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报告翻译问题






Are your virtue / affliction chances set correctly?
In monk.info.darkest, both karma and epiphany have .override_trait_type_chances 1.
That means they both have a 100% chance to occur since 1 = 100%, 0.5 = 50%, etc.
mm75
The heal is very bad early game, but scales quite well with trinkets and level up. There's a few monk trinkets that add +1, +2 to healing so try abit later on.
Thanks for looking into the extra slot. Yeah I've been manually removing them from all the character mods but also asking the makers to remove them since they are a cheat (a minor one of course, but still with 10 extra characters you sometimes get 5 or 6 extra slots which is a free roster size upgrade).
I will remove the extra slot in a next update, in the meantime you can delete the campaign/roster/roster.additional_variables.json in the mod folder to remove it.
Does he have a higher chance for virtue? He almost always seems to get the epiphany virtue, which is fine and all but I don't think is warranted balance wise.
Aside from that, any chance you could remove the extra roster slot?
If you enter Death's Door during your own turn, you have options to save yourself, it's no big deal.
This example wasn't even about using the Monk as a healer: you could build this Monk 100% for offense and it would still save everyone from Death's Door, because all he has to do is to set up Riposte.
And here's an alternate scenario where the riposte heal didn't matter: the Sleeper blights and Death Door's everyone, Monk ripostes and saves everyone. Next round everyone outspeeds the Monk, everyone takes a blight hit going down to Death's Door. Sleeper also outspeeds and performs a triple Death Door check, potentially killing everyone.
If I'm right about my earlier assumption then Aegis has a 35% chance (or 1 out of 3) due to coding shenanigans, fairly certain that's not intended.
On Riposte: I am talking about enemies with AoE attacks.
Take for example the Sleeper. It AoEs your entire team, bringing one or several heroes to Death's Door. The Monk Ripostes. The Riposte activates the healing. Now your entire team is out of Death's Door, without you even doing anything. It's crazy strong, though of course not 100% reliable. But the point is that it will still happen reasonably often.
As for Mantram, no trinket is required to make it OP. The healing amount is mostly inconsequential: it's the Aegis that gives you "virtual" healing (and the actual chance of it happening seems to be 50%). That's an entire round of respite, on top of any actual healing done.
Also, even back when you said that mantram wouldn't crit, it did. I don't think the same crit rules apply to the crits on heals as they do on attacks, if that's what you meant back then.
I've only ever felt that the monk has trouble keeping himself up, rather than others, so, as far as I'm concerned, if you have doubts about his healing output, then up his self heal's minimum (although, I have a feeling a low minimum is always going to result in what the gourd can provide and need nowadays, namely a pocket healer for the healer for emergencies, which is fine with me)
Mantram targets the whole party and the aegis is applied through an effect with the scope of 'performer_group_other'. Now what I believe this results in is that when Mantram is cast it applies the buff to all party members individually, rolling the aegis chance separately four times, meaning that the actual chance for the team to hit the aegis is actually 1-(0.9^4) = 34.39%.
This would also explain what Orties reported: that rarely Mantram applies two aegis' (with a chance of 5.23%).
If you want it to be actually 10% without changing the way its implemented you would want 2.5% base chance [1-(0,975^4) = 9.7%] with 0.5% increments. Or you may want to look into coding it differently.
Riposte-crit healing does nothing if the monk isn't being targetted. Arguably this rework Monk is better at getting attacked as he can guard others, which wasn't part of the og version.
I think the skill becoming quite powerful with trinkets is perfectly fine, I mean that's the point of trinkets and why they also have downside. I personally just find it awkward to have the Monk healed by Mantram as well. XD
And tbh I don't even really notice the 2 turn cd and it's kinda rare that a full party heal is truly needed, it's only an optimal choice if the damage is spread out evenly and/or multiple people are on Death's door.
1) Heals can also crit so you can have a CRIT followed immediately by a CRIT heal. This makes the Monk a bit too strong not only in terms of healing, but also in terms of Stress healing.
2) Having this CRIT effect on a class with Riposte is way too strong, because it means the Monk can CRIT in response to an enemy attack. So for example, if you have an enemy with strong AoE attacks (that's the situation where you would want Riposte anyway), you can have the Monk's Riposte not only inflict damage but bring his companions' out of Death Door. Again, like Mantram, this is not realiable, but the possibility is still incredibly strong.
If I can make a suggestion, I'd suggest you to change its CRIT effect from a direct heal to a Regeneration (Heal over Time).
This would address both issues I raised because Regeneration can't crit and it doesn't bring you immediately out of Death's Door.
The 1st is that the recent changes to Mantram made the skill too OP. Granting Aegis to the whole team is just too strong, it doesn't matter if it's not completely reliable: when it happens, it's almost an autowin for you, which feels cheap. Also, I don't know if I'm just lucky or if there is some mistake in the coding, but I feel I get Aegis way more often than advertised. Almost every other use of the skill triggers Aegis.
I felt that the old version of Mantram was fine. I feel the Monk isn't supposed to be a full time healer, so even if it was a weaker than Divine Comfort, that was fine. But with Aegis now it's so powerful that it's made the skill even more powerful than Divine Comfort (so the Monk is now better at healing than the Vestal!).
While I’ve never tried the original version of the Monk, Aegis looks to me so much stronger than a PROT buff.
I'm not sure if it's broken, need to do more testing, but I think it def feels too safe and universally good right now. But maybe it's just because I got used to the og version.