post. Whether you chose to wear it or whether it was your only option is irrelevant when the point is simply to highlight how garbage it is - and the fact you're trying to defend it (despite years of proof of how bad that is [and DBR increase in general]) will cause an unhelpful loop going nowhere fast.
I said 15% is a very broad chance, and that there is nothing stopping RNG from making that 15% happen 100% of the time. It is my version of No One's "Assume you have 0% DBR" - which is a good practice. If you want to bank on such chances when dealing with the life of a hero, that's up to you, but a good player will, instead, utilize stats that actually help prevent the need for DBR in the first place.
The only legitimate full-time benefit that trinket provides is increased health, and even that has limited value except on above-average or high-health heroes (who, ironically, often don't need that to begin with).
Except it does. It helps everybody - because the enemy doesn't solely consist of hyper-speed stress-nukers, and you'll find that most average-to-slow heroes aren't always the one's that are best at disabling them either. The entire beastiary is rife with all manner of threats at all manner of speeds, and focusing on speed in general ensures you act before most of them. This falls back to my previous point about how countless teams can either prevent stress nukes and/or always be prepared to react to them when they go through. It's just easier to prevent the faster you are, but not mandatory to overall success.
You can make it happen in most cases and/or make it extremely difficult for the enemy to push you to 100 stress in many ways. Just like speed, you don't always HAVE to be faster, nor achieve that first-turn kill/stun 'all the time' to succeed.
And yet you can beat dungeons with Antiquarian healers, and even no healers at all, simply by playing in certain ways. Health damage is not nearly as detrimental as stress damage when it comes to Darkest Dungeon. Meanwhile, one measly affliction absolutely can wreck your entire run.
You're just confirming what I already said. Of course it's possible, but only with certain variable and modifiers. That is nothing new - something everyone should plan or prepare for when choosing trinkets/setups. Let's not forget that there are four hero slots, each one being capable of covering gaps. For example, a speedy PD with a good stun trinket, by herself, removes so much of the challenge that it's not even funny. It's not like ALL heroes would be filling that same role, hence compositions and setup is such a big factor.
Even should two back-rank nukers go before a well-set Plague Doctor, landing the stun after they have acted still means you have a psuedo 2-turn window (maybe more depending on next initiative roll) to bust them up, not to mention the freedom to undo what they achieved if you have a sustain comp. You can't have your cake and eat it, but you can definitely take a hell of a lot of cake into a dungeon.
So long as said trinkets are usable in the base game - and so long as a portion of them are hands-down the best trinkets in the game for X or Y hero - yes, endless (and Crimson Court) absolutely should remain in this discussion, as not many people are playing JUST the core game any more. There's no logical reason to exclude them other than they are not relevant to you specifically, but you being the OP doesn't mean everyone reading this is in the same boat.
I am aware - and it is of little consequence or value when said boss can be consistently dunked in a handful of rounds without such strategies. Personally, I don't even think of Virtues going into the Crew fight, and while I can't speak for everyone, I can say that nobody 'needs' to think of virtues to achieve an easy victory over them. What I said about virtue fishing still applies - it is unnecessary (at best) and pointless (at worst) in standard content.
Crew is already on the 'easiest bosses in the game' list as it is. The only thing you can say is that it's not as mechanically cheeseable as most of the others, yet that doesn't really matter at the end of the day.
Maybe so, but it doesn't change how you worded it, which gives the impression you were actively trying it more like a strategy rather than a once-off. Either way, I'll not waste time over it.
The essence of stress-healing is (mostly) reactive. After all, you need to be stressed to 'cure' stress. The pre-emptive side comes from reduction: trinkets, buffs, skills, quirks, etc. And yes, working towards avoiding affliction does, in fact, stop the RNG of afflictions - by ensuring there isn't any. If you are looking for answers as to how to stop or quell the RNG of affliction-reactions - there isn't one, because you can't, other than curing them, hence not becoming afflicted is a huge priority.
If you say so, though do bear in mind that all my posts have been a direct response to yours rather than an attempt at full-on advice. If the things supplied to you already weren't sufficient, then be more specific about what you seek, because so far, all I see are people throwing food at the wall hoping something sticks while you shoot them down, and I wager most of those food-throwers (myself included) actually don't have your specific problem.
As said, it helps to both convey (and receive information about) specific things and can actually present variables that are often not mentioned or overlooked. I'm almost always recording whenever I play (most) games because a) I love making videos, b) if anything of note happens, I've captured it, and c) if I want to talk about things, I can wordlessly prove it with footage more often than not.
There's an infinite number of rage videos and "RNG ATE MY HAMPSTER" clips on the internet, none of which would have come from your own hands (thus not 100% accurate to your situation), but all of which are often very easy to dissect with either in-moment advice or, at worst, information that can help prevent those things from happening again.
Alas, not many seem to bother with this, so we often end up with massive walls of text on a forum that ends up nit-picking side-details or going off track. So it goes.