Dungeons of Dredmor

Dungeons of Dredmor

[Skill] Ace Attorney
93 Comments
Heikedin Dec 24, 2018 @ 11:30am 
I might have been said before, but Hold It! skill is cannot be resisted by Lord Dredmor - it takes away his movement and spellcasting, which makes beating him too easy. And you can chain one after another. I am not sure if that was inteded, or working the bad way because of other mods. Cheers, your mod is great anyway!
MistaQuan Jun 24, 2014 @ 5:10am 
should have announce the truth as another skill, love the mod tho big Ace Attorney fan.
ReiSatame Jun 7, 2014 @ 1:12am 
I haven't checked yet, but could you please edit this mod to have soundtrack clips in it, if it does not.
Nate McCloud Mar 29, 2014 @ 11:17am 
Am I mistaken, or is this mod based heavily on the Ultimate Marvel vs. Capcom 3 version of Phoenix Wright?
K W A S S O N Mar 15, 2014 @ 2:36pm 
Lulz
Xanorth Jan 2, 2014 @ 5:18pm 
Very awesome, good work on this one!
Shock Trooper Aug 21, 2013 @ 1:46pm 
very fun but was anialted at a monster zoo like you said meant for a more ranged and 1 on 1 or 2
Compass Rose Aug 21, 2013 @ 11:21am 
I just finished the tree, this is amazing! Good work!
Raymar Jul 16, 2013 @ 4:03am 
OBJECTION!
Chiffonkek Jul 15, 2013 @ 5:29am 
Looks good! I'll try this when I have free time :D
Prof. Nycteris Jul 10, 2013 @ 6:41pm 
Fantastic! I can't wait to try this - downloading now, but couldn't keep from cheering for you even before I try it! Thank you!
Bee Girl Patchouli Jun 21, 2013 @ 1:11pm 
Dude, i love you for this
Tanzen Jun 14, 2013 @ 5:10am 
Cool mod:) Objection!
Limouzine Jun 10, 2013 @ 9:29am 
Your mod is so famous, you even got an official achievment for this mod. Very well done Rougish.
Waddle Dee Jun 1, 2013 @ 1:15pm 
You are so awesome. Thank you so very much!
Fail Flail May 3, 2013 @ 9:40am 
Why is this so perfect?
Shadi Feb 16, 2013 @ 4:59pm 
...I love you.
Doesn't Learn From Mistakes  [author] Jan 15, 2013 @ 7:48am 
Thanks for the feedback.

Dredmor version 1.1.3 will include multiple skillbars, so one won't need to fret about that.
brickey.8 Jan 14, 2013 @ 7:39pm 
Very fun class. Can define the playstyle if you want, and if not hold it and objection would be worth sinking two points into by themselves. It was kinda annoying having so many slots on my skill bar taken (three skills have to be on the bar to activate super mode, and another one to use the super attack). Also I think the red lawyer suit is a bit overpowered if you charge straight down the lawyerly path and have a piece of endgame equipment by the end of level 3. Especially since it buffs the stat that all your fancy lawyer spells use.
spoiled milk Jan 6, 2013 @ 8:56pm 
I want to hug you right now. :)
Is Not Duck Nov 9, 2012 @ 1:26pm 
I see. Found it, thanks.
Doesn't Learn From Mistakes  [author] Nov 9, 2012 @ 8:50am 
You need to manually add it. The skill level gives TWO skills.
Is Not Duck Nov 8, 2012 @ 5:18pm 
Where's the "Turnabout" skill/buff? It's not in my magic hotbar.
AllLamight {2005} Uzumaki [PL] Oct 14, 2012 @ 4:43am 
ihave problems with subiscription and using mod . can you please give a link for a download so i can put it manually in the game folder mods ?
Gnedfldorp Oct 10, 2012 @ 2:25pm 
Attourneys of the Universe, Unite!
hangman Sep 24, 2012 @ 10:04am 
@above: Have you ever played Ace Attorney...?
natz Sep 2, 2012 @ 3:13pm 
UMVC3 in dredmor? Sign me up!
parm spagert with bassil Sep 1, 2012 @ 5:38pm 
*sees stars* meh. *sees lawyer* SUBSCIRBE.
Sephrim Aug 30, 2012 @ 8:55pm 
Hope this mod gets updated soon. I got to the end, AGAIN, when my save was not usable, AGAIN. Still want to finish a run with the awesome power of the lawyer.
Drakol Aug 7, 2012 @ 12:31pm 
I'm tempted due to the Phoenix Wright references...
CyanDoomdragon Aug 5, 2012 @ 8:15pm 
@Sablestick Click the Subscribe button next to the Favorite button on this page, when you start the game and the launcher comes up choose the Mods button and then enable the mod. (Some mods require you to start a new character)
Doesn't Learn From Mistakes  [author] Aug 1, 2012 @ 5:48am 
I know. The icon used here was posted some time ago by the art dev on the GLG forums.
mspaintspaghettichef Aug 1, 2012 @ 5:30am 
Take a look at the 'And Therefore, a Witch! (master the Magical Law skill tree)' achievement...
Sablestick Jul 28, 2012 @ 12:32pm 
I'm new to the workshop, so, how do I install this mod into my game?
Doesn't Learn From Mistakes  [author] Jul 7, 2012 @ 10:50pm 
The exact damage formula for Hold It! is 4+0.7*savvy on a 7 turn cooldown, followed by lockdown and silence. Using your example, Nightmare Curse from Necroeconomics can be spammed (debuffs notwithstanding), causes a debuff to physical stats on the target, deals 1+0.15*mpow on the initial hit and 3+0.15*mpow over five rounds for a total of 16+0.9*mpow, AND causes sleep on the target. Or a better example (since necro debuffs) would be rune of exploding, or maybe animate mustache, which can pretty much solo the whole of floors 1-3 even on GR. Where things stand, I believe the spell's pretty balanced - no one's going to take out a zoo with it.

My point is that mobs on floors 1-3 have pretty compartively bad health and stats (since the player does need a chance), and when Hold It! is two-shotting mobs on floors seven and eight on GR, then I'll start worrying.
Doesn't Learn From Mistakes  [author] Jul 7, 2012 @ 10:50pm 
Under the old system, with 20% for each level, for 2 levels, it was 4% to find 2, 64% to find nothing, and 32% to find one piece. It's just been changed to 15% per level, so I'll continue looking at that.

Evidence currently stacks up to five times because it takes 3 to to be able to use turnabout and there still needs to be some left over to do something useful.

But it does really go to explain it all when you mentioned you're not playing on GR - I balance all my mods on that level. By level 3, tank-ish mobs like Undead Aethernauts were taking three to four uses of Hold It! to kill on a rogue build. That's 21-28 rounds to kill something using it alone, which given the much higher respawn rate on GR can lead to problems when kiting.
Catgirl (male) Jul 7, 2012 @ 8:53pm 
Okay, not sure exactly what you mean by 32% and 15%, but if every monster kill has a 32% chance of giving you evidence, that's way too much. I feel like that's not the case, as it would be higher than the evidence find currently. Um? For real though, I recommend putting a highly restrictive cap on how many times evidence stacks. This would also give you an excuse to make Seek Contradictions really strong. Not that it isn't in a fine place now.

Lockup doesn't do damage; Hold It does a ton. I haven't done numbers but it's a lot more than your typical low level spell. Compare it to Necro's level 1 and 2. It may matter that I'm not playing on Going Rogue difficulty?
Doesn't Learn From Mistakes  [author] Jul 7, 2012 @ 4:18am 
What I don't agree with:

*With the introduction of ravens in YHTNTEP, existential damage and resistance is hardly a rare thing.
*The lockup on Hold It! isn't any more powerful as anything on the base game. Lockup from burglary is 20 turn effect, 20 turn cooldown. If anything, if you were purely using Hold It! for the lockdown effect, it's actually worse, since one has to spend more turns recasting it.
*I will still disagree with the first few floors being particularly difficult. First few levels, maybe, for wizard builds, but not floors.
*Further investigation is hardly meaningless - even if it did nothing for more evidence, it still drops random items ala perception.
Doesn't Learn From Mistakes  [author] Jul 7, 2012 @ 4:18am 
Thank you for sounding back to me. It's very much appreciated.

What I agree with:

*I will lower the chances of finding evidence, since this is a common complaint. With both skills, each monster kill is a 4% for 2 evidence, 32% for one and 64% for nothing. I'll reduce the proc% to 12-15% per skill and see how it goes from there. Objection may also lose its armour bonus and have points put in reflect, which is underepresented in the main game.
Catgirl (male) Jul 6, 2012 @ 11:32pm 
Just wanted to report in with this:

HOLY BALLS this is just as broken as it looks. Hold It stays ultra-deadly through floor 3 and 4 if you even somewhat have the stats for it, which is nuts. When it's not ultra-deadly, it's a lockup with a short cooldown that also deals a rare form of damage. Evidence stacks too many times to be considered a resouce, and as such the powerful Objection buff can be used whenever you need it. And then you superpower all your stuff. Again I emphasize that your assessment of "blowing through floors 1-3 doesn't matter" is sorta false; that's a major rough spot for most builds.

Another random criticism: The one that makes you find more evidence is rather meaningless as things stand.

Hope this all helps!
Ayaka Jul 6, 2012 @ 9:01am 
Personally I think it needs better art. The icons after skill one are plain ;p Should have more like the first skill's art.
Watermelon Jul 3, 2012 @ 10:46am 
Lol,Phoenix Wright XP
Doesn't Learn From Mistakes  [author] Jun 27, 2012 @ 12:25am 
@Tactical Rainboom: That's true, but typically that's for the first level or two, especially on wizard builds where you don't have access to your spells. Melee characters generally have an easier time during that period, and it usually doesn't last any more than 1/3 of a level, if you have your build set up right (as opposed to playing random, then this kind of thing really is expected). It's easier to get that first level or two with NNTG active, too.

So no, I'm still not terribly concerned. If people are using Hold It! as a primary damage source, once every seven rounds, that's a lot of rounds being wasted. It's meant for kiting dangerous mobs or closing in on chicken ranged mobs.
Catgirl (male) Jun 26, 2012 @ 11:37pm 
@author

Seems to me like the opposite is true. Surviving long enough to find some decent equipment and get a build going is hard-- the very first few rough spots you meet in the game might see you without any tricks to get you out of trouble. If your build is strong you can bulldoze through the middle of the game. Then comes the test-- towards the end, your build starts to hit its limit.
Echowing Jun 26, 2012 @ 7:56am 
Doesn't Learn From Mistakes  [author] Jun 23, 2012 @ 11:28pm 
@Thespian42: To be honest, I'm not really concerned with Hold It! killing most things on the first or second levels in two or three casts. Plenty of level two skills from the base game are equally powerful, if not more - Rune of Exploding, Fleshbore, Museum, to name a few. The damage capability drops off later on as monster HP scales.

Typically, I weight the first three or so floors lower when it comes to balancing, since they're quite easy. Hold It! Is supposed to be extremely strong against single-targets, since the root and silence is resistable, but it's not quite a mob killer or even a reliable single-target damage dealer when you don't have turns to waste.
Ningauble Jun 23, 2012 @ 2:00am 
Enjoying it. But it's unbalanced.
ssh Jun 21, 2012 @ 10:38am 
Almost all of these mods are original, funny and are amazingly executed, cheers!
Dextrose Jun 21, 2012 @ 8:49am 
AWESOME!
GamerfreakC99 Jun 21, 2012 @ 12:39am 
Awesome mod