omgFIREBALLS
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Since I love having all these buffs I have a bunch of them in my party. Sasha's Singing Scimitar (action speed) Lethandria's Devotion (saving throws and healing) Baubles of the Fin (damage) Cog of Cohh (damage) Shining Bulwark (armor) Keeper of the Flame (a few to choose from, I use accuracy) All the auras I'm filtering in my own mod, so probably a quite exhaustive list:
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This is what I do every damn time. Do you want the spreadsheet with skill point assignments? No? Ok. All five are multiclassed paladins, specifically shieldbearers. Paladins have nice defensive bonuses, and Lay on Hands is awesome, even awesomer as a shieldbearer. Herald 1 Shieldbearer/Troubadour High might and int Chants: Ancient Memory + Mercy and Kindness (Blessed Was Wengridh before that) Sasha's Singing Scimitar + Lethandria's Devotion Brand Enemy, Zealous Endurance Hylea's Bounty Herald 2 Shieldbearer/Troubadour High int Chants: Hearts Grew Bold + Silver Knights' Shields Dual sabres - endgame it's Tarn's Respite and Scordeo's Edge. Keep a shield handy because this character is a popular target. Zealous Focus Hylea's Bounty Crusader 1 Shieldbearer/Tactician (or Unbroken) Tank, but when fighting a lone boss that feels like ignoring her, swaps to Rännig's Wrath and spams Mule Kick (easier to spam as a tactician) Kapana Taga and/or passives negate tactician penalties Mohora Wraps Crusader 2 (Watcher) Shieldbearer/Devoted (quarterstaff) Bringing the dam. Hylea's Bounty Inquisitor Shieldbearer/Psion High int Keeping the outlast game going with Pain Block and Ancestor's Memory. Wand + Large Shield, lategame it's Keeper of the Flame + Shining Bulwark without actually attacking Zealous Charge Shark Soup Playing no rest, feasting on immunity/defensive talents. An important tactic is that the answer to "Who should Lay on Hands?" is usually "whoever can do it the soonest", because death immunity and all that. I could write a whole essay here because I play this setup over and over as I really enjoy outlasting my enemies, so it is very refined for that purpose. It used to be that Herald 1 was the Watcher and that there was no devoted in the party, but, well, some killing power is nice to have...
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For background, my parties are always five multiclassed paladins. If I play the game again, it's with some tiny (or no) adjustment to the same party. The other multiclass half of that party has been, for years, two fighters (one devoted, one tactician or unbroken), two chanters (both troubadours), and one cipher (psion). So let me tell you about that inquisitor of mine... The awesome thing about a psion is you have very reliable resource generation. You're not dependent on doing damage, only on not taking it. Paladins have great defensive bonuses and you can get a hilariously high will save with this multiclass (178 on my latest save, out of combat). Soul Mind is also fairly generous with its functionality. It doesn't get cancelled by DoTs. So, you're not an attractive target, and you thrive on that. Why risk it by playing a fighter or monk? Sounds like you want to get into the fray, where you make a more tempting target than someone standing with a large shield at range firing wand shots. Your ranger? Well, probably won't have the shield. As for spells, late game there are only two that matter: Pain Block and Ancestor's Memory. I always play for the long game, and so this healing and resource replenishment means time is always on my side. You'll notice they don't even require accuracy. There can be cases of debuffing mobs with Borrowed Instinct, Psychovampiric Shield and Recall Agony, but frankly if I can spare the resources to cast those, I'm already winning and these are just speeding it up (I might say they matter for Belranga). It's fun to use them, but not required. I haven't played other cipher kits so I can't say how the resource generation compares, but I get the feeling from your post you will be happily surprised by how fast it goes for a high level psion. Either way, I think if you want to play one, your multiclass of choice should be one that works well with not drawing attention to itself. If you want to jump into the fray of melee combat, you might consider some other cipher kit.
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It used to be I waited with Raedric's Hold until I was like, level 7. And let me tell you, even with that degree of caution, one or two ToI runs have ended there. Sometimes I'd also wait with the temple in Gilded Vale until after some Defiance Bay adventures. Now, one of my principles is that everything available before Caed Nua is to be done before Caed Nua - even though this is mildly negative for powergaming. This has been working well, even though it means doing RH with my Watcher at 5 and the others at 4. Today I asked myself, what about doing Endless Paths before going to Defiance Bay? Since this is PotD + ToI I obviously mean all the way to level fifteen five. Now, this was very different from clearing those levels in the midgame as pure chores to get to the interesting ones. There were a lot of narrow victories, narrow escapes and avoiding head-on fights, but every level was cleared... and then I accidentally double pulled at the entrance to level 5 and wiped. It wasn't my first accident, just my first accident that I couldn't fix by retreating. I think on my next playthrough I will manage it, and then probably wipe in the spider cave because I decided to do Dyrford before going to Defiance Bay too. Anyway, does anyone else have a route through the game they just have to follow every time?
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I don't know what you're trying to say. You have Returning Storm right there. Are you going to nitpick that I mixed it up with Unrelenting Storm? Yes, adragans can petrify. No, the adragans did not petrify me. Incidentally though, Prayer Against Imprisonment would have been a good thing to use for the lagufaeth hubris that ended a run two hours ago...
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Rather than trying to arrive at containers on the right day, I just do dungeons when I want to, and when I reach a "random" loot container, I check the wiki for what can be in it. If I don't want any of it, I just pick whatever's there. If I want something, I console it in and leave the Item of the Day in the container. Rather than save scumming adventures and keeping low prestige (because I really want Wyrwood Ring), I give myself the items I want with the console and cancel a few adventures to compensate. Who's with me?
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All three consisted of chanters only. The thing is, once I unlock ogres, I feel invincible, because I know nothing can kill them as fast as I can replace them. That leaves only two problems - living long enough to summon them the first time, and staying far enough away that I don't die as collateral. Usually I can accomplish both of these with figurines keeping monsters busy while I build phrases. Usually. So anyway... Party 1 (level 11), Alpine Dragon: Went to the top right corner, attacked without speaking, threw figurines out, was a little hectic but I got to the ogres without losing anyone. I was cornered at that point and a breath at my ogres got me too. Party 2 (level 10), Adra Dragon: I lost 2 chanters pretty early, but she was blocked off by her own minions. I felt I had it under control and switched to some slower chants (Dragon Thrashed) to mop things up, but the Adragans stunned me too much, I fell behind on phrases and was more or less wiped by Unrelenting Storm. I was cornered and couldn't avoid them. Party 3 (level 10), Adra Dragon, "I learned much from last time", I had to scramble to save the poor chanter I used to talk to her because she got stunned for 12s immediately. After a minute or so of fighting uphill, I was once again cornered even if with ogres fighting for me, and she breathed on my whole party critting exactly everyone (they have abysmal reflex saves) and wiping me. Now, I know, I could (and should) just come back at a higher level, hence the hubris part. But, I was wondering if anyone knew some good cheese that would make this work. I need to keep these murder squads that oneshot my figurines busy and at a distance until I can summon ogres. Any suggestions?
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It's the latter, yes. No one has to have 19 on their own. And it's for... Correct. And it's for... There is some mildly ugly code digging for strings before and after each check, but sometimes a check ends the whole interaction and then there is no later string. If a check is -NONE FOUND- x3, it probably doesn't actually exist. There can be other reasons for not finding anything. The code isn't perfect but should generally provide you some nice context. I'm glad you like it I wanted to do even more, especially writing code that always figures out if a string is the result of a skill check or the trigger for one, but my situation has changed and I don't see myself returning to this project anytime soon.
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Edit: Never mind, resting didn't help but reloading did. Leaving it as a riddle for anyone who might enjoy it. My Watcher is permanently slowed, but there's no debuff to indicate it. Resting doesn't fix it. I am guessing I have some invisible debuff that I could remove with the console, but I need help figuring out what it could be. I probably got it from one of the first three bounties (not the ogre) or that jerk chanter in the middle of Magran's Fork. Either way, I'm in chapter the-city-hasn't-burned-yet. I also have 6 too little constitution, and at least 6 too little might. Probably related. Attribute tooltips do not explain the deficit. Any guesses?
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Would you agree the following logic holds? If a component has no siblings below it, its operator can be ignored. (I mean, this is sort of what Noqn said, but I don't know how large a scale it was supposed to apply to...) The JSON pasted means, according to Apotheosis: IF (the player is an Island Aumaua AND has Deadfire Archipelago as their culture) OR (Tekehu is in the party). One and, one or, but the JSON has six operators in it. 06_cv_biha, node 44. First operator (line 2): On the whole conditional, but this will never have a sibling. Ignore. Second operator (line 6): Preceding the race/culture check, does have a sibling (the Tekehu check). Do not ignore. This is the OR. Third operator (line 22): This is the race check. Has a sibling, the culture check. Do not ignore. This is the AND. Fourth operator (line 38): This is the culture check. It has no siblings below it. Ignore. Fifth operator (line 44): Preceding the Tekehu check. It has no siblings below it. Ignore. Sixth operator (line 59): This is the Tekehu check. It has no siblings below it. Ignore. I was doing a little test to see if the initial operator (the one on line 2) is always 0, and it turned out there are twenty-or-so cases of it being 1 (which means that 0 is by far the most common). I don't know if this is relevant, necessary or helpful... I figured perhaps it was just a hint that the first child would be an OR-clause, but re_si_crew_event_shore_leave node 24 for example has a 1 operator for its conditionals, but no components. "Conditionals": { "Operator": 1, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalExpression, OEIFormats", "Operator": 1, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean IsSubrace(Guid, Subrace)", "Parameters": [ "b1a8e901-0000-0000-0000-000000000000", "Island_Aumaua" ], "Flags": "", "UnrealCall": "", "FunctionHash": -1558632484, "ParameterHash": 1209903115 }, "Not": false, "Operator": 0 }, { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean IsCulture(Guid, Guid)", "Parameters": [ "b1a8e901-0000-0000-0000-000000000000", "7093880b-7527-4087-a764-d6613701a025" ], "Flags": "", "UnrealCall": "", "FunctionHash": -714406469, "ParameterHash": 957745537 }, "Not": false, "Operator": 0 } ] }, { "$type": "OEIFormats.FlowCharts.ConditionalExpression, OEIFormats", "Operator": 0, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean IsCompanionActiveInParty(Guid)", "Parameters": [ "b1a7e805-0000-0000-0000-000000000000" ], "Flags": "", "UnrealCall": "", "FunctionHash": 1667060059, "ParameterHash": 1635363358 }, "Not": false, "Operator": 0 } ] } ] }
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A problem I encountered in my compilation efforts is that sometimes the skill check is associated with the node you end up at if you pass the check, and sometimes with the node you cannot press unless you pass the check. Typically the first kind exists in scripted interactions, and the second in regular conversations, but not always. This was mostly an annoyance that I handled by including the strings of both the nodes before and after the skill check node, thus providing enough context to figure out which one is really the check and perhaps "what it's all about" too. However, now that I want to add alternate ways to pass the check, I can no longer be in doubt about this. I've been trying to find a pattern to no avail. The bottom of my post has four JSON entries, from which I removed a few parameters they all had in common. The first one is for a wilderness scripted interaction on Maje Island, in which you can choose to search the area. re_si_wilder_trap.conversationbundle The second one is the node you arrive at if you choose to search the area with the Watcher and the Watcher has 1 survival. This is what my program will consider the node associated with the skill check, as the skill check is a conditional on that node. re_si_wilder_trap.conversationbundle The third one is for an interaction with Bekarna in TFS, in which you can impress her by passing a 19 Arcana check. The option isn't available if you don't have 19 Arcana. This is what my program will consider the node associated with the skill check, as the skill check is a conditional on that node. lax03_00_cv_bekarna.conversationbundle The fourth one is the node you reach after wooing her with the 19 Arcana line. lax03_00_cv_bekarna.conversationbundle Here are some of my discarded theories: PlayerResponseNode always leads to skill checks: Negative, there are such nodes where there is a skill check neither on the source nor target nodes. TalkNode is always the result of a skill check: Negative, same reason. If a TalkNode has conditions, it's the result of a skill check: Mayyyybe, but there are TalkNodes with check conditionals on themselves, who also have links to other nodes, with checks (even if not necessarily skill checks) attached to those links. Check 00_cv_ruanu.conversationbundle, node 277, for example. If this is the logic, it's hyper spaghetti. Update: This logic might be waterproof! If the prior node has the Void InteractionSelectPartyMember(Int32) stuff in it, it's the "real" node. If that doesn't exist, the skill check node itself is. Now in theory, there can be multiple prior nodes, and at times there are, but probably not in these cases... Search the area { "$type": "OEIFormats.FlowCharts.Conversations.PlayerResponseNode, OEIFormats", "Persistence": 3, "NodeID": 290, "ContainerNodeID": -1, "Links": [ { "$type": "OEIFormats.FlowCharts.Conversations.DialogueLink, OEIFormats", "RandomWeight": 1, "PlayQuestionNodeVO": true, "QuestionNodeTextDisplay": 0, "FromNodeID": 290, "ToNodeID": 73, "PointsToGhost": false, "Conditionals": { "Operator": 0, "Components": [] }, "ClassExtender": { "ExtendedProperties": [] } }, { "$type": "OEIFormats.FlowCharts.Conversations.DialogueLink, OEIFormats", "RandomWeight": 1, "PlayQuestionNodeVO": true, "QuestionNodeTextDisplay": 0, "FromNodeID": 290, "ToNodeID": 148, "PointsToGhost": false, "Conditionals": { "Operator": 0, "Components": [] }, "ClassExtender": { "ExtendedProperties": [] } }, { "$type": "OEIFormats.FlowCharts.Conversations.DialogueLink, OEIFormats", "RandomWeight": 1, "PlayQuestionNodeVO": true, "QuestionNodeTextDisplay": 0, "FromNodeID": 290, "ToNodeID": 74, "PointsToGhost": false, "Conditionals": { "Operator": 0, "Components": [] }, "ClassExtender": { "ExtendedProperties": [] } }, { "$type": "OEIFormats.FlowCharts.Conversations.DialogueLink, OEIFormats", "RandomWeight": 1, "PlayQuestionNodeVO": true, "QuestionNodeTextDisplay": 0, "FromNodeID": 290, "ToNodeID": 289, "PointsToGhost": false, "Conditionals": { "Operator": 0, "Components": [] }, "ClassExtender": { "ExtendedProperties": [] } }, { "$type": "OEIFormats.FlowCharts.Conversations.DialogueLink, OEIFormats", "RandomWeight": 1, "PlayQuestionNodeVO": true, "QuestionNodeTextDisplay": 0, "FromNodeID": 290, "ToNodeID": 286, "PointsToGhost": false, "Conditionals": { "Operator": 0, "Components": [] }, "ClassExtender": { "ExtendedProperties": [] } } ], "ClassExtender": { "ExtendedProperties": [ "SpeakerAnimation,0", "ListenerAnimation,0", "DoNotClearText,False", "FocusedSpeaker,", "VOEventOverride,None" ] }, "Conditionals": { "Operator": 0, "Components": [] }, "OnEnterScripts": [ { "Data": { "FullName": "Void InteractionSelectPartyMember(Int32)", "Parameters": [ "0" ], "Flags": "", "UnrealCall": "", "FunctionHash": 997632775, "ParameterHash": 1233874279 }, "Conditional": { "Operator": 0, "Components": [] } } ], "OnExitScripts": [], "OnUpdateScripts": [] } Survival 1 Watcher skill check { "$type": "OEIFormats.FlowCharts.Conversations.TalkNode, OEIFormats", "EmotionType": "", "EmotionStrength": 0.5, "PersistEmotion": true, "EmotionDelay": 0.0, "SpeakerGuid": "6a99a109-0000-0000-0000-000000000000", "ListenerGuid": "b1a8e901-0000-0000-0000-000000000000", "ExternalVO": "", "HasVO": false, "Persistence": 0, "NodeID": 73, "ContainerNodeID": -1, "Links": [ { "$type": "OEIFormats.FlowCharts.Conversations.DialogueLink, OEIFormats", "RandomWeight": 1, "PlayQuestionNodeVO": true, "QuestionNodeTextDisplay": 0, "FromNodeID": 73, "ToNodeID": 75, "PointsToGhost": false, "Conditionals": { "Operator": 0, "Components": [] }, "ClassExtender": { "ExtendedProperties": [] } } ], "ClassExtender": { "ExtendedProperties": [ "SpeakerAnimation,0", "ListenerAnimation,0", "DoNotClearText,False", "FocusedSpeaker,6a99a109-0000-0000-0000-000000000000", "VOEventOverride,None" ] }, "Conditionals": { "Operator": 0, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean AreGuidsSameObject(Guid, Guid)", "Parameters": [ "4e3d0000-0000-0000-0000-000000000000", "b1a8e901-0000-0000-0000-000000000000" ], "Flags": "", "UnrealCall": "", "FunctionHash": -2074419224, "ParameterHash": -790561223 }, "Not": false, "Operator": 0 }, { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean IsSkillValue(Guid, Guid, Operator, Int32, Boolean, Boolean)", "Parameters": [ "4e3d0000-0000-0000-0000-000000000000", "9c7962b8-bf69-4670-ba67-acc86a09fca8", "GreaterThanOrEqualTo", "1", "True", "False" ], "Flags": "", "UnrealCall": "", "FunctionHash": 193829831, "ParameterHash": 691694871 }, "Not": false, "Operator": 1 } ] }, "OnEnterScripts": [], "OnExitScripts": [], "OnUpdateScripts": [] } You can press me if you have Arcana 19 { "$type": "OEIFormats.FlowCharts.Conversations.PlayerResponseNode, OEIFormats", "Persistence": 3, "NodeID": 160, "ContainerNodeID": -1, "Links": [ { "$type": "OEIFormats.FlowCharts.Conversations.DialogueLink, OEIFormats", "RandomWeight": 1, "PlayQuestionNodeVO": true, "QuestionNodeTextDisplay": 0, "FromNodeID": 160, "ToNodeID": 163, "PointsToGhost": false, "Conditionals": { "Operator": 0, "Components": [] }, "ClassExtender": { "ExtendedProperties": [] } } ], "ClassExtender": { "ExtendedProperties": [ "SpeakerAnimation,0", "ListenerAnimation,0", "DoNotClearText,False", "FocusedSpeaker,", "VOEventOverride,None" ] }, "Conditionals": { "Operator": 0, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean IsSkillValue(Guid, Guid, Operator, Int32, Boolean, Boolean)", "Parameters": [ "b1a8e901-0000-0000-0000-000000000000", "e5f33551-ec5c-4cc8-b5f2-1eb03d210374", "GreaterThanOrEqualTo", "19", "True", "False" ], "Flags": "", "UnrealCall": "", "FunctionHash": 193829831, "ParameterHash": -409713188 }, "Not": false, "Operator": 0 } ] }, "OnEnterScripts": [], "OnExitScripts": [], "OnUpdateScripts": [] } Gellarde, a fellow nerd, sayeth Bekarna { "$type": "OEIFormats.FlowCharts.Conversations.TalkNode, OEIFormats", "EmotionType": "", "EmotionStrength": 0.5, "PersistEmotion": true, "EmotionDelay": 0.0, "SpeakerGuid": "934adb9c-d294-46b0-8dd7-5e6d79d7000d", "ListenerGuid": "b1a8e901-0000-0000-0000-000000000000", "ExternalVO": "", "HasVO": true, "Persistence": 0, "NodeID": 163, "ContainerNodeID": -1, "Links": [ { "$type": "OEIFormats.FlowCharts.Conversations.DialogueLink, OEIFormats", "RandomWeight": 1, "PlayQuestionNodeVO": true, "QuestionNodeTextDisplay": 0, "FromNodeID": 163, "ToNodeID": 146, "PointsToGhost": true, "Conditionals": { "Operator": 0, "Components": [] }, "ClassExtender": { "ExtendedProperties": [] } } ], "ClassExtender": { "ExtendedProperties": [ "SpeakerAnimation,0", "ListenerAnimation,0", "DoNotClearText,False", "FocusedSpeaker,934adb9c-d294-46b0-8dd7-5e6d79d7000d", "VOEventOverride,None" ] }, "Conditionals": { "Operator": 0, "Components": [] }, "OnEnterScripts": [], "OnExitScripts": [], "OnUpdateScripts": [] }
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All, Party Assist These are typically challenges in scripted interactions that everyone has to pass, like climbing or sneaking. Athletics Stealth =============================================================== All, No Assist A few physical challenges that nobody gets to help anyone with! Athletics =============================================================== Current These skill checks are given to whichever character you use to interact with the object. The Alchemy checks involve two objects in the bowels in The Forgotten Sanctum. The 18 Sleight of Hand check can substitute one of the Alchemy checks. The 5 Sleight of Hand check happens on the Wahaki island, as an assassination attempt. Alchemy (Party Assist) Sleight of Hand (Party Assist) Sleight of Hand (No Party Assist)