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author | Your Name <you@example.com> | 2025-02-28 13:29:09 -0500 |
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committer | Your Name <you@example.com> | 2025-02-28 13:29:09 -0500 |
commit | 0e394c57f374c2d4a65466b63fd874cbdfec0749 (patch) | |
tree | cb7cf2c675e2400306a1f92317d3306fed019d49 | |
parent | 2e80ee103de1b84828ade9fb21a57fa4db6a213a (diff) | |
download | gloomhaven-master.tar.gz gloomhaven-master.tar.bz2 gloomhaven-master.zip |
-rw-r--r-- | content/soothsinger.md | 14 |
1 files changed, 9 insertions, 5 deletions
diff --git a/content/soothsinger.md b/content/soothsinger.md index 4e420fe..484476c 100644 --- a/content/soothsinger.md +++ b/content/soothsinger.md @@ -385,25 +385,29 @@ Your songs fall into three general categories: defensive, offensive, and utility <img src="gh-soothing-lullaby.png" width=200 height=300> <img src="gh-tranquil-trill.png" width=200 height=300> -You have three songs which fall solidly into the defensive category: Ditty which shields, Dirge which imposes disadvantage, and Lullaby and Trill, which heal (a sort of a retroactive defense). These three effects are all powerful and shine in different situations. +You have four songs (three song effects) which fall solidly into the defensive category: Ditty which shields, Dirge which imposes disadvantage, and Lullaby and Trill which heal (a sort of a retroactive defense). These three effects are all powerful and shine in different situations.  -Many have claimed that Trill is your best defensive song, and I must dissent. However, in certain common situations, it can be. The plot above shows the total (or net) damage dealt to your allies for different base attacks under certain effects: Advantage (which we hope the monsters never have), Disadvantage (as imposed by Dirge), No Advantage (the default case), Shield 1 (a la Ditty), and Heal 2 (Trill). Note how Trill always comes out ahead! Note how Dirge overtakes Ditty around attack base 5! +Many have claimed that Trill is your best defensive song, and I must dissent. However, in certain (even common) situations, it can be the best. The plot above shows the total or net damage dealt to your allies for different base attacks under certain effects: Advantage (which we hope the monsters never have), Disadvantage (as imposed by Dirge), No Advantage (the default case), Shield 1 (a la Ditty), and Heal 2 (Trill). Note how Trill always comes out ahead! Note how Dirge overtakes Ditty around attack base 5!  -Cursing the monster deck can prevent quite a bit of damage. No matter the song, your curses give you a defensive boost. Notably, Dirge is disproportionately benefited, overtaking Ditty by attack base 2. Trill continues to whisper sweet promises of single-handedly solving all of your defensive needs forever. +Cursing the monster deck can prevent quite a bit of damage. No matter the song, your curses give you a defensive boost. Notably, Dirge is disproportionately benefited, overtaking Ditty at 2 curses (Attack base 4). Trill continues to whisper sweet promises of single-handedly solving all of your defensive needs forever.  -Aha, the chink in Trill's armor! Ditty, Dirge, and Trill are all about equivalent when an ally is hit by 2 attacks in a turn, and Ditty and Dirge pull ahead as the number of attacks increases. This is the key problem with Trill: it is only the best song when attacks are spread out among your allies. But when one ally (say your tank) tanks all of the hits (as a tank does), it falls apart. +Aha, the chink in Trill's armor! Ditty, Dirge, and Trill are all about equivalent when an ally is hit by 2 attacks in a turn, and Ditty and Dirge pull ahead as the number of attacks increases. This is the key problem with Trill: it is only the best song when attacks are spread out among your allies. But when one ally (say your tank) tanks all of the hits (as is the tank's goal), it falls apart.  Adding a few curses to the monster deck only makes the flaw with Trill more pronounced. This time we see Dirge take the lead from Ditty as the best defensive song. -In summary, Trill is your best defensive song when attacks are spread out such that each ally only receives one per round. However, if this is the situation, you might be better off with an offensive song. Ditty is best when attacks are low base or you have few curses in the monster deck, and Dirge is best when attacks are high base or you have many curses in the monster deck. +In summary: + + * Trill is your best defensive song when attacks are either **spread out** or **infrequent** such that your allies don't receive more than one each per round. However, if this is the situation, you might be better off with an offensive song. + * Ditty is best when **attacks are low base** or you **don't have many curses** in the monster deck. + * Dirge is best when **attacks are high base** or you **have many curses** in the monster deck. ### Offensive Songs |