Darkest Dungeon®

Darkest Dungeon®

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Tamiore Jun 14, 2015 @ 10:12am
Any trick VS the cannon boss?
Am I missing something about protection mechanics?

It seems like (since the cannon is immune to every DOT) protection of 70% just means it has some 400-500 HP instead of ~100 it shows.
So what's the catch? Is there a way to lower it's protection somehow?
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Showing 1-13 of 13 comments
Lonewolf1043 Jun 14, 2015 @ 10:25am 
No, you just have to keep hitting the crap out of the thing. Keep the fuse lighter stunned and kill him when his stun resist gets too high and ignore the other units as the cannon will just summon more so there is almost no point to kill them, just keep healing. My team was Hellion, Leaper, PD, and Vestal, the PD kept the lighter stunned, Vestal kept up the heals or was a 2nd stun if PD failed, and the Leaper and Hellion kept nailing the cannon with the Hellion taking time to kill the lighter to reset the stun resist.
Last edited by Lonewolf1043; Jun 14, 2015 @ 10:31am
Tamiore Jun 14, 2015 @ 10:35am 
Yea, I killed it on the first go (8, 12 and 16, all of them) with a team of "eldrich angels" (helion | helion | vestal | WD).
However, it just feels... wrong? My helions had to crit it, like, 6 or 7 times — and those crits normally do 60+ damage, but here only did 12-14.

Why even give it "protection" if THE ONLY thing it does it just effectively give it 4x times the HP with no way around it?
Last edited by Tamiore; Jun 14, 2015 @ 10:35am
Lonewolf1043 Jun 14, 2015 @ 10:42am 
Originally posted by st88:
Yea, I killed it on the first go (8, 12 and 16, all of them) with a team of "eldrich angels" (helion | helion | vestal | WD).
However, it just feels... wrong? My helions had to crit it, like, 6 or 7 times — and those crits normally do 60+ damage, but here only did 12-14.

Why even give it "protection" if THE ONLY thing it does it just effectively give it 4x times the HP with no way around it?
Yea I know, I guess the only logic I could maybe see is that you are hitting a giant, metal cannon so you attacks wouldn''t effect it normally like it would a person or monster. High protection or high HP makes no difference really as long its one of the other, both would be a major pain.
Combat Wombat Jun 15, 2015 @ 7:11am 
Such a lazy, boring mechanic and so easy to beat. The only time i ever struggle against this one is when RNG punches me in the gut.

I just kill the cannon guy, usually 1-hit and then tickle the cannon till is falls over. I never stun anyone, no point really. Got hit by the boom blast first time as i didn't know what the encounter was but since then it's only when i get 4xmisses against the cannoneer in one turn i get hit....which is rarely.

What i want to know is how an inanimate object such as a cannon can call for reinforcements....?
Sareth Jun 15, 2015 @ 8:25am 
Originally posted by Combat Wombat:
What i want to know is how an inanimate object such as a cannon can call for reinforcements....?
Well, the cannon at least would be some worth to the bandits, so they'd rally up around it...
What I find more ♥♥♥♥♥♥♥♥, that the my heroes are aparantly incapable of htting an inanimate object such as the ♥♥♥♥♥♥♥ kettle of the hag, which (to put the lid on it) also has a dodge-chance apparently...
Last edited by Sareth; Jun 15, 2015 @ 8:25am
Liliana Jun 15, 2015 @ 12:07pm 
The cannon has bells on it. I figure it just moving around, such as when you hit it, makes noise that draws more bandits out of their hamlet, wherever the bandit hamlet is.
Shadow Jun 15, 2015 @ 3:09pm 
My strategy is merely to keep killing the matchmen bandits, mark the cannon and smack away.

And yeah, the cannon has bells on it. The game shows the reinforcement as an action by part of the cannon, but really, I just figure a steady stream of bandits would keep coming as long as there's a gun to defend. The action is just there to make mechanical sense of it.
algothi Jun 15, 2015 @ 3:25pm 
It would be interesting if critical hits against the cannon would drop its protection slightly, say 10% per hit. This way bringing the low damage/high crit chance characters would be a bit more appealing then just trying to slog through its hitpoint total with the heavy hitters.
Borealis Jun 15, 2015 @ 3:26pm 
So I have not seen this anywhere else, so I'll post it here. If you kill all 3 humans in the same round (cannon is alone), the cannon will only summon a matchman for reinforcements. Then you simply have to keep the matchman dead each round to prevent normal bandits from being summoned. Not sure if this is a bug or intended, but I literally just did this and it worked.
nemthos Jun 15, 2015 @ 3:38pm 
Originally posted by staracino:
So I have not seen this anywhere else, so I'll post it here. If you kill all 3 humans in the same round (cannon is alone), the cannon will only summon a matchman for reinforcements. Then you simply have to keep the matchman dead each round to prevent normal bandits from being summoned. Not sure if this is a bug or intended, but I literally just did this and it worked.
After a few rounds other bandits will appear, too
Borealis Jun 15, 2015 @ 3:42pm 
More than a few. I went 4 rounds in a row of only matchmen spawning and then I killed it.
Lailah Jun 15, 2015 @ 10:21pm 
That's what happened to me too. I figured that's WAI. The fight was really boring. Not hard, not OP, just... boring. Making its calls more random (And killing its protection some) would go a ong way to make it more interesting. You're incentivized to kill its peons more, without being as likely to just win the fight (slowly) once they're all dead. If it could call the bondage dudes to tank for it, that'd also help a bit.
h0b0king Jun 15, 2015 @ 11:46pm 
Murdering the bandits seems to increase the treasure amount - plus why bother stunning an 8HP dude. That said I do feel like the prot change in a recent patch made the tow new bosses a bit lamer.
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Date Posted: Jun 14, 2015 @ 10:12am
Posts: 13