Crits Reworked

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Author: O'Nightmare!

Last revision: 6 Jan, 2019 at 22:45 UTC

File size: 219.14 KB

On Steam Workshop

Description:

Experimental mod that makes Crits deal less damage but (de)stress more reliably

New Crits:
  • Crits deal 125% of max weapon damage
  • 50% of excess accuracy now gives crit chance
  • Crits increase effects chances by 30
  • Player Crits:
    • Chance reduced by 2
    • Self: stress heal 2 (75% chance)
    • Allies: stress heal 2 (75% chance)
    • 67% chance to bark
  • Monster Crits:
    • Target: 8 stress (100% chance)
    • Party: 5 stress (75% chance)
  • Additional stats:
    • 100% chance to heal 1.5 stress on kill
    • Random SPD mod: 1-6
    • +2 Chance to Hit on every miss until any hero lands a hit

Vanilla Crits: (darkest difficulty)
  • Crits deal 150% of max weapon damage
  • Crits increase effects chances by 20
  • Player Crits:
    • Self: stress heal 3 (100% chance)
    • Allies: stress heal 3 (25% chance)
    • 75% chance to bark
  • Monster Crits:
    • Target: 10 stress (100% chance)
    • Party: 5 stress (50% chance)
  • Additional stats:
    • 50% chance to heal 3 stress on kill
    • Random SPD mod: 1-8
    • +4 Chance to Hit on every miss until any hero lands a hit

Notes:
This mod overrides difficulty torch light settings (e.g.: +monster crits on stagyan, +player dodge on radiant)

Compatibility:
Should be compatible with almost anything, even with mods that change rules.json file

Compatiblity with Warmth Meter mod:
Not fully compatible however I kept it in mind.
So Warmth Meter cancels ‘-2% heroes crit chance’ however changes made to SPD roll and speed debuff in cold compensate for that. Load order doesn’t matter.

How do I know if mod is working?
While in battle hover over CRIT if it has negative modifier due to Light Level then it’s working. https://i.imgur.com/o8Zg1eX.png