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kaziel

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Posts posted by kaziel

  1. This is awesome, thanks for taking the time to create this post.

    I'm confused about the "All, Party Assist" section. Your description says that everyone has to pass this check. In the spoilers for Athletics, however, the highest number is 19. Does this mean that each member has to have 19 Athletics? Or does each member have to have 10 Stealth Athletics + Party Assist of 9? So basically everyone has to have around 10 Stealth  Athletics each to safely get the 37 points to get a Party Assist of +9 for each and everyone in the party? It has to be the latter right?

    Now for the "All, No Party Assist" for Athletics, just to double check, the data says that every character in your party must have 8 Athletics to pass the hardest checks. Have I got that right?

    Lastly, what does -NONE FOUND- mean?

    Thanks again. The post is much appreciated because I've been looking for something like it for ages now!

     

  2. 1 hour ago, Boeroer said:

    The animation doesn't really matter in this case - it's mostly cosmetic (except when we look at attack speeds). Torment's Reach - despie looking like a kick - does use your main hand weapon. Stuff like Skyward Kick is also animated like it was done with your foot but uses your weapon anyway. On the other hand Forbidden Fist looks like it is done with your fist (which is a weapon) but it doesn't use your actual fist, but I digress... 

    With Swift Flurry/HBD the only thing that matters is whether the attack and damage roll - under the hood, in game logic - are done with a melee weapon (fists count as weapons, too) or not.

    With Torment's Reach and most other attack abilites this is rel. easy to check on the tooltip of the ability in the action bar or even better in the combat log (where you can rel. easily deduce which weapon or other damageeffect was used by the damage type and other infos around the rolls). There are some abilities that are more complicated to figure out, but fortunately Torment's Reach is relatively straightforward: it is a melee weapon attack, executed with your active main hand weapon (called "primary attack").

    At least that's true for the initial attack of Torment's Reach that hits the first enemy: it can trigger Swift Flurry/HBD.
    Note that additional attacks from Swift Flurry or Heartbeat Drumming do not repeat the attack they originated from (in this case Torment's Reach). Instead they execute an invisible (no animation) standard attack with your main hand weapon - so it does NOT repeat Torment's Reach with all the cone AoE and so on.

    Nowr - the cone AOE of Torment's Reach/Raised Torment that follows the initial attack roll - and which eventually hits other enemies behind the initial one - is NOT a melee weapon attack. Instead it actually is implemented as a spell-like effect. Thus it does NOT trigger Swift Flurry/HBD. You can check that in the combat log when the attack rolls for the cone were made. 

    ---
    Addendum: for easier accessment it is good to know that every attack ability that says that it is done as "Primary Attack" or "Full Attack" ( see its description) is 100% using your active weapon(s) - and if that's a melee weapon then it's a melee weapon attack for sure and will trigger Swift Flurry (see below example of Torment's Reach).

    torments-reach-primary.png?rlkey=whhypti

    Ouf, got carried away a bit. I hope that answers your question (and was not too elaborated/confusing). ;) 

    All clear, thanks for taking the time to explain in detail. Much appreciated. 👍

    • Like 1
  3. On 9/22/2022 at 4:05 PM, Boeroer said:

    Since you cannot stack conversion to 100% but can stack accuracy so that 100% of rolls become crits I think bonus ACC is preferrable to bonus conversion.

    Mob cleaning is easy if you only need one strike to kill each mob member... ;) Also: Raised Torment?

    Do you know if Torment's Reach and Raised Torment count as "Melee Weapon Critical Hits have a 33% chance to trigger another strike" from Swift Flurry?

    Worried that the move counts as something other than a "weapon" strike as animation-wise; it's a kick. 🤔

  4. Sorry for the necro, but I just spotted something similar. It's not specifically mentioned here so I'll post.

    When you equip weapons on Pallegina, the weapon models are small when sheathed but enlarge in size when wielded. This is different to what's going with what a few posters have mentioned here so either something's changed since then (patch?), or something specific is going on with either Pallegina specifically or all human female models.

    This is a weird concept though as I don't see the point in coding for the weapon to enlarge when unsheathed. It's great that the models are smaller on the more petite characters so that, for example, long weapons like pikes won't clip into the ground; makes perfect sense. But the weapon enlarging when they pull it out is not a good look unless there's a reason, e.g. magically engineered to do so.

    I guess, as BMac mentioned, it's not moddable so I'll just have to live with it. 😟

    EDIT: I just realised that all weapons increase in size when unsheathed and wielded, no matter what race the character is. Can't unsee now. 😆

  5. 15 minutes ago, Noqn said:

    I found that 5/226 insight checks can also be solved with perception. Which sounds less than I would've thought, but I went to check some scripted interactions manually to confirm and I think it's accurate.

     

    Ah, now that's really far from what I was predicting considering what I've read. Eight points into insight it is then hehe.

    Thanks Noqn, really appreciate you looking into the files again. 😃

    • Like 1
  6. 9 hours ago, Noqn said:

    noqnnoqn is just some poser nerd, we're unrelated

    Haha, yea the name was somewhat familiar because I've read a lot of your posts here while researching how to build a character in this game.

    By the way, if you have time, would it be possible for you to check how much overlap there is between the passive skill called Insight and the attribute called Perception, please?

    I've read a couple of posts where it's mentioned that there's an overlap and a couple of others that mention they don't invest in Insight at all.

    I'm definitely going to boost my Perception to 20 because that's the max needed for the checks according to the fireundubh tables, but I'm not sure if there are character/lore secrets I'm going to miss if I don't boost my Insight to 8.

    • Like 1
  7. I got the answer on Reddit from a great guy/gal called noqnnoqn.

    I'll post it here just in case someone else will wonder about this in the future;

    Quote

    No, they are defined separately in the conversation files. This made me curious, so I wrote a little script to check how often they do match up, it turns out only 14/152 diplomacy checks actually add diplomacy dispositions. So you could get away with leveling Disposition even on a Garrote.

    • Like 2
  8. Does anyone know if adding to the Diplomacy passive skill when playing as a Steel Garrote is a good idea?

    Diplomatic disposition is disfavored, and I'm wondering if the dialogue options with a Diplomacy skill check also always come with a +point to Diplomatic disposition.

    If choosing Diplomacy always increases Diplomatic disposition, then it would probably be best to just invest in Intimidate instead as a Steel Garrote.

  9. Playing in Turn-Based mode, I'm planning on creating a Goldpact/Helwaker Votary; Goldpact for RP reasons and Helwaker because the others don't interest me. Will be dual-wielding a Saber and Dagger until I get the Palm buckler, replacing the dagger with it. Going to be wearing Heavy armor all the way through and then the Nomad Brigandine when I get it.
    So with all that info, what do you think about my planned starting stats;
     
    • MIG: 11. Helwaker will boost this to 26 at max wounds and Tenacious.
    • CON: 15. Worried about the potential +50% inc dmg increase.
    • DEX: 11. Turn-Based.
    • PER: 15. For early game accuracy and spotting traps and treasure.
    • INT: 11. Monk can boost this to 26 (Enlightened Agony and Turning Wheel).
    • RES: 15. Will boost this to 18 with equipment for RP and dialogue reasons.
     
    My only worry is that my might may be too low for my Exalted Endurance Aura and maybe Lay on Hands to keep up with the increased damage Helwakers endure.
    What do you guys think, please?
     
    Also, can anyone knowledgeable about the lore tell me if it's plausible for a character with an Aristocrat background to be a Monk?
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