Dicey Dungeons

Dicey Dungeons

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Mastering the dice game
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Feeling you can't win cause the dice are not going your way ?
This is a guide to master the dice and to understand how to make your runs more reliable
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Planning runs
Priorities on a floor

During your runs, you should follow a specific order of priorities for places the player visits. In the next steps, we discuss a possible order that seems the most relevant.

As a reminder, this order depends of your current health percentage (noted as hp%) and the number of fights needed for the player to level up (noted as 1fightlvlup when only one fight is needed). Indeed, when you level up in Dicey Dungeon, the player is totally healed and get hp max. This free healing must be used at its maximum potential.

Current xp level
1
2
3
4
5
Number of fights
to level up
2
3
4
5
-


The most relevant order :
  1. chest or/and store (and cards specifically for the Jester) reachable without fighting
  2. apple if :
    • not any monster left
    • hp% < 30%
    • hp% < 50% and no 1fightlvlup
    • last monster on the floor and 1fightlvlup
  3. optionnal apple if the next easiest monster to fight is too hard at your hp%
  4. monster blocking the most number of apples/stores > chests
  5. other monsters

Keeping in check monsters


In contrary to games like Slay The Spire, Dicey Dungeon never leaves you lost in the unknown. You can decide which reachable monster you want to face first (as said previously) and you should always access the numerous informations on the monster status and skills to answer questions :
  • monster skills quickness to deal damage : quickly damage VS ramp slowly to stronger phases (in several turns)
  • monster skills have effects that limit your effectiveness to deal damage (or ramp to deal damage in later turns)
  • monster has a weakness that i can exploit

By answering these questions, you can decide if you can play your fight without taking care of his actions (just outputing your damage at your rythm), by being sure you will tank/heal/output more damage before the monster has too much impact on your run (by killing you for example ^^). If this fight requires you to take into account the monster actions, you will decide the skills you used in priorities based on :
  • adapt your fight pace to your ennemy
    (Ex : ramping into a rush damage monster can be hard)
  • effects from the player skills that can disrupt the monster fight plan are based on:
    • monster number of dice / skills limitation on odd or low die numbers
      Ex BAD : it's worthless to freeze one die for a monster having a lot of dice or even several dice when the monster plays with effect skills based on odd die values
      Ex GOOD : shocking skills when the monster has a few dice
    • monster number of skills
      Ex BAD : shocking 1-2 of a monster having 4-5 skills
      Ex GOOD : breaking a skill of a monster with fewer skills

Fly you fools !

In Dicey Dungeon, the game saves your run each time you start a fight with a monster.
You can quit your run and load it back just before the fight started :
  • if you feel you mismanaged a fight
  • brought the wrong skills to match against a specific monster (and you want to change them in your inventory)
  • if you are going to lose, even at the last second when the monster is outputting his final damage, you still can quit to reload before the fight started

This exploit can be used if you want to have more consistant runs because it will allow you to limit the RNG factor of rare dice draws and/or help you restage a fight where the player could have been more efficient.
The more (dice), the better
The core mechanic to get better at Dicey Dungeon is managing your dice to have either the most effecient turn or to improve your possibilites in your following turns.

The Best : Getting a die over 6

Having the value of a die getting over 6 will create two dice : a die 6 and another die (corresponding to the remain of the substraction by 6). If the die was hidden, the two dice will always appear hidden and in the following positions :
  • the die 6 on the left
  • the other dice on the right

Ways to get a die over 6 :

  • Multiplying a die over 6


    ex : a die 4 multiplied by the skill ungeradedice will get dice 6 and 1

  • Adding +1 to a die 6 will always get you two dice : 6 and 1

    This is the most common mechanic and the skill you should always prioritize, in particular by upgrading it so that whenever you get a die 6 at the start of your turn, you will be able to get two more dice 1.
    ex : For Thief which is always based around having a lot of dice of low value (1,2 or 3)
    ex : For Jester, more die means more skills in your deck that you can play each turn

  • The Robot revolves entirely around drawing more dice each turn without getting over its maximum number of cpu. There are several skills that allows to draw more dice for a turn by either incrementing the maximum cpu number or lowering the current used cpu number.

The Good But Slow : Incrementing your number of dice for a fight

Depending of the type of character you play and the skills you access in the first floors of a run, the player might not be able to rush damage and kill monsters quickly.

In these cases, the player needs to ramp and build slowly an advantage over the ennemy by having more dices each turn. Most characters have skills that allow to add more dice to your number of draws at the start of each turn.

This mechanic is essential for characters like the Witch and the Jester, who have low skill damage but build their lead on long-term fights. Getting more dice every turn will allow the player to both heal/shield damage it has taken or/and deal a lot of damage at late turns.

The One to use with Caution : Splitting or Difference skills

  • Split a die in lower dice
    Situational skill but is mandatory (very strong) anytime your run have a lot of low value reusable skills (Ex: the Thief). It allows to create two or three dice out of one die.

  • Create similar dice equal to the difference between two dice
    Overall, this is the weakest mechanic that allow you to draw more dice. In some situational runs, it allows to create two or three dice of a specific value, these runs require :
    • to play a character that need dice of specific value (Ex : the Witch)
    • enough redraw skills to increase the chances to get the specific value or two dice to create the difference
Handling effects
Managing effects consists both in surviving the effects thrown by monsters and by using effects against monsters to gain advantages during fights. It's the other core mechanic that will have impact in your ability to have consistant runs.

In the following tables, we will show the range of effects you will have to deal with. We will explain each effect dangerosity when used by monsters and usefulness when used by the player.

Most effects are turn based and will only have impact until the next turn played.
In following tables, if there is no mention explaining how long an effect last, it means it's turn based.

Normal effects

BLIND
die value is hidden
X of the dice are hidden
For the Robot, CPU counter is hidden (only max CPU counter is shown)

  • Weak vs player
    Managing blind is easy, try guessing die value by putting on skills in following order :
    • unique die value
    • admitting only low die
    • odd / even

  • Useless vs monsters
    Monsters still "see" hidden dice

BURN
using the dice cost 2hp
X of the dice cost each 2hp to be used

  • Strong vs player
    Don't use the die unless the ratio cost/gain is favourable.
    Ex GOOD : dealing damage >=4hp, killing the monster or launching a strong effect
    Ex BAD : dealing damage <3hp or launching a weak effect (like poison)

  • Strong vs monsters
    Monsters don't think with a ratio cost/gain, making burn often delayed damage if the monster have not enough dice to play all his skills.
    It's also a way to prevent a monster with low hp to use all his dice.
    Ex : a monster with 3hp left can will be able to launch only one burned die

CURSED
50% chances that a skill launched doesn't work
(once)
50% chances that a skill launched doesn't work
(X times)

  • Weak vs the player
    Stick with the following skills order :
    1. returning dice : even if the skill launch is stopped, you will get return die (or dice)
    2. skills in order of least importance
    3. at last the best skill (if curse is still on going)

  • Strong vs monsters
    50% chances to block the skill with the highest and most specific die (the monster will always play a skill requiring a die 6 for example first).
    If the monster has only counter skills, he will always start from the left side going to the right side.

DODGE
dodge the first attack
dodge the next X attacks

  • Weak vs player
    Use your least damage skills first

  • Best vs monsters
    Block the skill with the highest and most specific die (the monster will always play a skill requiring a die 6 for example first).
    If the monster has only counter skills, it will block the first X skills starting from the left side.

FREEZE
transform the highest die into a die 1
transform X highest dice into dice 1

  • Strong vs player
    Effect can be diminished by redraw skills or decks that ramp to get more dice each turn
    Note that for the Warrior, freeze effects are Weak because he has at least 3 redraws every player turn

  • Strong vs monsters
    Should not be used on monsters with :
    • only odd freeze skills
    • lot of dice and low skills

LOCKED
lock a die (die cannot be used)
lock X dice (dice cannot be used)

  • Strong vs player
    Section The More (Dice), The Merrier takes on its full meaning

  • Strong vs monsters
    Best against monsters with low number of dice (like the Wizard)

POISON
increment the poison counter
  • deal damage at the start of the ennemy turn
  • poison counter decrement by one each turn
increment X to the poison counter

  • Weak vs player
    Most poison skills used by monsters don't deal damage (other than adding poison counters), which make monsters based on poison the easiest to beat overall
    Ex : Rat King is the easiest monster of floor

  • Weak vs monsters
    Many monsters are resistant to poison.
    Most poison skills (the player can get) increments too slowly the poison counter, making these ramp damage skills which are most of the time not worth the effort.

REDUCE
reduce by 1 each attack received
reduce by X each attack received

  • Weak vs player
    Often easier to deal than high shield numbers

  • Weak vs monsters
    Rarely usable at its potential

SHIELD
protect from the next 1 damage received during the entire fight
protect from the next X damage received during the entire fight

  • Average vs player
    Strong only on boss Aoife

  • Average vs monsters
    Always prefer healing skills cause it allows to build your limit meter

SHOCKED
block a skill from an ennemy
require to use a die to make the skill available
block X skills from an ennemy
require to use a die for each skill to make it available

  • Strong vs player
    Except for ramp decks

  • Situational vs monsters

THORN
On each attack, attacker loses 1 hp
On each attack, attacker loses X hp

  • Strong vs player
    As for the burn effect, don't use an attack skill unless the ratio cost/gain is favourable.

  • Weak vs monsters
Surviving the parallel universe
The parallel universe is the name given to the round 5 of each character. In this challenge, there are two major changes :
  • skills specific to the character are all changed, giving new combos and ways to play.
  • all the effects are transformed (from their normal version)

As for the previous section, we will show the range of effects you will have to deal with in the parallel universe. We will explain each effect dangerosity when used by monsters and usefulness when used by the player.

Remember that most effects are turn based and will only have impact until the next turn played.
In following tables, if there is no mention explaining how long an effect last, it means it's turn based.

Dealing with renewed effects

BLIND
cannot see the hp

  • Useless vs player
    Manageable easily by counting damage dealt and remembering the current hp% when entering a fight.

  • Useless vs monsters
    Monsters don't take into account your hp%.

BURN
if die used on a skill, skill will be unavailable next turn
X dice makes skills unavailable next turn

  • Weak vs player
    Burned dice can be dealt easily by playing skills in the following order :
    1. having counter
      (if the counter doesn't reach 0 when the die is used, the skill will still be available)
    2. the least useful next turn

  • Strong vs monsters
    Since burn skills are often also dealing direct damage, burn effect stays strong and allows to block monster skills for next turns. However because the effect is delayed, you will take all the damage at this turn.
    Note that burn is Weak against monsters in late floors (which have a lot of skills) and against monsters having mostly skills with counter.

CURSED
50% chances that a skill works against the one launching
(can be triggered once)
50% chances that a skill works against the one launching
(can be triggered X times)

  • Average vs player
    The goal is to prevent damage or effect from backfiring on the player, by playing skills in the following order :
    1. dealing no damage
    2. returning dice
      (even if it deals damage to the player, you will get the dice)
    3. dealing lowest damage or weakest effect

  • Strong vs monsters
    50% chances to backfire the skill with the highest and most specific die first (Ex : the monster will always play a skill requiring a die 6 first).
    If the monster has only counter skills, he will always start from the left side going to the right side.

DODGE
50% to dodge an attack (until triggered)
50% to dodge an attack (until X dodge triggered)

  • Weak vs player
    Weaker than in normal universe.

  • Average vs monsters
    Weaker than in normal universe.

FREEZE
each dice is decremented by one
each dice is decremented by X

  • Stronger (than in normal universe) vs player
    Effect can be diminished only by redraw skills (not anymore by ramping).
    Note that the effect is Weaker on the Thief

  • Best vs monsters
    However, it should not be used on monsters with :
    • only odd freeze skills
    • lot of dice and low skills

LOCKED
the first die must be played before any other dice left
the first X dice must be played one by one before any other dice left
  • Weak vs player
    Overall has low impact on the player turn.
    However, the player is forced to play di(c)e without knowing the rest of his draws, forcing sometimes to suboptimal choices.

  • ??? vs monsters

POISON
increment the poison counter
  • poison counter decrement by one each turn
  • one skill is blocked until the poison counter is matched
  • if not matched, deal damage at the end of ennemy turn
increment X to the poison counter

  • Weakest effect vs player
    Poison counter still increments slowly and most poison skills don't deal damage.
    Moreover, poison damage can also be prevented by reducing the counter each turn with dice.

  • Average vs monsters
    Many monsters are resistant to poison damage.
    However in the parallel universe, poison allows to block one skill though a counter so it can be used situationally.

REDUCE
protects from next status effect
protects from next X status effects

  • Average effect vs player
    Manageable by playing firstly skills that put weaker effects, then making way for putting stronger effects.

  • Average vs monsters
    Most monsters can put several effects each turn (in particular in later floors), however it allows to block most time a strong first effect thrown at the player.

SHIELD
heal next turn 1 hp
heal next turn X hp

  • Weak effect for monster
    Since the healing is delayed, it's weaker than normal heal for a monster

  • Strong effect for player
    Delayed healing for the player can be in comparison to normal heal either :
    • weaker when the player is already hurt
    • stronger when the player is at full hp%

SHOCKED
block a skill from an ennemy
require 3hp to make the skill available
block X skills from an ennemy
require 3hp for each skill to make it available

  • Average effect vs player
    Don't use the skill unless the ratio cost/gain is favourable.
    Ex GOOD : dealing damage >=6hp, killing the monster or launching a strong effect
    Ex BAD : dealing damage <6hp or launching an useless effect (like silence)

  • Strong vs monsters
    Monsters don't check ratio cost/gain so it can be considered as delayed damage.

THORN
On each attack, attacker heals 1 hp
On each attack, attacker heals X hp

  • Strong effect vs player

  • Best vs monsters
7 kommentarer
Jack of all games 30 mar, 2020 @ 19:17 
I really appreciate your charts and advice, It did work for me in so many ways. But I think you should change poison to situational, I used to do all my thief runs with the poison upgrade(you know, when you get to choose which equipment you get when you upgrade)it worked out pretty well, I mean even if a monster is poison resillient, you'd eventually stack enough poison on them(with talon and poison needle perferably) that they have to take enough damage
easy susan 19 jan, 2020 @ 14:17 
I noticed this missed the buffs fury and re-equip
oups  [skapare] 29 sep, 2019 @ 0:52 
@Crowspike thank you, I will just change that right now.
Crowspike 27 sep, 2019 @ 20:15 
Noticed the Lock effect is missing in parallel universe; overall it's very weak on player and practically useless on monsters, effect forces you to use dice in order they're rolled
oups  [skapare] 6 sep, 2019 @ 12:50 
I also realized by checking the table right now that i missed some effects, in particular break that is both strong in normal and parallel universe. I will put the missing effects later.
oups  [skapare] 6 sep, 2019 @ 12:44 
Thank you for your advices @Jackeea

- Burn is dangerous cause it's a lot of times delayed damage on the player. And often, burn is dealt has side damage of a burn skill, which means it's double punishment

- Poison is weak cause it stacks slowly. Monsters based solely on poison skills are the easiest to fight (ex: rat king). It's delayed damage as much as burn but in contrary, the ramp is slow and most skills that put poison don't deal damage at all.

For the blind effect, what you describe is not what i saw in game (i got all challenges, went to the end, hard mode...etc). Monsters play a hidden die 6 on a skill that requires a 6 for effect, the value does not seem randomized. If that's the case though, i will change this cell.

For the burn effect, i should have put Strong. I will explain to you why i put average in the first place :
- the effect is delayed (you will take all the damage at this turn)
- monsters in late floors have a lot of skills
- weak vs skills with counter
Jackeea 6 sep, 2019 @ 12:12 
So your status effect chart is... wrong in so many ways.

> Blind - Useless (the monster still "see" the hidden dice)

No; the AI can see the hidden dice, but its value will be randomized after it gets put into an item. So this stops "on 6" effects from activating.

> Burn - Strong

Burn is literally just 2 damage... which given the ways to inflict burn, it's terrible.

> Poison - Weak

How are you rating Burn strong, but poison weak!?!?!?!?!?!?!?!?!?!

> PU Burn - Average

This is a joke, right? Burn in Parallel Universe is THE strongest effect, since it disables enemy items.