Jester

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Battle Ballad 1

+5 ACC
+3% CRIT
+4 SPD if in position 1
+25% DMG if in position 1

+6 ACC
+3% CRIT
+4 SPD if in position 1
+27% DMG if in position 1

+7 ACC
+4% CRIT
+5 SPD if in position 1
+29% DMG if in position 1

+8 ACC
+4% CRIT
+5 SPD if in position 1
+31% DMG if in position 1

+10 ACC
+5% CRIT
+6 SPD if in position 1
+33% DMG if in position 1

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Slice Off 1
Melee
ACC: 95 / DMG: -33% / CRIT: 8%

Bleed (100%)
3 pts/rd for 3 rds

ACC: 100 / DMG: -33% / CRIT: 9%

Bleed (110%)
3 pts/rd for 3 rds

ACC: 105 / DMG: -33% / CRIT: 10%

Bleed (120%)
4 pts/rd for 3 rds

ACC: 110 / DMG: -33% / CRIT: 11%

Bleed (130%)
5 pts/rd for 3 rds

ACC: 115 / DMG: -33% / CRIT: 12%

Bleed (140%)
6 pts/rd for 3 rds

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Harvest 1
Melee
ACC: 90 / DMG: -50%

Bypass Stealth
Bleed (100%)
2 pts/rd for 3 rds
De-stealth

ACC: 95 / DMG: -50% / CRIT: 1%

Bypass Stealth
Bleed (120%)
2 pts/rd for 3 rds
De-stealth

ACC: 100 / DMG: -50% / CRIT: 2%

Bypass Stealth
Bleed (130%)
3 pts/rd for 3 rds
De-stealth

ACC: 105 / DMG: -50% / CRIT: 3%

Bypass Stealth
Bleed (140%)
3 pts/rd for 3 rds
De-stealth

ACC: 110 / DMG: -50% / CRIT: 4%

Bypass Stealth
Bleed (140%)
4 pts/rd for 3 rds
De-stealth

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Inspiring Tune 1

Heal 8 Stress

Heal 9 Stress

Heal 10 Stress

Heal 11 Stress

Heal 12 Stress

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Dirk Stab 1
Melee
Forward 2
ACC: 85 / CRIT: 5%

+15% CRIT vs Bleeding
Buff Self:
Finale: +100% DMG

ACC: 90 / CRIT: 6%

+17% CRIT vs Bleeding
Buff Self:
Finale: +100% DMG

ACC: 95 / CRIT: 7%

+20% CRIT vs Bleeding
Buff Self:
Finale: +100% DMG

ACC: 100 / CRIT: 8%

+22% CRIT vs Bleeding
Buff Self:
Finale: +100% DMG

ACC: 105 / CRIT: 10%

+25% CRIT vs Bleeding
Buff Self:
Finale: +100% DMG

+

Duration: 3 rds

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Solo 1
Ranged
Forward 3
ACC: 100 / DMG: -100%

Clear all Corpses
Debuff Target:
-10 DODGE / -2 SPD (100%)
Buff Self:
Finale: +100% DMG

ACC: 105 / DMG: -100%

Clear all Corpses
Debuff Target:
-12 DODGE / -2 SPD (110%)
Buff Self:
Finale: +100% DMG

ACC: 110 / DMG: -100%

Clear all Corpses
Debuff Target:
-15 DODGE / -3 SPD (120%)
Buff Self:
Finale: +100% DMG

ACC: 115 / DMG: -100%

Clear all Corpses
Debuff Target:
-17 DODGE / -3 SPD (130%)
Buff Self:
Finale: +100% DMG

ACC: 120 / DMG: -100%

Clear all Corpses
Debuff Target:
-20 DODGE / -4 SPD (140%)
Buff Self:
Finale: +100% DMG

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Duration: 2 rds

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Finale 1
Melee
Back 3
ACC: 100 / CRIT: 8%

Cooldown: 2 rds
Other Heroes:
Heal 1 Stress
Debuff Self:
Finale: -15 DODGE

ACC: 105 / CRIT: 9%

Cooldown: 2 rds
Other Heroes:
Heal 1 Stress
Debuff Self:
Finale: -15 DODGE

ACC: 110 / CRIT: 10%

Cooldown: 2 rds
Other Heroes:
Heal 1 Stress / Heal 1 Stress (50%)
Debuff Self:
Finale: -15 DODGE

ACC: 115 / CRIT: 11%

Cooldown: 2 rds
Other Heroes:
Heal 1 Stress / Heal 1 Stress (50%)
Debuff Self:
Finale: -15 DODGE

ACC: 120 / CRIT: 12%

Cooldown: 2 rds
Other Heroes:
Heal 2 Stress
Debuff Self:
Finale: -15 DODGE

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Other Changes

Stats
Crit buff changed from:
 +40% Stress Healing Done
to
+25% Stress Healing Done
+25% Damage vs Bleeding

Base CRIT increased by 3%
SPD reduced by 1

Gyll's Notes

Finale is a controversial skill which has changed many times over the course of Darkest Dungeon’s life. The pre-CoM state of Finale was considered quite weak, while the more powerful older versions didn’t really fit the theme of the skill. A big motivator for me when I decided to rework the vanilla heroes was to see if I could hit a sweet spot with Finale that fit the theme and was balanced.

Red Hook greatly improved the Finale build in Color of Madness patch by making it a one-time gigantic finisher, whereas my version encourages more of a rotation where you spent a turn or two setting up, Finale for a solid hit, and then start the rotation again. The current vanilla version is certainly is more of a true finale, but personally I’m partial to my design for a few reasons:

  • It’s useful in more types of encounters
  • It presents more options over the course of a longer fight, instead of leaving you with one or two “dead” skills until the end
  • It doesn’t muddy up every skill tooltip with a buff
  • It doesn’t allow you to cheese certain boss mechanics

Overall I’m happy with where I landed on Finale, even though you could argue it’s less thematic in some ways than the current vanilla version.

Dirk Stab, which took me many iterations to find a version I was happy with, has finally found a home as the centerpiece of a bleed/crit/finale build, in combination with the modified crit buff.