Darkest Dungeon®

Darkest Dungeon®

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algothi Feb 18, 2015 @ 8:18pm
Debuff vs Stun Base Chance
Is there a reason Debuff abilities have a much lower base chance compared to Stun abilities?

Weakening Curse, Vulnerability Curse and Dodge Curse all start at 75% base chance and scale up to 115%, Distract enemies is the odd man out with a 70%-110% base chance. Compare to the stun effects, Strong Stun 125%-165% and Stun 100%-140%.

I personally find it odd, since I think Stun skills tend to be much more valuable then debuff skills. A stun will negate damage from an enemy for one turn, an ACC and Damage debuff like Weakening Curse only has a 10% chance to negate damage, otherwise reduces damage by 25%. The only thing these abilities have in their favor is they last several turns and can be stacked.

A dodge debuff to an enemy is a bit more useful then an attack debuff, since in theory all characters can take advantage of it for several rounds. That being said, considering Hit% and Resist%, its rare to get it to stick. In addition, I dont believe Defense Rating can drop below 0, so in many cases much of the 20-30 dodge debuff can end up wasted, so stacking isnt really that impressive.

I feel Debuff skills could use another pass over.
Last edited by algothi; Feb 18, 2015 @ 8:20pm
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Showing 1-6 of 6 comments
Hans Feb 18, 2015 @ 8:24pm 
Completely agree.
braincraft Feb 18, 2015 @ 8:31pm 
Move resist is in the same boat. But yes, partial enemy negation shouldn't be harder to inflict than total enemy negation.
algothi Feb 18, 2015 @ 8:38pm 
Push/Pull effects look to scale on Par with Stun abilities: 100-140%. Looking over a few back row monsters, Move Resist looks to be in the 45-70% range for teir 3. It has felt a lot worse to me, but honestly that can easily be chalked up to observational bias on my end.
zverozvero Feb 18, 2015 @ 9:12pm 
Agreed. Debuffing in 5L dungeons seems unreliable at best, cause it tends to fizzle.
Move is slightly better, but not so much. It still fales half the time. Stun is best, cause its results are most valuable and its usually weak but aoe, or single yet strong.

Debuffs should be usefull on big and dangerous targets, but those are like most resistant and either can be burned with 1 more damager instead of debuffer (obviously, 3 dd instead of 2 is flat +50% :) ), or just disabled with good single stun.
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Saw some good stun trinkets (not 'good', but will do trick of +30% like 2xParalyser Crest while compromising crits), but do you know some worthy debuff ones? So they give 10-15% and dont cripple character to the grownd.
Profane scroll might do it for Vestal, but then its either stun or weakening, and value of stun is higher.
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So 2 debuf stones will give +20% chance -16% damage... Oh whell. Hope it will work for Swine God 2leper 2ocultist with mass -damage and withstand stalling. Outside of that 'speciall' its
cleansing crystall and solar cloack/bracer lost, thus not really effective.

1 stun mitigates 100% damage. 1 curse - 75% spread in 3 turns.
Last edited by zverozvero; Feb 18, 2015 @ 10:03pm
algothi Feb 20, 2015 @ 10:40am 
Delving a bit deeper into the files, it looks like a lot of enemies use these exact same debuff effects, so increasing the base chances on them is likely to make enemy debuff attacks pretty powerful.
zverozvero Feb 21, 2015 @ 6:15pm 
This should go to suggestions section in one way or another.

Debufs of both sides should be imposing, both worth of planting and stacking protection against.
For now its Total waste of turn in most situations and even in some dire ocasions its better to heal up and pray for miss or hit with caster and pray for crit rather than hope for debuf to proc and bring... what? 20 less dodge? 25% less damage?
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Date Posted: Feb 18, 2015 @ 8:18pm
Posts: 6