Phillip’s Grave Robber Rework
A New way to play Grave Robber!
Comment if there is a bug, or if you have any suggestions.
The Goal of this mod is to make the majority of the skills usable on every path, so that you don’t just click the 5 skills that changed on each path but carefully consider and swap skills depending on what you expect for each battle.
There are 2 changes to Wanderer, 10 changes to Deadeye, 2 changes to Venomdrop, and 6 changes to Nightsworn.
I have seen the Lux Graverobber+ changes to Combo and its interaction with crit, but statistically it is way too op because unlike other debuffs or DOTs crits cannot be resisted and always roll maximum damage range, so allowing for the combo to stay upon missing a crit basically means there is no downside to graverobber. I much prefer making her kit stronger and more varied, while having the 20% chance to not crit (base 30% crit + 50 from combo) be the times the damage is "resisted" if that makes sense.
QOL changes.
Pick to the Face: Making the damage range tighter for Pick+ as it feels bad to hit a 5, and with the crit chance on combo it would be alot more damage to raise the ceiling of the ability. Just a personal change to avoid those feels-bad moments.
Shadow Fade: I personally never use shadow fade as pirouette (dealing damage) is 99% of the times better than ignoring dodge/riposte or the other bonus effects this gives the abilities, and grave robber is never in ranks 1/2 enough for this to matter anyways. This change makes Shadow Fade a real ability, with the flexibility to move back when you are in front while still being usable in the back ranks. The strength is because again, stealth is not like unchecked power/ other tokens: it doesn’t increase your dps at all and a lot of back line moves have cleave (all my homies hate pillager crackshot) so stealth isn’t that useful for survivability meaning its cosmetic half the time.
The big one. All damaging moves have been changed to gain 50% crit chance on combo. I mentioned in my Highwayman rework that I wanted to change all these pure DPS classes into their own niche, and Grave Robber is no exception. Audrey now leans much more heavily into Combo and Stealth with this class, and is rewarded for it. The goal is to always feel like you are achieving something other than pure damage by pressing a button.
All Damaging Moves:
Min damage range reduced by 1, Max damage range increased by 1 [Mastery point required]
These changes are to lean more havily into the crit identity. As mentioned earlier, crit always takes the max value of the skill’s damage range before adding its 150% multiplier, so changing min ranges does not effect crit. This encourages you to actually use Combo instead of using these skills as a better version of the wanderer skills, as unmastered they are strictly worse and mastered they still have a wide damage range. Only with Combo can you see the benefits of this damage range(on the mastered skills).
Glint in the Dark:
Changed it from a boring execution skill (basically worse double tap) with very limited usage to a full on finisher skill for grave robber, something she lacks. Although the animation isn’t that cool, the effects are still on par with moves like Finale, and with the damage to boot. Again, a wide damage range encourages strategic use with combo over blind firing this move on low enemies. Same self debuffs as pirouette; if it ain’t broke, don’t fix it. Requires stealth so that you don’t spam this move every turn without using cooldown, and anyways with the new shadow fade changes its not too hard to get.
Repartee:
Shoutout to my goat Tiftid. After many iterations and testing of this skill with no less than 3 complete reworks, this is the final version of Deadeye’s repartee. Backline doesn’t usually get hit that often, so this gives you a way to "spend" your dodge tokens. Its like a dollar store take aim with some extra dodge on the side. (real ones remember when take aim gave 2 crit, 1 speed and 1 dodge)
Blight app/potency is all fine, no need to touch up on things that are already good, so went for more consistent stealth app and fixed the blight res pierce to actually have a duration (1 turn is not cutting it)
Pick to the Face: Instead of crit on Combo, gave it blight res down. -10/20% should be balanced, looking at other kits like abomination.
Shadow Fade: Now the blight res pen feels like a real buff. I looked at enemy data and most have around 20-30% res with bigger/foeter enemies having 50-60%, so its not as strong of a buff as it sounds, considering your spending a turn on this. Now mastering this skill doesn’t make you regret your life choices after seeing the buff expire in 2 turns.
Focusing more on stealth, and giving bonuses for it. Encourages you to think of Nightsworn Grave Robber not just as a lunge machine but also consider her as more of a flexible damage dealer with strong upside when stealthed.
Thanks to Tiftid, ItsCrisDiaz (Cristian), Gniko, and others on the DD and GR Discord for coding/feedback support.