Darkest Dungeon®

Darkest Dungeon®

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Circusy Occultist Rework
   
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Class Mods: Class Tweaks
File Size
Posted
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1.620 MB
Nov 20, 2020 @ 8:01am
May 7, 2021 @ 4:14pm
13 Change Notes ( view )
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Circusy Occultist Rework

In 1 collection by Evander90
Evander's Circusy Class Reworks
7 items
Description





I think the Butcher's Circus DLC does a better job at capturing the unique strengths (and weaknesses!) of some of the classes than the single player campaign does. So here we are!
This is part three of a small project aiming to make DD classes more similar to their Butcher Circus counterparts.


Circusy Occultist Rework introduces Stygian Embrace as you would expect, but due to how different PvP is compared to PvE, it also tweaks the Occultist's stats and skills so that he can fill the different support roles he was intended to while still having 7 skills and not feeling OP. The class as a whole is now very versatile like in BC, if a bit risky to use just like before (something about vanilla Occultist always felt like a gamble and I wanted to keep that). He can be played more offensively, thanks to an enhanced mark synergy that aims to finally make mark comps more viable in PvE, or more defensively with his expanded support skills.


I am pretty new to modding so any feedback is appreciated!



Circusy Occultist changelog (CoM patch), mod v 1.1:

- base stats tweaked: HP reduced, dodge increased;
- crit is increased, speed is unchanged;
- resistances tweaked to match his BC concept (he is a little more vulnerable to stun, bleed and move, but more resistant to blight, debuff and disease)

-> New crit buff! Flat +2 hp Heal on his next move (Want to use him as a reliable primary healer? Boost crit -> land hit -> profit)



Sacrificial Stab
- minus 33% dmg, but slightly improved accuracy
- bonus damage against Eldritch slightly reduced
- added prot debuff
- now marks the enemy
-> a reference to his Butcher's Circus trinket "Sacrificial Kris"

Abyssal Artillery
- lower base damage, higher crit chance
- buffs party for % stress healing received for 2 turns
- debuffs enemy speed
-> control those fast backline stress casters

Vulnerability Hex
- no damage (thus does not trigger riposte / retaliation moves)
- higher accuracy
- still marks
- merges dodge + dmg debuffs into one skill
-> your bread and butter debuff skill, useful to set up your damage dealers against both dodgy and high dps enemies

Wyrd Reconstruction
- max healing tuned down a bit
- bleed scaling adjusted (less punishing especially early on, but lasts longer)
- % chance to cure bleed that scales along with the chance of inflicting it (crazy Eldritch magic!)
-> Upgrading this skill now makes sense. RNG favors repeated uses.

Stygian Embrace (2 uses per battle)
- small guaranteed heal (useful to get off death's door in a pinch)
- stealths target for 2 turns
- buffs crit chance for the duration of stealth
- short stress received debuff
- 66% chance of inflicting horror 2 /4rds on target ally
-> powerful escape plan, at a cost (target hero may catch a glimpse of Eldritch horrors from beyond)

Hands from the Abyss
- unchanged

Daemon's Pull
- still pulls and clears corpses
- higher base dmg and accuracy
- debuffs target speed
- 33% chance to clear horror on each party member
-> underused skill in vanilla, but not anymore: lots of utility (e.g. annoying Madman begone)




Disclaimer:
"Circusy Occultist Rework" is not an official Red Hook Studios product or product modification, and Red Hook Studios Inc. is not responsible in any way for changes or damages that may result from using the mod. "Darkest Dungeon" and the Darkest Dungeon logo are trademarks of Red Hook Studios Inc., all rights reserved.
Popular Discussions View All (2)
3
Jan 28, 2021 @ 11:25am
PINNED: Feedback and Balance thread
Evander90
0
Nov 20, 2020 @ 8:02am
Bugs & Troubleshooting
Evander90
16 Comments
Evander90  [author] Feb 11, 2021 @ 12:47am 
@Boii Fan Nope, this is a changelog meaning that skill is left unchanged ;) But I've added this to the description as well as pictures for better clarity, thanks for pointing that out
Boii Fan Feb 10, 2021 @ 3:57pm 
wow , you removed the stun skill (arguably better than most of his debuffs) to add a trash heal?
Evander90  [author] Jan 29, 2021 @ 3:48pm 
@Vulnavia Phibes glad you like it!
Vulnavia Phibes Jan 29, 2021 @ 7:49am 
Loving the changes! Feels more support-y.
Evander90  [author] Jan 28, 2021 @ 7:53am 
@Jurassician do you get any error message? Which other mods are you running? I doubt it has to do with mine as it only uses vanilla assets, and while I would advise against switching class mods on and off during fights, I have succesfully removed the mod from my mod list myself several times without any problem.
JurassicIan Jan 27, 2021 @ 6:28pm 
Hey I tried to remove this mod from my save, and it ended up crashing my game. Even when I tried to put the mod back, it still crashed.
StoryEdge Jan 27, 2021 @ 5:48pm 
Thanks much! ^^
Evander90  [author] Jan 23, 2021 @ 3:17am 
@StoryEdge a bit late (had to take a break from modding), however the best advice I could give you is to join the MLD discord, lots of helpful people there. I wasn't really able to use the circus files either. However feel free to look through my modded class files as a base to get an idea of how these skills are coded in the base game. That helped me a lot when writing these
StoryEdge Dec 17, 2020 @ 9:07pm 
So I'm doing class reworks myself and was looking for a way to bring stealth into the roster more and one of the two things I thought of was Stygian Embrace from the Circus, however when I went to open the .info files I found the circus files are absolute gibberish. I don't suppose you could give me advice on where to find the info I need and/or how to implement this, or failing that would be okay with me looking through the files myself?
Evander90  [author] Nov 23, 2020 @ 4:02am 
@StarrySunset should be fixed now, thanks