Darkest Dungeon®

Darkest Dungeon®

Crits Reworked
34 Comments
Don Quixote Mar 28, 2023 @ 10:04pm 
I was a little hesitant to try this mod due ot is expansiveness. However, I'm glad I gave it a try. It makes stress healing much more predictable, and while it makes crits happen more often they don't feel nearly as dominating. Instead of crits 1-shotting something, they just feel like they give an ability an extra "oomph". The mod improves the game to the point that without the mod the game feels like a lesser experience.
Kaden Ha Sep 16, 2022 @ 10:00pm 
wait, crit multiplier affects dot duration? TIL. Also, does this affect crit heal?
monkagiga Apr 5, 2021 @ 1:33pm 
I had 3.5 I don't know why
o'night  [author] Apr 5, 2021 @ 12:55pm 
what do you mean "by default"? It should be 1.5 by default
monkagiga Apr 4, 2021 @ 7:07am 
thanks dude! There, by default, it was 3.5, which is too much:steamthumbsup: :steamthumbsup: :steamthumbsup:
o'night  [author] Apr 4, 2021 @ 7:05am 
yup
monkagiga Apr 4, 2021 @ 7:04am 
that is, I have to do so "value": 1.2 so that my crits are no more than 120%?
o'night  [author] Apr 4, 2021 @ 7:00am 
shared/rules.json file
`player_crit_multiplier_table` and `monster_crit_multiplier_table`
`value` is dmg multiplier - in vanilla it's 1.5 for 150% of max weapon damage
monkagiga Apr 4, 2021 @ 6:57am 
dude. can not understand. I want to crits myself around 105-110%. Could you tell me in which file (not the mod, but the original file) I need to change the values. I slightly changed the balance in the game for myself and now sometimes my crits inflict 60 DMG
o'night  [author] Aug 18, 2018 @ 12:20pm 
no
Agitatio Aug 18, 2018 @ 12:10pm 
Does this change anything about healing crits?
o'night  [author] Jul 27, 2018 @ 7:19pm 
That's kinda the idea - make crits to not one shot, and instead be a decent stress heal
Enemies also crit slightly more and stress party a lot
Schadenfreude Jul 27, 2018 @ 4:37pm 
*Also since a lot of utility skills have a high ACC, there is even more stress heal than usual.
Schadenfreude Jul 27, 2018 @ 4:35pm 
(continuing...)

I suggest lowering the crit damage reduction a bit, to around 20-30%, instead of 50%, that may help to still one shot enemies, but reduce obliteration of bosses.

And keep the vanilla value of: "Target: 10 stress (100%)"

But revert the modded value: "Party: 5 stress (75%)"

Because with your mod you've reduced the stress of high crit classes, but you've overall increased their crit chance and increased the overall stress reduction of their companions, which seems to add a net positive stress heal.


That's my feedback, I'm going off of feeling here, take it with a grain of salt.
Schadenfreude Jul 27, 2018 @ 4:35pm 
I've tested a low, mid and darkest difficulty dungeon now. The crit damage reduction absolutely crippled some low dps, high crit classes, by barely affecting their damage output on a crit, where they usually would have one shot an enemy, resulting in that enemy now dishing out an ability, where they otherwise wouldn't have. Crits are now all over the place resulting in a lot of stress deduction.

I don't believe the crit chance is the problem, so keeping the -2% crit reduction should be fine, I wouldn't increase/decrease it.

The problems here are numbers, too much stress heal/too high crit dmg reduction (crit damage at +10% might as well make the crit damage non-existent).

(continued...)
o'night  [author] Jul 27, 2018 @ 4:29pm 
It's actually exessCritMult, yes with typo, check other rules.json files (from DLC for example). So i've added both in case RH fixes that.
fabcard Jul 27, 2018 @ 4:25pm 
@O'Nightmare! Hello again. So I was looking on the "crits.rules.json" file this mod adds and I noticed on the 2nd and 3rd lines these commands:
"exessCritMult": 0.5,
"excessCritMult": 0.5,
I was comparing it with the original "rules.json" file and I couldn't find this one "exessCritMult" in there. Maybe it's a typo or that's intentional? This one "excessCritMult": 0.5 seems correct and is present on the original file.
Again, thank you.
Kope Jul 27, 2018 @ 3:26pm 
Well, 2%* as of now.
Kope Jul 27, 2018 @ 3:26pm 
@Schlecherfreund

Oh I understand it completely. I was just saying that you won't gain any benefit from the acc > crit against high dodge enemies, as you wouldn't have any 'surplus' acc. So if that were the case, you'll simply be taking a hit to your crit by the reduced 4%. Assuming that's how it works.
o'night  [author] Jul 27, 2018 @ 1:45pm 
Yes, these changes also affect enemies. It's possible to chance just enemies crits damage tho.
Schadenfreude Jul 27, 2018 @ 1:38pm 
Do these changes affect the enemies as well? So do their crit also deal 40% less dmg, or do their accuracy also increase their crit chance?
Schadenfreude Jul 27, 2018 @ 1:37pm 
I'll give the mod a try, thanks for adding to the community!
o'night  [author] Jul 27, 2018 @ 1:31pm 
Schleicherfreund is right
Schadenfreude Jul 27, 2018 @ 1:30pm 
@Kope

If I understand the concept correctly, then dodge doesn't reduce your crit chance, afaik, but if you manage to have so much accuracy, that you completely negate the dodge of the enemy, then the additional accuracy is converted into crit chance (50% of it).
o'night  [author] Jul 27, 2018 @ 12:41pm 
Lowered player crits chance penalty from -4% to -2%
Kope Jul 27, 2018 @ 11:47am 
Also, lower leveled skills with low acc won't see much love.
Kope Jul 27, 2018 @ 11:46am 
It might be.. You won't crit many dodge-type mobs it would seem, as it'll more than negate the acc - crit buff, no?
o'night  [author] Jul 27, 2018 @ 11:42am 
Do you guys think that -4% player crits is too much?
Kope Jul 27, 2018 @ 10:35am 
Righty. Gives acc+ a little more love then. Really do like more consitency over rng-mega-burst. Helps make crit buffs shine more, too.
o'night  [author] Jul 27, 2018 @ 10:22am 
If your chance to hit is more than 95 (95 becomes 100 in dd), half of excess accuracy becomes crit chance.
So you if your acc is 100, monster dodge is 0, you will have 2.5% crit chance bonus
Kope Jul 27, 2018 @ 9:57am 
Looks like a really good idea. I'll give it a go.

One question though; how does the 'excess acc to crit' work?
LoneDigger Jul 27, 2018 @ 9:34am 
I really like your idea, when I get 2-3 crits in bosses feels like a really easy figth. 1.5 multiplier is too much damage. gonna try it out in next game.
o'night  [author] Jul 27, 2018 @ 8:39am 
Big things make me uncomfortable :stress:
mickrig Schwarz Jul 27, 2018 @ 8:30am 
Who would refuse to look at big beautiful numbers? :yawp: