omgFIREBALLS
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stuck on ship
omgFIREBALLS replied to tyke's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
On PC there's just an arrow at the top of the screen to take you from deck view to world view. You have nothing such? -
I recall that in a related datamining effort I discovered that this event (and the other stuff like the dog figurine, oozing well etc) seemingly only requires you to have visited all the Neketaka districts. Actually, they had minimum levels too. I don't have the game installed anymore so I can't check.
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If that were the concern, they could just make them vulnerable upon her death without also being active. Or they could devise some other fight mechanic for periodically activating the sigils than Auranic casting a spell on them. I'm fairly convinced that the "last stand" mechanic that is giving OP problems is there so that bull rushing Auranic isn't some easy way to win rather than the only way Obsidian could make sure you're not stuck in combat with invulnerable opponents if you do.
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From my perspective, the intended design of the fight is that if you kill Auranic before destroying all her sigils, the sigils will all activate. And by the sound of your posts, that intended design cannot be circumvented [by anything you tried]. To me, it feels more likely to be considered a bug if you actually did find a way to bypass it. As a veteran MMO raider, this is by no means strange developer behavior to me. And just to be clear, I do not hold a grudge against them for it. It creates different ways to approach the fight. Though in this case I'd say killing her with all five sigils alive is way too dangerous (but you bet WoW would give you an achievement for it ), but if it actually worked to prevent the mass activation then that tactic would probably be way too superior. Still, there's a whole spectrum to consider; you can destroy some sigils and then kill Auranic. Though I find that a rather uninteresting decision, because by the time I've broken a bunch of sigils, Auranic has run out of spells anyway. Better design if Auranic herself got successively more dangerous with each destroyed sigil, perhaps.
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There isn't, unless that three stars cannoneer has no other skill, in which case they can become a four star cannoneer, which Chitupec can't (and this is why we let him drown). Crew can only gain a total of four stars. There are some exceptions (I count four), but these sailors have their >4 stars already when you recruit them.
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Hey, it's because single wielding a one-handed weapon gives +12 accuracy. So if you put anything at all in the offhand, you lose that 12 accuracy That said, I'm fairly sure as far as your spells are concerned, you weren't getting that bonus accuracy for them anyway. Unless I've forgotten how this game works.
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No, I think you are being misled by faulty tooltips. Chants last 6 sec + 3 sec linger, and that's pretty much universal. Linger can be increased by int and by being a troubadour. I checked just now and nothing seems wrong. The part in Ancient Memory / Silver Knights tooltip saying they last 10 sec is a lie. You have in the same tooltip saying the duration is 6 sec and also specifying the linger duration. To make it extra clear: Furthermore, turning on Brisk Recitation will not give you full uptime on three chants. It will just make you spam chants that give 3 second buffs (regardless of int) and take 3 seconds to sing. It's for getting phrases faster, and can only give you full uptime on a single chant. They're not useless. The phrase + linger duration is the amount of time they actually buff you (difference being that before the phrase duration has elapsed, your chanter won't move on to the next phrase in the rotation). I don't know that you are correct that the two chants you mentioned apply more often. I don't use offensive chants though, so all I can say is it doesn't sound correct, but it might be Are you experiencing things contrary to what I'm saying here? Any weird durations? Noting that offensive chants are a bit less predictable since enemy resolve above 10 will lower their duration. Edit: It actually feels clear now that this fake duration in the tooltip has made you paint an erroneous image of how chants work. As soon as a phrase begins, the chant's buff/debuff is applied to everyone in range, and will last for 6 seconds + linger. After 6 seconds, the next phrase begins, and acts the same way. If Brisk Recitation is on, a chant's effect will only last 3 seconds and have no linger at all, but you will also move on to the next phrase after those 3 seconds, effectively doubling your phrase accumulation rate. I don't blame you for forming this hypothesis, but hopefully by looking at your buff durations you'll see it works like I described
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20 int troubadour has full uptime on two chants (in RTwP-mode). It's not possible to get enough for three; you'd need 60 int I think and the game is capped at 35 (which isn't an easy mark to reach either) AFAIK. I do recommend troubadour, partly because I'm obsessed with that full uptime on two chants. Chanters multiclass well. You're doing the first class' thing while passively buffing/debuffing and occasionally throwing out an invocation. You have both versatility and longevity. I can't comment on the monk part, as I'm not a fan of them for fantasy reasons, but I don't expect it will be a bad choice.
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This is the only thing that comes to mind: Pick the lock on Alvari's door. I'm not intimately familiar with VTC quest mechanics, but I do believe I have picked + opened that door just because I could and the guards didn't care. So, maybe Alvari is there. Also make sure it's business hours. If there are guards outside the VTC building entrance, it's not.
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Yeah, console has always saved the day for me in these situations. Resting has worked too, I just didn't want to rest. This sequence of commands should do it: iroll20s (to enable cheats) RemoveStatusEffect Player_YOURCHARACTERSNAME Flanked_SE_Armor RemoveStatusEffect Player_YOURCHARACTERSNAME Flanked_SE_Deflection