Darkest Dungeon®

Darkest Dungeon®

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Cho's Abomination Rework
   
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Class Mods: Class Tweaks
Etiquetas: rework, Abomination, Cho
Tamaño
Publicado el
Actualizado el
653.241 KB
11 JUN 2020 a las 10:53 a. m.
23 ABR 2022 a las 5:18 p. m.
11 notas sobre cambios ( ver )

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Cho's Abomination Rework

Descripción
Main Concept
Instead of having all 7 skills available in combat via transformation, Abomination will work like all other vanilla classes. Choose 4 skills to use from any of his 7.

Transformation has been changed to Unleash the Beast.

Stats
Crit Effect: +20% DMG for 3 rds

HP: 21-41 (-5)

DMG: Normalised scaling, reduced slightly
Old: 6-11/7-13/8-15/10-18/11-20
New: 6-11/7-13/8-14/9-16/10-18

SPD: 4-6 (-3)

Skills
Unleash the Beast (replaces Transform)
Small chance to become permanently
unleashed with a chance for act-outs (skill
disabled).

Self Target
Cooldown: 3 Battles
Self:
Buff: +15-25% DMG / +2-4 SPD (3 Battles)
+8 Stress
Debuff: +25% Stress Received (3 Battles)


Manacles
90 ACC (-5)
Stun (100-140%) (+10%)
-50% DMG (from -60%)

Beast’s Bile
xooo - o+oxx (from xoox - xo+ox)
85 ACC (-10)
Blight Target: (100-140%)
New: 3/4/4/5/6 for 3 rds
Old: 2/3/3/4/5 for 3 rds
No Blight Resist Debuff
Self:
Activate Riposte (3 rds)

Absolution
Self:
+20% Healing / Stress Healing Done per 20 Stress (Max +100%)
Heal 2-4 / Stress -5-7
Old: Heal 3-5 / Stress -7-10

Riposte:
-90% DMG || 6% CRT || 85 ACC
Blight Target: (100-140%)
3/4/4/5/6 for 3 rds

Rake
85 ACC (-5)
+6-10% CRT vs Blighted
No longer buffs Rake DMG.

Rage
Abom always spawns with Rage unlocked

Slam
ooxx - ooxx (from xooo - ooxx)
-40% DMG (from -25%)
Self: Forward 3
Target: Push 3 (110-150%)
Debuff: -15-30% PROT / -4-6 SPD for 3 rds (110-150%)
7 comentarios
OpalGotMyHeart 24 NOV 2020 a las 4:20 p. m. 
Honestly Ive been trying to find use for the Abomination in my games for a long time, but with his stun being unreliable, blight being relatively weak and his impact to the team being so harsh I often just put him aside in favor of stronger, less harmful damage figures like highwayman or Grave Robber.

I really appreciate finally having a reason to bring the abomination, thank you for the great mod!
Chogex  [autor] 29 JUN 2020 a las 7:40 a. m. 
Glad you're enjoying the mod!

Unfortunately I'm taking a break from working on mods, I have a lot of irl stuff to stress about right now. Not sure if I'm gonna get around to fixing those sounds after all that.
Theo =UwU= 28 JUN 2020 a las 3:57 p. m. 
Absolutely in love with this mod. I love the Abomination, but I'm not really a fan of transform classes feeling gimped 50% of the time. This rework helps him fill the same role, albeit with more consistency and flexibility.

Is there any plan to fix the sound bugs? It's a bit of a bummer that the sounds are missing. It doesn't ruin the fantastic mechanical work that the mod puts forward, but it'd be rad to see it fixed!
Great work! I plan on using this a ton moving forward either way. :)
Chogex  [autor] 20 JUN 2020 a las 1:36 a. m. 
Yes. You'll just have all eight skills selected but you can unselect them to have it work normal.
Jesterofgames7712 20 JUN 2020 a las 12:49 a. m. 
Is this compatible with an ongoing save?
Chogex  [autor] 11 JUN 2020 a las 10:24 p. m. 
I know there is no audio currently, was too tired to fix that yesterday. I'll have that done after work.

I may conside boosting the chance of perma unleash, but it's really not meant to be something every abomination should get. Glad to hear you like the rework!
Mafe 11 JUN 2020 a las 5:32 p. m. 
An interesant twist of the original Abomination. I played a bit with him, and witouth any doubt, will become my default Abom rework to use. Good work!

Some things I think are worth mention:
-The mod atm has no sounds due to the removal of modes.
-While I like the "Permanently Unleashed" quirk mechanic, I think its chance its insanly low. I understand this, cause you probably wanted to make it "an occassional surprise", but considering that its impossible to spam the spell to "farm" it (You can only use it 1 time every 3 battles) I think that boosting its base chance from 1/2/3/4/5% to 5/7/8/9/10% would be enough to not make it insanly rare to see.