@@wavekillah7088 "The chance of contracting a disease at the end of a dungeon is 32% - (33% * Disease Resist), with a minimum of at least 5%. You can only get diseases at the end of a dungeon if the hero's Resolve Level is at least 2. A hero can have at most 3 diseases at once; if they acquire a new one, it will replace an old disease picked at random." darkestdungeon.fandom.com/wiki/Disease
@@jankowalski9039 requires direct damage (no bleed/blight) and is a set chance of (I think) 25%. Feel free to correct me if I'm wrong on the percentage!
@@ShuffleFM Ohh, it's 33 times disease resist taken as a decimal. So like 33 times .8 if you have 80% resist. I was initally confused how the chance would ever be higher than 0 because the 33 would be multiplied by a greater-than-1 number.
Also, just another important stat to know. The Swine Chopper's Ball and Chain has a guarentee to stun your healer if one of your heroes is on Death's Door and is bleeding/blighted
I absolutely hate "ball and chain". It's so annoying because that pig bastard is a frontline tank, so you think "oh, he'll attack my frontline" but nope, watch as he completely ignores the two heroes at the front and just spams "ball and chain".
@@facundomontivero2299 He ALWAYS goes for the healer too, doesn't matter whether they're 3rd or 4th rank, he has pretty much never gone for the other rank in my playthroughs, no matter the stun resist difference. It's like he has a targeting bias against Vestal and Arbalest in particular. He has a tendency to crit out of the ass too, so he even double stuns sometimes. Now imagine that bullshit happening when Skiver puts everyone at death's door.
One thing I haven’t seen mentioned in the comments or in the video: On a crit, any effects have a +20% chance of sticking, and any DOTs last for five rounds rather than three. This applies to heroes and enemies.
For those wondering, the 5% to miss and 95% to hit is from tabletop RPG games where you play with a 20 sided die, 1 being a critical fail of your attack that always miss and 20 being a critical success that always hits. Many games still do that.
@@Ironsuaba tbh as long as it isn't an affliction, it's S tier. The only "good" affliction imo is Rapturous and I'm pretty sure only the flagalent can get it.
Very true. One of the most dangerous things of surprising the enemy is not stunning or killing any of them, so they effectively get 5-6 turns to hit you. Incredibly dangerous to let that happen.
Newish player (only 100 hours 😅), wanted to say thanks for all the content. I barely have free time to play at all, so being able to absorb knowledge from others really cuts down on my frustration. You’re a treasure. ❤️
11:57 I assumed that this is why bosses attack once before the end of your turn and then once after. It already pisses me off when a unit gets on death's door and gets hit again before I can heal them (in general and regardless of deathblow)
even as a vet player i learned a couple things; had no idea that secret rooms spawned like that! i remember having the read the wiki or glean tips off wusubi's stat micromanagement like 3 years ago---really wish i had a guide like this when i started playing, so thanks a lot! this game has so many strategies to discover that're a bit hidden from newcomers, so always good to see the barrier for entry lowered a hidden mechanic i wish i knew sooner: the siren's song of desire targets your debuff resist (a stat often overlooked) and will ALWAYS target the one with the lowest debuff resist. also, does anyone remember if they still add a buff to enemies you killed while stunned? for ex. it used to be that if u stun pos 2 then kill that enemy while its still stunned, the next fight the pos 2 will have some form of stun resist.
Hey shuffle thanks for this more advance and "hidden" guides, they really make you understand the game a lot more and be able to be even more strategic about your runs, plus the content is well written and easy to understand, thats very important, keep up the good work man, you're awesome
Didn't know the boss spawning in the right/down room, I knew it would be in the farthest away room but thought it was random if two rooms were equally far
Farmstead guide: Farm 4 virtues and try to go as far as you can. Someone who can remove diseases is mandatory, someone who can remove deaths door debuff has been rather useful and for the rest it is just hoping you do not get unlucky in 1 of the fights or get unlucky getting a boss which your party is bad against.
Is healing given vs. healing recieved additive or multiplicative? If it's additive, this means that Arbalest's Very Rare trinket's -50% to healing isn't nearly as bad anymore, but if it's multiplicative, you can get a juicy x4 healing if you really try.
Not sure actually. This is the second comment about healing so I should have tested it thoroughly, I didn't anticipate the questions so I'm sorry for that :(
pretty sure its additive, so 2x 50% will be 100% less healing, making heals 0 All % based math is additive in the game, I cant confirm this, but it makes balancing sense - like buffing someone 3 times with % based buffs, would be pretty damn strong if % values were multiplacative
@@zaikozila Those are the same stats though. If I have 2 effects that increase damage, it's just boosting the same stats twice. Healing output and healing received are different stats, like how boosting damage and critical hit chance are multiplicative. But I'm not certain.
@@thermophile1695 They are definitely additive. It's easiest to notice with the flagellant, because if you use multiple heals in a row the second does half as much (with -25% healing received and -25% healing skills), then the third does 0 to him (with -50% healing received and -50% healing skills). Obviously this is if you don't have the district or any other healing modifiers
This is super useful, thanks for making it! Although as far as formatting and readability goes, in the future it might be better to use dots instead of dashes to start each bullet. Mainly because with how so many of the bullets start with a number I keep reading it as a negative number.
@@kayuanmartins6660 the quirk skilled gambler gives you a higher chance of winning random trinkets or money from the the gambling hall, and deviant tastes is they treat the ladies and men of the night so badly they aren’t allowed to go in as customers. To put it nicely for RUclips
Skilled Gambler makes it so gambling actually gets a bit better as a form of stress healing. Losing an epic trinket to gambling is pretty bad and this risk alone is enough of a reason to avoid the activity. This quirk changes that. Also, if you don't like quirks with unclear explanations, then I'll have to inform you that around 1/3 of the quirks in DD2 are like that. Some examples: "Austere - Prefers the simple, simple life." "Lazy - Not motivated to do all that much." "Erudite - Knowledge supreme"
I have an observation. Just try it if you want to. As soon as you open the door light up a torch real fast, then you will surprise the enemies! Try it! Just do it!
By god, since i learned that you can cure afflictions by 0 the stress, i know is a bit harder to do it, but if you have jester his tambourine that helps with stress and ancestor scroll, i know is not that easy to get it, i easily cured 3 afflicted heroes in a large mission, they were from a previous mission. 2 camps with turn back time and mockery and jester spamming ballet and tune. It saved me basically 5000 gold
Hey Shuffle, just wanted to thank you for making these kinds of videos. Makes me happy that people are still playing and discussing this game years after release. Also, I'm sure new players would find your videos incredibly helpful. Especially since the mechanics of the game can be a bit daunting for newcomers. Thanks again and I really hope you'd do some DD2 content when it comes out later!
Seeing this video now, what you said at 11:42 made me think that that isn't a thing in DD2, the other day the one big fanatic fatty got his 2 turns at the end of the round, first hit took my Warlock occultist to death's door with a crit, second deathblowed him, thanks game...
Fun fact: AI is learning when you play and champion enemies will start doing combos/tactics against your heroes. Yes, when Fungal artillery decides to spam your Higwayman with dodge debuff and then switch Rend the marked on him and other frontline hero then its this case.
It's less of the AI leaning, then just taking on preset patterns that they get by week count or dungeon level. It doesn't "learn" what to do against you.
It's less of the AI leaning, then just taking on preset patterns that they get by week count or dungeon level. It doesn't "learn" what to do against you.
@@TheFuriousBrother i swear, the AI does learn in this game. In one of my runs, my BH carry got focused down EVERY TURN, IN EVERY SINGLE BATTLE. What the fuck are the odds of this happening!? I even changed his position to try to meditate some of The damage, nut he still perished, unfortunately.
Receiving 20 stress upon entering a dungeon that is 1 level higher - well, this is not quite so. My 2nd level heroes that had 12/14 of Resolve Experience, received 6 stress, while heroes that had 13/14 of Resolve Experience, received 3 stress by entering veteran dungeon. So I guess the fullness of the experience bar is taken into account as well.
@@ShuffleFM I've checked this twice, didn't use trinkets, and there were no quirks that could affect this. Mathematically it fits: there are 6 Resolve Experience from 2nd to 3rd level, 20/6=3,333... And here is one moment, stress bar on main screen will show 1 stress more in this case (I guess because of rounding to the other side), when on character screen it shows the amount which corresponds to +6 and +3 stress received.
One thing that would be good to know is if similarly to boss spawns, if quest objectives also have spawn rules? I typically hate the "activate/gather 3 blah" quests, but if there was some sorta formula to how they work I may be more willing to do them in the future.
Oh nice, you did get around to doing the video idea. I have since 100%ed all but a few achievements, but still great info! Still didn't know some of this even after multiple runs.
I had the case of even-fartest bottom left-right situation tonight. The dungeon was laid out as some left corridors, then a somewhat big way down, then one room on the left, one room on the right. Nice info there! I'm getting back into this game, after playing once in 2016, finding the game a bit too grindy for my taste. Then I saw someone playing it on RUclips which make me want to revisit it. I'm glad to see there is the "radiant" difficulty now. It makes it really more enjoyable! But finding out about some hidden mechanics is really useful, so I'm watching some videos to help in my playthrough. Thanks for doing this stuff. :)
So, I was wondering which has a higher crit chance. The single heal with 12% or the group heal with 5% per hero. Assuming the group heal hits everyone, you have a 18.5% chance to get at least 1 crit.
I didn't know that about holy water and diseases. I'll have to take extra holy water to try to counter it. Diseases are more of a nuisance than anything and I think it's worth the inventory slot.
When it comes to boss spawns I must warn you guys - it doesn’t always work like presented in the video. Yesterday I was hunting Siren and my dungeon looked like that: Equal length of 4 rooms to the last one, both on left and right; both final rooms localysed to the maximum top, at the same level. I was pretty certain that the boss would be in the right end, but didn’t manage to scout the room, so - not taking anything for granted - I headed to the other end with hope of scouting. How supprising it was when I discovered that Siren’s been hiding in the left edge room (lucky me). Conclusion - when you face a map with equal length and height of final rooms, just take your time and scout, before camping and going all-in ;)
I promise I'm not trying to be a huge jerk when I say this, but from the scenario you described the left room was considered "lower" than the right. The game is coded to spawn a boss like this so it shouldn't deviate from that. I've been incorrect on where I thought the boss would be in the past and upon reviewing the map closely there was always an explanation. Either I miscounted the rooms or didn't notice one was slightly lower than the other. This formula is 100% how it works though I promise.
@@ShuffleFM Well, I was also shocked with that example and examined it a few times, considering your and others’ tutorials, but actuall the rooms were of the same distance and certainly of the same height. Nevertheless, I am not blaming you anyhow mate - you made a fantastic video and I just wanted to share my experience :P One thing that comes to my mind, however, is that after killing the boss I discovered an optional path to the left end, leading through 1 additional room. I didn’t consider it as the „longer” path, cause there was a shorter way, but maybe the game counts the longest path as „the longest possible”. Still, it’s really just a one-time occurance, the rest of the time your formula applied just fine ;)
Hidden mechanic in regard to modded afflictions and virtues: Any custom overstress results have a FIXED chance, meaning they cannot be modified in any way.
I don't think you can actually get both the boss room being the lowest and most right, is because if there are two rooms that are equally right, one has to be higher than the other, making the lowest a 100%. Its a foolproof formula for the boss room. Also, this is possibly one of the first times that I actually learned something new aka level 0-1 can't get diseased after the mission. Good work collecting all the obscure info.
You can get both the farthest rooms to spawn on the lowest part of your map but it's not common at all like he said. I've had only a handful of runs where the starting room is at the top and the map splits like an upside down U. It seems to happen most on the Necromancer Boss map and he always ends up on the right side of the split.
Sure, but bottom-most takes precedence over right-most, so you look at the rooms furthest away first then if two or more rooms are tied in terms of distance, you look for the lower room. If there is still more than one eligible room, you choose the right-most one of those. That can only *ever* be one room.
I suspected there was something up with hit rate increasing after a miss. Still, missing slows down the game so much. It doesn't make it "harder" once you know what you're doing. You just take multiple extra turns to finish the fight and recover. Really wish there were a limited use for healing after a fight outside of battle. Stalling makes the game so damn slow and it feels more like a corny exploit than legitimate recovery option.
Hey Shuffle, just wanted to thank you man! Thanks to your in depth guides I started to enjoy the game a lot more! Keep up the good work and hopefully I will see more videos for Darkest Dungeon 2! :D
What about Horror? It's a curious status effect and I heard somehwere that each hero has an innate 30% chance to resist but I have found barely any information on it. Yet I know you can resist it because I have seen heroes resist it.
I still watch these videos from time to time. I played my first run and it took over 350 weeks to beat the final boss. Yes, first time with all DLC, including crimson court.
You should do a video on the random buffs or penalties you can get from using a facility one week, then going on an expedition the next. As an example a character that uses the bar can get a debuff of -5 Dodge for the entirety of the dungeon.
@@budinhapalmieri yeah you can actually see if anyone got one before the mission by looking at the events tab in the Hamlet. Using the bar as an example, it might read "x had a long night of drinking and will a bit sluggish." That's not word for word but it is something to that effect. It doesn't tell you the effect as far as I can tell.
@@Inquisitor_Redacted if you hover over the highlighted word in that sentence, it will tell you what the effect is. e.g. "X is feeling strong and powerfull after spending blahblah blah." If you hover over the 'strong and powerfull' it will tell you +20 damage.
@@danieldevecka1682 I don't think console has that option to hover over things. Its annoying I can't see the effects on the monsters I fight so I just have to guess
Sees the mechanic for bosses with multiple turns: oh thats why the swine god went before my Arb and crit my BH and Occ to death's door on the first turn. Nice player protection :')
Wait what, is then something broke? My dismass died because this crow played 2 turns, it attacked it, and it bringed him to 0, and then Screamed and he died...
10:10 that would have saved a run of mine, i had to go through 3 additional fights, getting unlucky with speeds and suprsies and getting one of my heros afflicted and later made me abandon the mission
I'm convinced that the game rolls for a sadism lvl aka difficulty at ever start of a dungeon and bases all subsequent rolls off of that difficulty modifier. The game often notably has a bias towards certain status effects when going through it.
Regarding healing crits, group skills can crit on individual targets. In fact, I have never seen a group healing skill (4 targets) crit on all 4 of its targets. Ever. Not saying it's not possible, but it seems like there's definitely more going on with crits and healing than meets the eye.
@@ShuffleFM My favourite crit anomaly is the Vestal's Judgement. Both the damage and the healing can crit individually, but it will also stack (on the healing effect) if both happen to crit. Now that I think about it, I suppose similar things could occur on skills like the Flagellant's Exsanguinate.
So the bit I'm not clear on still: The 95 hit cap, is that only the visible hit cap (that is to say you hit 95 cap but then the game adds 5 so it's 100 actually) or do you in fact always have a chance to miss? It sounds like the former but I wasn't 100% sure.
are there any secret information about MINI bosses like the collector and the thing of the stars like how it affect them so they can spawn/where - is the difficulty/duration of the quest affect them - party status like someone is dead or is afflicted - can MULTIPLE of them spawn or is it limited to one - can collect items/boss/explore room/clear room quest affect him(basicly does a type of quest guarantee more his chances to spawn then others) - can he spawn in the crimson court (he can spawn in the endless waves as a boss that why i'm asking the question)
I wish you'd color the topic different from it's contents for example: Diseases resist - 32 - (33 * Disease Resist) Level Up [...] the "diseases resist" and "level up" were kind of hard to see since they have the exact same color in the video. it took me a few seconds to notice that there was a second title
what does -100% food consumed actually mean? Can I stack for -200% Food Consumed? with Blood Thirst Ring and the Fasting Seal. Im poor early game so Saving money on food looks good. Plus Antiquarian seems too weak as I struggle for damage Vestal + Highway_man + Man_at_Arms + Antiquarian. I do like to buy lots of torches to get more loot in darkness then I need lots of food for all the traveling. Everything is expensive especially when my heros get to lv3 then not want to make me money anymore as i struggle to get a solid team together. I try to get heros that are flexable in positions and some front row damage dealers with jester or vestal in the back. Also it sucks playing Jestal together with antiquarian.
In terms of hidden mechanics, one you didn't cover: how does hunger works in dungeon? Is it me only, but I noticed it appear at certain corridors on dungeon. How is it generated, random?
You get 2 free hallways at the start of the dungeon with no hunger checks, then for each check you receive it will skip a hallway until it can happen again. Hunger checks are rolled when you enter a hallway and they occupy open tiles. If you go in and out of a room repeatedly you can spawn it, but that isn't common. Usually it happens when you backtrack though.
If I had +100% healing done (double) and the same for healing received, would I receive Quadruple the base heal or just Triple? Basically, are they calculated separately?
Love your videos. I watched through this one hoping to learn about the “fated” quirk, and how it relates to accuracy. My guess is that is does not proc on an enemy dodge, only a player miss. Meaning it would be a better quirk earlier in a run when a hero would have less base acc? But also what is the base chance to re-roll a miss?? If it’s only, say, 20% then at 95 acc fated would essentially be worth 1 accuracy, or 5 at 75 base. Am I thinking about this right? Please help.
I forgot a few things in this vid, fated is one of them. Skipping all the math behind it, it translates to about 1% bonus accuracy, so it's total trash. You're right that it only applies to missing and not dodging.
10:39 it's actually impossible for all the three conditions to come up at the same time. They would need to be at the same distance downwards and to the right so they would literally need to overlap completely... as in "be on the same space"
Every single hero and enemy gets a speed roll, so if it's 4 vs 4 there are 8 rolls total. This happens the moment the turn starts before anyone gets an action which is why buffing or lowering speed mid round does nothing until the round after.
is there an alledged 100% accuracy to hit, everything always says 95% accuracy and some people alledge on a hidden code that 95% means 100% and that there is no 5% chance on missing.... I don't know how difficult was for RH to just put 100% if that was true.
Nighttime Ambush chance is 33%, I forgot to mention it.
Healing cap is 100% total, combined for healing done and received. It isn't 200%. Apologies!
whats your reasoning on acquiring disease chance? because there is no such statement in wiki
@@wavekillah7088 "The chance of contracting a disease at the end of a dungeon is 32% - (33% * Disease Resist), with a minimum of at least 5%. You can only get diseases at the end of a dungeon if the hero's Resolve Level is at least 2. A hero can have at most 3 diseases at once; if they acquire a new one, it will replace an old disease picked at random."
darkestdungeon.fandom.com/wiki/Disease
what are the odds/requirements for the random stress heals after just killing an enemy? (no crits/virtues involved)
@@jankowalski9039 requires direct damage (no bleed/blight) and is a set chance of (I think) 25%.
Feel free to correct me if I'm wrong on the percentage!
@@ShuffleFM Ohh, it's 33 times disease resist taken as a decimal. So like 33 times .8 if you have 80% resist.
I was initally confused how the chance would ever be higher than 0 because the 33 would be multiplied by a greater-than-1 number.
Also, just another important stat to know. The Swine Chopper's Ball and Chain has a guarentee to stun your healer if one of your heroes is on Death's Door and is bleeding/blighted
I absolutely hate "ball and chain". It's so annoying because that pig bastard is a frontline tank, so you think "oh, he'll attack my frontline" but nope, watch as he completely ignores the two heroes at the front and just spams "ball and chain".
@@facundomontivero2299 that is a good reason to play rank 2 vestal
Excuse me? Red Hook?
@@facundomontivero2299 He ALWAYS goes for the healer too, doesn't matter whether they're 3rd or 4th rank, he has pretty much never gone for the other rank in my playthroughs, no matter the stun resist difference. It's like he has a targeting bias against Vestal and Arbalest in particular.
He has a tendency to crit out of the ass too, so he even double stuns sometimes. Now imagine that bullshit happening when Skiver puts everyone at death's door.
One thing I haven’t seen mentioned in the comments or in the video: On a crit, any effects have a +20% chance of sticking, and any DOTs last for five rounds rather than three. This applies to heroes and enemies.
For those wondering, the 5% to miss and 95% to hit is from tabletop RPG games where you play with a 20 sided die, 1 being a critical fail of your attack that always miss and 20 being a critical success that always hits.
Many games still do that.
Divinity 2
Look at the wiki? "Virtues, afflictions, and you" is a free video for you man.
Virtues and Afflictions tier list
@@thomrik Vigorous SSS tier
tbf the wiki’s free too
@@calorlondo5323 no
@@Ironsuaba tbh as long as it isn't an affliction, it's S tier. The only "good" affliction imo is Rapturous and I'm pretty sure only the flagalent can get it.
11:45 This is also relevant for surprised monsters. Not eliminating threats + low speed can mean enemies going back to back on turn 2
Very true. One of the most dangerous things of surprising the enemy is not stunning or killing any of them, so they effectively get 5-6 turns to hit you. Incredibly dangerous to let that happen.
Y'know what isn't hidden?
My love for you
Newish player (only 100 hours 😅), wanted to say thanks for all the content. I barely have free time to play at all, so being able to absorb knowledge from others really cuts down on my frustration. You’re a treasure. ❤️
You forgot to mention Crocodilians innate mark synergy on Vestals
uuuh,,, wot
Nah, its occultists that suffer the most from RKO OUTTA NOWHERE OH GOD
I think every enemy have that kind of ability
@@Avabeesit's a joke, because the fucking crocodile bastard always ALWAYS crits my Vestal to nothing
After the second 0 heal in a row, I simply offered him to our vampire croc gods.
11:57 I assumed that this is why bosses attack once before the end of your turn and then once after. It already pisses me off when a unit gets on death's door and gets hit again before I can heal them (in general and regardless of deathblow)
even as a vet player i learned a couple things; had no idea that secret rooms spawned like that! i remember having the read the wiki or glean tips off wusubi's stat micromanagement like 3 years ago---really wish i had a guide like this when i started playing, so thanks a lot! this game has so many strategies to discover that're a bit hidden from newcomers, so always good to see the barrier for entry lowered
a hidden mechanic i wish i knew sooner: the siren's song of desire targets your debuff resist (a stat often overlooked) and will ALWAYS target the one with the lowest debuff resist.
also, does anyone remember if they still add a buff to enemies you killed while stunned? for ex. it used to be that if u stun pos 2 then kill that enemy while its still stunned, the next fight the pos 2 will have some form of stun resist.
Been playing this game since Beta and I had no idea that getting an afflicted hero's stress down to 0 removes the affliction...
Hey shuffle thanks for this more advance and "hidden" guides, they really make you understand the game a lot more and be able to be even more strategic about your runs, plus the content is well written and easy to understand, thats very important, keep up the good work man, you're awesome
Didn't know the boss spawning in the right/down room, I knew it would be in the farthest away room but thought it was random if two rooms were equally far
Farmstead guide:
Farm 4 virtues and try to go as far as you can. Someone who can remove diseases is mandatory, someone who can remove deaths door debuff has been rather useful and for the rest it is just hoping you do not get unlucky in 1 of the fights or get unlucky getting a boss which your party is bad against.
Is healing given vs. healing recieved additive or multiplicative? If it's additive, this means that Arbalest's Very Rare trinket's -50% to healing isn't nearly as bad anymore, but if it's multiplicative, you can get a juicy x4 healing if you really try.
Not sure actually. This is the second comment about healing so I should have tested it thoroughly, I didn't anticipate the questions so I'm sorry for that :(
pretty sure its additive, so 2x 50% will be 100% less healing, making heals 0
All % based math is additive in the game, I cant confirm this, but it makes balancing sense - like buffing someone 3 times with % based buffs, would be pretty damn strong if % values were multiplacative
@@zaikozila
Those are the same stats though. If I have 2 effects that increase damage, it's just boosting the same stats twice. Healing output and healing received are different stats, like how boosting damage and critical hit chance are multiplicative.
But I'm not certain.
@@thermophile1695 They are definitely additive. It's easiest to notice with the flagellant, because if you use multiple heals in a row the second does half as much (with -25% healing received and -25% healing skills), then the third does 0 to him (with -50% healing received and -50% healing skills). Obviously this is if you don't have the district or any other healing modifiers
@@jakemertens1382
Thanks! Good info.
I know this is irrelevant, but I love that second slot vestal at the beginning of the video.
It's a fun team for sure
This is super useful, thanks for making it! Although as far as formatting and readability goes, in the future it might be better to use dots instead of dashes to start each bullet. Mainly because with how so many of the bullets start with a number I keep reading it as a negative number.
Wow.
If you could explain more about some quirks that doesn't explain themselves it would be nice
Like the quirk deviant tastes?
@@kazoobard4365 no, I was talking like skilled gambler
@@kayuanmartins6660 the quirk skilled gambler gives you a higher chance of winning random trinkets or money from the the gambling hall, and deviant tastes is they treat the ladies and men of the night so badly they aren’t allowed to go in as customers. To put it nicely for RUclips
Skilled Gambler makes it so gambling actually gets a bit better as a form of stress healing. Losing an epic trinket to gambling is pretty bad and this risk alone is enough of a reason to avoid the activity. This quirk changes that.
Also, if you don't like quirks with unclear explanations, then I'll have to inform you that around 1/3 of the quirks in DD2 are like that.
Some examples:
"Austere - Prefers the simple, simple life."
"Lazy - Not motivated to do all that much."
"Erudite - Knowledge supreme"
I have an observation. Just try it if you want to. As soon as you open the door light up a torch real fast, then you will surprise the enemies! Try it! Just do it!
Those tips on disease are actually very very helpful.
These videos are amazing because they are basically timeless.
I didn't knew you can remove afflictions by 0 stress. I usually give up on them the moment they afflict. Something actually new
By god, since i learned that you can cure afflictions by 0 the stress, i know is a bit harder to do it, but if you have jester his tambourine that helps with stress and ancestor scroll, i know is not that easy to get it, i easily cured 3 afflicted heroes in a large mission, they were from a previous mission. 2 camps with turn back time and mockery and jester spamming ballet and tune. It saved me basically 5000 gold
0 light: exists
My team: DO THE SHUFFLE
Hey Shuffle, just wanted to thank you for making these kinds of videos. Makes me happy that people are still playing and discussing this game years after release. Also, I'm sure new players would find your videos incredibly helpful. Especially since the mechanics of the game can be a bit daunting for newcomers. Thanks again and I really hope you'd do some DD2 content when it comes out later!
Seeing this video now, what you said at 11:42 made me think that that isn't a thing in DD2, the other day the one big fanatic fatty got his 2 turns at the end of the round, first hit took my Warlock occultist to death's door with a crit, second deathblowed him, thanks game...
I hope he covers the hidden stats of inordinate exsanguination :Rapturous:
Fun fact: AI is learning when you play and champion enemies will start doing combos/tactics against your heroes. Yes, when Fungal artillery decides to spam your Higwayman with dodge debuff and then switch Rend the marked on him and other frontline hero then its this case.
It's less of the AI leaning, then just taking on preset patterns that they get by week count or dungeon level. It doesn't "learn" what to do against you.
It's less of the AI leaning, then just taking on preset patterns that they get by week count or dungeon level. It doesn't "learn" what to do against you.
@@TheFuriousBrother oh it does, that unclean giant did learn which my frontline hero had low move resist in 2 turns.
Every copy of Darkest Dungeon is personalized :O
@@TheFuriousBrother i swear, the AI does learn in this game.
In one of my runs, my BH carry got focused down EVERY TURN, IN EVERY SINGLE BATTLE. What the fuck are the odds of this happening!? I even changed his position to try to meditate some of
The damage, nut he still perished, unfortunately.
You could have made this video agonising, but instead you just did what we came for. Thankyou.
Receiving 20 stress upon entering a dungeon that is 1 level higher - well, this is not quite so. My 2nd level heroes that had 12/14 of Resolve Experience, received 6 stress, while heroes that had 13/14 of Resolve Experience, received 3 stress by entering veteran dungeon. So I guess the fullness of the experience bar is taken into account as well.
Were there other factors like quirks? You've got me curious lol
@@ShuffleFM I've checked this twice, didn't use trinkets, and there were no quirks that could affect this. Mathematically it fits: there are 6 Resolve Experience from 2nd to 3rd level, 20/6=3,333... And here is one moment, stress bar on main screen will show 1 stress more in this case (I guess because of rounding to the other side), when on character screen it shows the amount which corresponds to +6 and +3 stress received.
One thing that would be good to know is if similarly to boss spawns, if quest objectives also have spawn rules? I typically hate the "activate/gather 3 blah" quests, but if there was some sorta formula to how they work I may be more willing to do them in the future.
there aren't any generation rules for those missions, its just random
Oh nice, you did get around to doing the video idea. I have since 100%ed all but a few achievements, but still great info! Still didn't know some of this even after multiple runs.
I had the case of even-fartest bottom left-right situation tonight. The dungeon was laid out as some left corridors, then a somewhat big way down, then one room on the left, one room on the right.
Nice info there! I'm getting back into this game, after playing once in 2016, finding the game a bit too grindy for my taste. Then I saw someone playing it on RUclips which make me want to revisit it. I'm glad to see there is the "radiant" difficulty now. It makes it really more enjoyable! But finding out about some hidden mechanics is really useful, so I'm watching some videos to help in my playthrough. Thanks for doing this stuff. :)
So, I was wondering which has a higher crit chance. The single heal with 12% or the group heal with 5% per hero.
Assuming the group heal hits everyone, you have a 18.5% chance to get at least 1 crit.
Group heal is nice to crit fish with
I didn't know that about holy water and diseases. I'll have to take extra holy water to try to counter it. Diseases are more of a nuisance than anything and I think it's worth the inventory slot.
When it comes to boss spawns I must warn you guys - it doesn’t always work like presented in the video. Yesterday I was hunting Siren and my dungeon looked like that:
Equal length of 4 rooms to the last one, both on left and right; both final rooms localysed to the maximum top, at the same level.
I was pretty certain that the boss would be in the right end, but didn’t manage to scout the room, so - not taking anything for granted - I headed to the other end with hope of scouting. How supprising it was when I discovered that Siren’s been hiding in the left edge room (lucky me).
Conclusion - when you face a map with equal length and height of final rooms, just take your time and scout, before camping and going all-in ;)
I promise I'm not trying to be a huge jerk when I say this, but from the scenario you described the left room was considered "lower" than the right. The game is coded to spawn a boss like this so it shouldn't deviate from that.
I've been incorrect on where I thought the boss would be in the past and upon reviewing the map closely there was always an explanation. Either I miscounted the rooms or didn't notice one was slightly lower than the other. This formula is 100% how it works though I promise.
@@ShuffleFM Well, I was also shocked with that example and examined it a few times, considering your and others’ tutorials, but actuall the rooms were of the same distance and certainly of the same height. Nevertheless, I am not blaming you anyhow mate - you made a fantastic video and I just wanted to share my experience :P
One thing that comes to my mind, however, is that after killing the boss I discovered an optional path to the left end, leading through 1 additional room. I didn’t consider it as the „longer” path, cause there was a shorter way, but maybe the game counts the longest path as „the longest possible”. Still, it’s really just a one-time occurance, the rest of the time your formula applied just fine ;)
Would the virtue chance apply inversely for a +5% chance for an over leveled hero in a dungeon? (i.e. Level 4 in a level 3 dungeon)
No sadly
Never knew about the boss speed debuff! That's awesome to know! Great content buddy keep it up!
10:33 Woulda been useful to know! Had this occur in a Warrens boss run but thankfully I went down the middle and scouted it.
Hidden mechanic in regard to modded afflictions and virtues: Any custom overstress results have a FIXED chance, meaning they cannot be modified in any way.
I don't think you can actually get both the boss room being the lowest and most right, is because if there are two rooms that are equally right, one has to be higher than the other, making the lowest a 100%. Its a foolproof formula for the boss room. Also, this is possibly one of the first times that I actually learned something new aka level 0-1 can't get diseased after the mission. Good work collecting all the obscure info.
You can get both the farthest rooms to spawn on the lowest part of your map but it's not common at all like he said. I've had only a handful of runs where the starting room is at the top and the map splits like an upside down U. It seems to happen most on the Necromancer Boss map and he always ends up on the right side of the split.
Sure, but bottom-most takes precedence over right-most, so you look at the rooms furthest away first then if two or more rooms are tied in terms of distance, you look for the lower room. If there is still more than one eligible room, you choose the right-most one of those. That can only *ever* be one room.
Came here. Learned something new. Back to playing DD. See you next time. :)
Started playing Darkest Dungeon recently, your tutorials/guides are really helping me right now, keep them going : P
I suspected there was something up with hit rate increasing after a miss. Still, missing slows down the game so much. It doesn't make it "harder" once you know what you're doing. You just take multiple extra turns to finish the fight and recover. Really wish there were a limited use for healing after a fight outside of battle. Stalling makes the game so damn slow and it feels more like a corny exploit than legitimate recovery option.
Hey Shuffle, just wanted to thank you man! Thanks to your in depth guides I started to enjoy the game a lot more! Keep up the good work and hopefully I will see more videos for Darkest Dungeon 2! :D
What about Horror?
It's a curious status effect and I heard somehwere that each hero has an innate 30% chance to resist but I have found barely any information on it.
Yet I know you can resist it because I have seen heroes resist it.
30% flat resist sounds right. I can't find a number either but from anecdotal evidence, 25-33% feels about where it should be.
@@Shadowlurker4897 I don't remember saying it wasn't. Only a few things in the game inflict horror.
Your disease resist actually does go up when you get a virtue
I still watch these videos from time to time. I played my first run and it took over 350 weeks to beat the final boss.
Yes, first time with all DLC, including crimson court.
Huh, for some reason I though crits ignore prot. Wonder when that misinformation wormed into my brain.
You probably just hit really hard a few times against some high prot enemies and assumed
I think, healing received and healing skills buff, both cap at 100%...like the end value of healing cannot exceed 100% I think
I thought that as well at first but I was told it wasn't. Hope I didn't get bad info lol
edit: I got bad info, it caps at 100%
Nice video! Continue with the good work dude :)
You should do a video on the random buffs or penalties you can get from using a facility one week, then going on an expedition the next. As an example a character that uses the bar can get a debuff of -5 Dodge for the entirety of the dungeon.
I always wondered what those random buffs were
"Where did my leper get that +5 speed?"
T o w n
@@budinhapalmieri yeah you can actually see if anyone got one before the mission by looking at the events tab in the Hamlet. Using the bar as an example, it might read "x had a long night of drinking and will a bit sluggish." That's not word for word but it is something to that effect. It doesn't tell you the effect as far as I can tell.
@@Inquisitor_Redacted if you hover over the highlighted word in that sentence, it will tell you what the effect is. e.g. "X is feeling strong and powerfull after spending blahblah blah." If you hover over the 'strong and powerfull' it will tell you +20 damage.
@@danieldevecka1682 I don't think console has that option to hover over things. Its annoying I can't see the effects on the monsters I fight so I just have to guess
@@lazarusbooth8898 Oh. Well, that is indeed annoying. Didn't know this was a thing as I am playing on a PC.
Sees the mechanic for bosses with multiple turns: oh thats why the swine god went before my Arb and crit my BH and Occ to death's door on the first turn. Nice player protection :')
I was searching for those informations long time! thanks!
long time playing the game and thx your videos i learn a couple things more 👍
Ever since I started using virtuoso man for stress healing I haven’t gone back
I was thinking about the accuracy thing, I have played this game for over 1k hours and not a single time have I missed a 95% attack
Hit cap doing its job :)
I got a boss room that had a shortcut. Removed 2 rooms that I would have had to go through if that shortcut did not exist.
Great video, super informative!
Wait what, is then something broke? My dismass died because this crow played 2 turns, it attacked it, and it bringed him to 0, and then Screamed and he died...
10:10 that would have saved a run of mine, i had to go through 3 additional fights, getting unlucky with speeds and suprsies and getting one of my heros afflicted and later made me abandon the mission
Apparently I'm more informed than I thought, I actually knew most of this. Not all though, some interesting stuff.
75 chance to retreat MY ASS. Tell me that after i got my whole party wiped out in a champler fight i failed to retreat 3 times!
Rip
Wow that's like 1,5% probability
I'm convinced that the game rolls for a sadism lvl aka difficulty at ever start of a dungeon and bases all subsequent rolls off of that difficulty modifier. The game often notably has a bias towards certain status effects when going through it.
So just to be clear, the +4 ACC buff per consecutive miss only occurs for the player and not the enemy? I don't wanna lose my OP dodge comps.
It's a player only bonus don't worry :)
interesting didnt know most of these mechanics
Regarding healing crits, group skills can crit on individual targets. In fact, I have never seen a group healing skill (4 targets) crit on all 4 of its targets. Ever. Not saying it's not possible, but it seems like there's definitely more going on with crits and healing than meets the eye.
The 5% applies to each hero in the group heal, so getting all 4 would be quite the statistical feat lol
@@ShuffleFM My favourite crit anomaly is the Vestal's Judgement. Both the damage and the healing can crit individually, but it will also stack (on the healing effect) if both happen to crit. Now that I think about it, I suppose similar things could occur on skills like the Flagellant's Exsanguinate.
So the bit I'm not clear on still:
The 95 hit cap, is that only the visible hit cap (that is to say you hit 95 cap but then the game adds 5 so it's 100 actually) or do you in fact always have a chance to miss? It sounds like the former but I wasn't 100% sure.
It's the former. It always shows 95 max but it gives you the extra 5 after that
excelent video buddy
I was wondering why my stress reset to 0 after hitting 200 while virtuous. Thought it was a glitch
are there any secret information about MINI bosses like the collector and the thing of the stars like how it affect them so they can spawn/where
- is the difficulty/duration of the quest affect them
- party status like someone is dead or is afflicted
- can MULTIPLE of them spawn or is it limited to one
- can collect items/boss/explore room/clear room quest affect him(basicly does a type of quest guarantee more his chances to spawn then others)
- can he spawn in the crimson court (he can spawn in the endless waves as a boss that why i'm asking the question)
I wish you'd color the topic different from it's contents
for example:
Diseases resist
- 32 - (33 * Disease Resist)
Level Up
[...]
the "diseases resist" and "level up" were kind of hard to see since they have the exact same color in the video. it took me a few seconds to notice that there was a second title
Noted :)
Does the location of the dungeon affect the chance of getting diseases at ending screen? Cuz it feels like it do (Warrens, Weald).
It doesn't actually. Sometimes you just get unlucky
what does -100% food consumed actually mean?
Can I stack for -200% Food Consumed?
with Blood Thirst Ring and the Fasting Seal.
Im poor early game so Saving money on food looks good. Plus Antiquarian seems too weak as I struggle for damage
Vestal + Highway_man + Man_at_Arms + Antiquarian.
I do like to buy lots of torches to get more loot in darkness then I need lots of food for all the traveling.
Everything is expensive especially when my heros get to lv3 then not want to make me money anymore as i struggle to get a solid team together.
I try to get heros that are flexable in positions and some front row damage dealers with jester or vestal in the back.
Also it sucks playing Jestal together with antiquarian.
Can you enter a secret room if it hasn't been scouted?
Nah. You need to scout it to enter
Are you playing with a mod that makes all your damage rolls the lowest they can be?
In terms of hidden mechanics, one you didn't cover: how does hunger works in dungeon? Is it me only, but I noticed it appear at certain corridors on dungeon. How is it generated, random?
You get 2 free hallways at the start of the dungeon with no hunger checks, then for each check you receive it will skip a hallway until it can happen again. Hunger checks are rolled when you enter a hallway and they occupy open tiles. If you go in and out of a room repeatedly you can spawn it, but that isn't common. Usually it happens when you backtrack though.
@@ShuffleFM and when check is rolled, what is a percentage chance for hunger to happen?
@@marcingluszek7564 I don't have that number sadly.
If I had +100% healing done (double) and the same for healing received, would I receive Quadruple the base heal or just Triple? Basically, are they calculated separately?
Should stop at 100% collectively.
Is crit calculate with accuracy or after accuracy calculation?
After. Gotta hit them before anything else happens.
@@ShuffleFM ah thanks mate, I was wondering about that quite some time.
Is it possible to get 100% scouting chance?
Yes
Speed rolls a 1d8 and distributes it among the combatants right? Or can two people get the same roll
I think 2 heroes can get the same roll but I'm not certain.
Love your videos. I watched through this one hoping to learn about the “fated” quirk, and how it relates to accuracy. My guess is that is does not proc on an enemy dodge, only a player miss. Meaning it would be a better quirk earlier in a run when a hero would have less base acc? But also what is the base chance to re-roll a miss?? If it’s only, say, 20% then at 95 acc fated would essentially be worth 1 accuracy, or 5 at 75 base. Am I thinking about this right? Please help.
I forgot a few things in this vid, fated is one of them. Skipping all the math behind it, it translates to about 1% bonus accuracy, so it's total trash. You're right that it only applies to missing and not dodging.
Lol, knowledge that will make one better at the game? Lets hide it deep... This is Darkest Dungeon God damn it!
10:39 it's actually impossible for all the three conditions to come up at the same time. They would need to be at the same distance downwards and to the right so they would literally need to overlap completely... as in "be on the same space"
not actually true. you could have something like this ( "o" represents a room and " - " is the hallway)
o
|
o---(start room)---o
| |
o o
@@butilikepizzatho4851 There is an order to those conditions. IF the distance down is equal, then you also look at the distance to the right.
Is the consecutive miss accuracy buff applied per unit or party wide?
@@Shadowlurker4897 Thanks
One quick question: speed roll is it done once per round for every monster or one roll for all monsters? Same goes for heroes ... ?
Every single hero and enemy gets a speed roll, so if it's 4 vs 4 there are 8 rolls total. This happens the moment the turn starts before anyone gets an action which is why buffing or lowering speed mid round does nothing until the round after.
@@ShuffleFM nice. Thanks for help :)
damn, such a good video
is there an alledged 100% accuracy to hit, everything always says 95% accuracy and some people alledge on a hidden code that 95% means 100% and that there is no 5% chance on missing.... I don't know how difficult was for RH to just put 100% if that was true.
RH just trying to keep a bit of mystery and tension I guess
@@ShuffleFM :D
I WAS WONDERING WHY A BONE NOBLE WITH 9 SPEED WAS GOING BEFORE MY GRAVEROBBER WITH 13 SPEED THANKS THAT CLEARS IT UP
I got only one critique I got with this video, you mix "turn" and "round" at random.
Thanks, hard to keep terms straight with so much talking.
What about death blow chances ?
Baseline is 67%. It's in the resist tab :)
@@ShuffleFMGod dammit there goes my dream of an immortal jester
Do you know the words "South" and "east"?
???
Like
Nice
Booo Epic games boooo
Dd1 sucks cause to many randomizer shit happens