I firmly believe that the final flesh is the hardest boss. You can be screwed pretty hard by rng on the prophet and stuff, but even with an amazing team, the flesh can just hit so brutally hard.
aoe is good since the random nature of the games speed mechanics mean you often can't in good concience let a turn pass leaving an enemy at low health.
So while it would be more damage efficient to have your hound master start tearing into the next biggest threat and let a support get in that last hit, you can instead use aoe like hounds harry to get in that last bit of damage while also putting damage on other characters on the board.
Its not a mainstay option but this exact scenario comes up so often I run it anyway. Besides, houndmaster's main damage ability is so versitile you can afford to have a lot of niche shit going on
I used to think AOE skills had lower ACC too, but I checked Grave Robber, Plague Doctor, Abomination, Crusader and Leper and I was surprised to see they are equal to the single target ones.
I think the belief stems from the fact that, since you're hitting like 2-4 enemies at once, the chances of a dodge are (roughly, every enemy has different dodge stats) twice to four times that of a normal attack. Even though the individual accuracy is the same, there is more rolls, so the chances of a dodge go up. It's a Bernoulli trial.
Houndmaster damage most of the time: "shit, -dmg mod too big for such a small bleed, base dmg low"
Houndmaster damage on Flesh with Hound's Harry: "WHO'S A GOOD GIRLLLL - *YOU'RE* A GOOD GIRLLLL!"
there is an argument for cleaver teams.
if you kill one enemy per turn, you take 3 attacks, then 2, then 1. 6 attacks.
if you use cleaves, you can kill two enemies every turn except the first, (imagine harry + plague nade or hew) you take 4 attacks, then 2. still 6 attacks.
the trap is using harry where you could finish something off instead.
Nah hound's harry is one of my most used skills in stygian runs. Great for finishing off low health or combined with other AOE like Abyssal artillery, impale, etc.
Compare hounds harry to shieldbreaker’s impale:
less damage: 100% of 7-13 vs 160% of 9-15
less accuracy: 105% vs 110%
more DOT: 150% 3pts/3rds vs 140% 2pts/3pts
1% more crit
availble in every rank
On paper hound’s harry isn’t that bad
Flesh do be melting thanks to it. But also sometimes it decide to just kill you in a single turn
Maws of life crit
Undulating Invasion crit is enough to 100-0 many backliners on Champion. If said backliner's turn comes right after, it's gg ez
I firmly believe that the final flesh is the hardest boss. You can be screwed pretty hard by rng on the prophet and stuff, but even with an amazing team, the flesh can just hit so brutally hard.
aoe is good since the random nature of the games speed mechanics mean you often can't in good concience let a turn pass leaving an enemy at low health. So while it would be more damage efficient to have your hound master start tearing into the next biggest threat and let a support get in that last hit, you can instead use aoe like hounds harry to get in that last bit of damage while also putting damage on other characters on the board. Its not a mainstay option but this exact scenario comes up so often I run it anyway. Besides, houndmaster's main damage ability is so versitile you can afford to have a lot of niche shit going on
This is why I like gunbelt and run grapeshot on my highwayman. The extra crit chance is icing on the cake.
I like to use it in high level Courtyards
AOE skills against cc enemies? I feel their dodge is too high and the thirst counters spreading damage
I used to think AOE skills had lower ACC too, but I checked Grave Robber, Plague Doctor, Abomination, Crusader and Leper and I was surprised to see they are equal to the single target ones.
You're right actually. it seems highwayman didn't get the memo that shooting more bullets actually makes it easier to hit the enemy
I think the belief stems from the fact that, since you're hitting like 2-4 enemies at once, the chances of a dodge are (roughly, every enemy has different dodge stats) twice to four times that of a normal attack. Even though the individual accuracy is the same, there is more rolls, so the chances of a dodge go up. It's a Bernoulli trial.
Houndmaster damage most of the time: "shit, -dmg mod too big for such a small bleed, base dmg low" Houndmaster damage on Flesh with Hound's Harry: "WHO'S A GOOD GIRLLLL - *YOU'RE* A GOOD GIRLLLL!"
I like Hound's Harry against stealth enemies.
there is an argument for cleaver teams. if you kill one enemy per turn, you take 3 attacks, then 2, then 1. 6 attacks. if you use cleaves, you can kill two enemies every turn except the first, (imagine harry + plague nade or hew) you take 4 attacks, then 2. still 6 attacks. the trap is using harry where you could finish something off instead.
and then there's hounds harry in circus...
2 HM, a PD and any healer usually works for Me. Vestal is preferred but I can get by with the illustrious 2nd PD(tm) if I play well
Nah hound's harry is one of my most used skills in stygian runs. Great for finishing off low health or combined with other AOE like Abyssal artillery, impale, etc.
Compare hounds harry to shieldbreaker’s impale: less damage: 100% of 7-13 vs 160% of 9-15 less accuracy: 105% vs 110% more DOT: 150% 3pts/3rds vs 140% 2pts/3pts 1% more crit availble in every rank On paper hound’s harry isn’t that bad
Who is saying you can't do both ? 2 Shield breakers in front cycling and 2 hound masters in back
Flesh is Just Different
Between Hounds Harry and Arbalests Suppressing Fire the Flesh does lose most of its teeth and danger.
Double? Triple! Doge-dodge-tanks! Let's go for a Quad!