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Posts posted by Jeremiah

  1. The only Dnd exposure i have are from the Bioware/Black Isle games:


    Imoen still favorite whether evil or good path since she never leaves the party unless dismissed


    Minsc for pure entertainment value (though it can get old after 3 runs through a game)


    Edwin (insane number of spells) and Viconia (her innate magic resistance) tied for pure usefulness

  2. Talia's accent is pretty wierd when all the other Onderonians didn't sport anything that "exotic". Tends to grate on my nerves but I have a real grudge against a guy who wants to have the Ebon Hawk shot on sight upon entering the system. So I would throw my lot in with the queen if only to whip Vaklu's butt.

  3. If all you want is to open up conversation paths and/or turn them Jedi then there is no need to act contrary to your alignment.


    JUST DO YOUR BEST TO LOSE AS MUCH INFLUENCE AS POSSIBLE!! Losing a lot of influence works the same way as gaining influence in terms of those gameplay terms. However, to have the game say Bao Dur turns into a Dark Jedi Guardian when his character sheet is radiating blindly with the lightside gave me a good laugh.

  4. If you think about it, the mining uniform isn't that much different from a standard Jedi robe in terms of properties. Too bad we can't get a Knight or Master mining uniform LOL.


    Heck, I usually create a PC with 10 dex anyway so outfitting him with the mining uniform by keeping him at level 6 before turning makes him just as good a Jedi as the PC. Too bad he can't use the Jal Shey or Zeison Sha armor though.


    Since T3 can be improved to 20 intelligence, T3 can handle all the item creation skills other than Stealth (Visas) or Treat Injury (Bao-Dur or Kreia). So Bao Dur doesn't need to be the tech of the group. Heck, T3 is superior in that regard.

  5. The only way other than downloading a tool from pcgamemods.com is to check their alignment. The closer they are to the PCs then the better the influence.


    I think you only ever need 6 influence points to fully max gain/loss. Maybe only exception is visas and Mira's conversation path. Their influence seems to skyrocket if you follow the correct dialogue tree.

  6. Okay, playing a DS character, I decided to just lose influence with all the LS inclined PCs to break them (w00t) .


    The only one I seem to have trouble with is Visas since her conversation influence path tends to give LS points. Guess will have to get influence with her in other ways (by slaughtering some civilians LOL).


    Can't believe how easy it was to unlock T3 's bonuses and Bao Dur going Jedi by doing the DS acts. What I have a hard time swallowing is that Bao Dur supposedly becomes a Dark Guardian when he is very lightside. After all, he is very opposed to my PC LOL.


    Guess Obsidian can't take all player actions into account LOL.


    By the way, you can also use the air speeder in Nar Shaadaa to lose influence with both T3 and Bao Dur instead of gaining when you have them double check it. Guess it also works for gaining influence. Didn't realize that you could have the other character come back to double check the work on the air speeder when the other one already checked it. Say you had Bao Dur and Atton, have Bao Dur check and lose/gain influence. Use the air speeder to move to another area, switch T3 for Bao then move back to refugee sector. Have T3 check to lose/gain influence.

  7. Nar Shadaaa for the exact reason that you can get it without much combat. If DS,

    do Vogga and kill Lootra. If LS, do Vogga and confront Visas (it is very easy to trip the LS or DS triggers before leaving Telos for that confrontation).

    On Dantooine, you will pretty much have to kill a bunch of laigreks between you and the will. You may as well kill all the laigreks. If you come back later at higher levels, they will be ridiculously easy. Jorran may be not so bad. You can even just lie and get him killed instead.

  8. Best damage I would think is Barab ore ingot 2-16 fire damage (so most energy shields don't block it). Also it is not alignment dependent (i.e. bonus damage vs light side/dark side). Way too random to get. Also does not boost attack ratings but at higher levels, your character will pretty much hit anything anyway.

  9. Any of your NPCs can pretty much deal with anything in this game since it is so easy. The only reason Mira would have trouble with the Ubese and Hanharr is if you purposely hold her levels back in hopes of getting more Jedi levels. Not worth it I think, her free precise shots and targetting feats are way more useful than any Jedi levels. Just level her up when you first get her and give her a good rifle (NOT blasters) as it is unlikely you would have maxed both two weapon fighting and rapid shot trees. It is better to max out rapid shot first. The only time I would even consider turning her Jedi is at level 21. Also it is very hard to find two good pistols but you could possibly have Bao or T3 craft a disruptor rifle and upgrade it as much as possible before the encounter. Later I would give her the best blaster pistols.


    She just mowed down all the Ubese without a problem. A bit of running involved though LOL.


    I like Bao well enough but his "Yes General" can get on my nerves after a while.

  10. what, exactly, is the "Foothold Scenario"?


    Slice the security terminal in the area before the tomb on Dxun and access the system commands. Select "run the 'Foothold' scenario". Watch. :D


    For that to happen, you need a character with a decent Computer skill. At one time, I sent Atton, Visas and Handmaiden. None of whom I pumped up computer skill. Had to do things the hard way LOL.

  11. Hanharr was very easy at Malachor. Adhesive Grenade, Master speed and master rapid shot. Adhesive grenade every 3rd round if he is still alive but I think I only ever needed two of them.


    Mira does have a zabrak vibroblade and Echani sword (or Sith Tremor sword) as backups but she never has to since most enemies die before they reach her.

  12. Well I managed to totally lose influence with T3M4 by being mean as much as possible and was able to get the final wisdom bonus for the PC.


    I suspect that losing influence completely with the NPCs that can become Jedi work the same. Take the NPCs with you that usually give positive influence with LS events and do the exact opposite. Kill innocents and treat them like dirt. When influence is completely negative (and can't go down anymore), you will have completely "broken" them and should have opportunity to turn them to Jedi. Only Atton seems to respond well to gaining influence whether with DS or LS acts depending on how you handle them. Only thing is, though they turn Jedi, in all likelihood, they will be completely opposite in alignment to your PC LOL.


    Next time, I plan to take Hk47 along and do acts which he is completely critical of to totally lose influence with him and unlock his conversation to gain the stat bonuses.

  13. +44 strength ? that means you have a strength of 98 !


    44 strength bonus is the critically multiplied damage (which he indicated as multiplied by 4). Flat strength bonus damage is 11 which would mean 32 strength (not sure if boosted by stims or not).


    Notice the 8 for weapon specialization? If it were not a critical, weapon specialization gives +2 damage.



    Exactly. 16 base +5 from level ups +3 from the personal Crystal (avoided Kreia like the Plague, so it wasnt at full power), +5 from Dominator Gauntlets, +3 from Light Mastery. But in D&D games, STR bonus is not multiplied in Criticals. However, my Ion (energy cell) and Light side (personal Crystal + some extra 6 from who knows) weren't


    I think only damage that ALWAYS applies is multiplied by critical hits so this excludes Lightside damage, BONUS massive critical damage from Opila and other upgrades etc.


    That is why ultimate diatum energy cell (flat 5 energy damage) is better than telgorn jolt cell (1 to 8 electrical) as the 5 is guaranteed to be automatically mutiplied upon a successful critical while the electric damage from the telgorn jolt cell would vary widely. So fixed damage is better to guarantee a good number.


    May not be D and D but this is the developer's interpretation of D20 rules.

  14. +44 strength ? that means you have a strength of 98 !


    44 strength bonus is the critically multiplied damage (which he indicated as multiplied by 4). Flat strength bonus damage is 11 which would mean 32 strength (not sure if boosted by stims or not).


    Notice the 8 for weapon specialization? If it were not a critical, weapon specialization gives +2 damage.

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