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About onderduiker

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  1. After further testing with a character using Master Critical Strike with a Keen Short Lightsaber (Nextor crystal), I'm now pretty sure Master Criticals: 2d6 (+2-12) is added to any lightsaber which already has a Massive Criticals bonus: Massive Criticals: 1d3 (+1-3) added bonus damage 3-15 Massive Criticals: 1d4 (+1-4) added bonus damage 3-16 Massive Criticals: 1d6 (+1-6) added bonus damage 3-18 Massive Criticals: 1d8 (+1-8) added bonus damage 3-20 Massive Criticals: 1d10 (+1-10) added bonus damage 3-22 Massive Criticals: 1d12 (+1-12) added bonus damage 3-24 Combining a black Name Crystal focused at level < 12 (Massive Criticals: 1d4 (+1-4)) and a Discharge Energy Cell (Massive Criticals: 1d3 (+1-3)) added bonus damage 5-18, within the now expected range of 4-19 (the chance of 4 or 19 is 1/432 apiece), so I'm also pretty sure that this bonus is only added once, and not once for every Massive Criticals bonus. As far as I can tell, the only prerequisites are using a lightsaber with a Massive Criticals bonus (any off hand (Short) Lightsaber must have its own bonus for this to be added to it as well): unlike Neverwinter Nights' overwhelming critical, level 21, Strength > 22, a Keen bonus (Improved Critical) and Power Attack aren't required.
  2. Since the critical multiplier can be increased in the second game, I decided to investigate whether this would affect any Massive Criticals bonus. While Massive Criticals bonuses were added to, but not multiplied by, critical hits with ranged and melee weapons as expected, with lightsabers the bonus damage (as recorded in the Combat section of the Journal's Messages Log) was higher than expected, for both a main character and Kreia. This wasn't a result of multiplication, since bonus damage added was still within the same range as a x2 critical with Perseverance (Shien) lightsaber form active or Power Attack (x3), or both (x4), and other than Power Attack there were no other sources of bonus damage (none on normal hits or without a Massive Criticals bonus). However, a lightsaber with a Discharge Energy Cell added 3-15 bonus damage rather than the expected 1-3, which is 2-12 more: although I didn't keep track of the distribution, values approaching minimum and maximum were much rarer, which suggested something more like a normal distribution with 1d3 and 2d6 (108 outcomes) rather than 1d3 and 1d12 (only 36 outcomes). Tests with other Massive Criticals bonuses (Improved Discharge Energy Cell (1-6), Opila crystal (2-12) and black Name Crystal at level < 12 (1-4) and level > 32 (3-30)), albeit with much smaller sample sizes so far, also had bonus damage higher than expected, and didn't refute 2d6 being added. Can anyone confirm this is what's happening, and why it's happening? I know that these games are based somewhat on Neverwinter Nights, and a preliminary internet search suggests it may be something similar to overwhelming critical.
  3. I'm pretty sure Great Cleave isn't implemented in either game, and that Cleave doesn't have any prerequisites (it triggered for characters with less than 13 Strength and no Power Attack) and it isn't restricted to melee attacks (ranged attacks and special weapons also triggered it) or any particular class (my main character in the first game is a Scoundrel who became a Jedi Consular, and I've also checked with Juhani (Jedi Guardian), HK-47 (Combat Droid) and, in the second game, T3-M4 (Expert Droid) with his Shock Arm). The practical implications are that if a character could kill most enemies in a single round, then Cleave could allow two kills per round, which could allow melee and ranged attacks to compare more favourably with area of effect Force powers, at least in the first game: at level 20, Force Wave inflicts 30 damage and Force Storm or Advanced Throw Lightsaber 10-60 (35 average) damage, which can kill most enemies late in the first game with 3-5 uses; in 3-5 rounds, an attacker triggering Cleave each time could kill up to 6-10 enemies, so if there were fewer enemies in range then attackers could actually kill faster than Force users. Ranged attacks would be far more likely to find another target in range for the extra action, but in the first game I don't think they could ultimately inflict enough damage to kill in a single round without Sneak Attack or Master Speed: a party led by Bastila, Juhani or Jolee debilitating enemies, then a Scoundrel and Mission, both ranged, killing up to 4 between them in a single round could be more powerful than I originally thought (your Scoundrel with Master Speed active could probably be left alone to kill in a single round even with automatic Attacks, but Mission might need micromanaging so that she can do so by queueing Rapid Shot against successive targets). Otherwise, melee attackers focusing on Strength and maximizing number of attacks with an off hand attack and, where possible, Master Speed, Master Fury or Wookiee Frenzy would be more likely to kill with standard Attacks in a single round, but less likely to have another target in range unless swarmed by other melee attackers. In the first game, characters like Carth, Canderous or Zaalbar might be capable of killing in a single round with no Master Speed, but only if they were micromanaged like Mission to use Flurry.
  4. The redditor grapefruitsc recently made a post there mentioning a hidden Cleave mechanic, whereby after killing an enemy with a melee or ranged attack (or a droid special weapon), the killer can perform an extra action in that round: if the action queue is empty or cleared then this is an automatic Attack if a target is in range (which may include taking a step or two to get in range), otherwise it's the next action queued against another target in range, whether that's a combat feat, Force power, grenade or item use. If no action is queued against a target in range, or no target is in range, then there's no extra action. I've confirmed that this mechanic exists (among other things, by using attacks to kill 6 enemies within 9 seconds, or just 3 combat rounds) and performs as described above in both games. Does anyone know more about it, and the mechanics of combat rounds in general? For example, although I think the extra action is simply triggered by killing, it might depend on the order of action of the killer and the target within the combat round (if the target acts first and is then killed, does the killer still get an extra action?). I've little to no knowledge of D&D rules beyond these two games, so I'm also wondering if there may be other combat mechanics like Cleave of which I'm unaware: I already know about Death Blows triggering in the first game (but not the second), and other variables supposedly affected by Combat Difficulty that don't actually apply, in either game.
  5. Your success is normally determined by a ratio = total Persuade rank / (level + 5), and whether the Persuade check is Easy, Medium or Hard: check the table in the Persuade section of StrategyWiki's Skills page to see how successful you should expect to be based on your total Persuade rank and level. If your total Persuade rank is 3, or 4 with 12 Charisma (+1), then you most likely only have 50% chance of Easy, 25% chance of Medium and 0% chance of Hard Persuade checks succeeding. Dia in the South Apartments has an Easy check, while Zelka Forn in the Upper City South has two that always succeed, one Easy, two Medium and one that never succeeds ("If you know something, you better tell me - unless you'd rather talk to the Sith!").
  6. Thanks! I'd looked at damageflags in baseitems.2da, but didn't know that 7 wasn't universal. Forest Kinraths and Forest Kinrath Stalkers on Kashyyyk's Great Walkway can inflict 1-4 acid damage in the first game, but that's about it I think.
  7. I've checked recently, and the damage of a Disruptor Pistol and Rifle (physical in descriptions, but universal in Feedback) can be absorbed by Mandalorian Shields (bludgeoning, piercing and slashing) and resisted by Brejik's Armband (5/- vs. Slashing) or Belt (5/- vs. Bludgeoning): the latter struck me as particularly odd. The +2 Enhancement Bonus of a Mandalorian Ripper or Zabrak Disruptor Cannon is also physical in descriptions but universal in Feedback, and this can not be absorbed by Mandalorian Shields or resisted by Brejik's Armband or Belt, which is how I think universal damage is supposed to work (like the +5 universal damage bonus on Malak's Lightsaber, it can only be reduced by Improved or Wookiee Toughness).
  8. There's no way to destroy the rune covered obelisk at the west end of the platform with the four Assault Droids Mark II on it, so there's no way to get to any remains left when you kill them. I'm not aware of any ancient terminal, at least in the unmodified game (which should be thoroughly documented on StrategyWiki's Tomb of Ajunta Pall page).
  9. When you open a character's .utc file in KotOR Tool, click on the Advanced tab and you'll find the Multiplier Set field in the Special section, to the right of the Blind Spot field. Multiplier Sets 1-5 correspond to the Set_1-5 lines in autobalance.2da.
  10. If Handmaiden becomes a Jedi at level 6, then at level 20 her unarmed damage is 7-28 (17.5 average, from Unarmed Specialist IV (4-16) at Jedi level 14 and Echani Strike III (3-12) from level 17 onwards), adding 1-4 every four levels until she's granted US VIII at level 36 (Jedi level 30) for 11-44 (27.5 average). A Lightsaber inflicts at least 2-20 (11 average) energy damage, and a Double-Bladed Lightsaber 2-24 (13 average), with an extra attack. Obviously, lightsabers can also be upgraded and benefit from Weapon Focus and Specialization (+1 Attack and +2 Damage), higher Strength modifiers and critical threat ranges, but there are some gloves which also grant bonuses to unarmed combat (for example, Lightning Gloves with Damage Bonus: +2-12 Electrical and Attack Modifier: +1 when unarmed). While unarmed you receive Attack and Damage bonuses equal to your Strength modifier, and you can benefit from the Dueling, Power Attack, Flurry and Critical Strike feats, as well as Battle Meditation, Inspire Followers and Speed Force powers. I'm pretty sure using lightsabers would still be better, but it seems as though unarmed combat is perfectly viable (particularly at higher levels).
  11. A short while ago I was compiling data on enemies from all five Multiplier Sets for levels 30-50, and the affected stats still increase even for the lowest set (1) at those levels. However, depending on the stat and the multiplier, these stats may not increase with your level every time. Damage multiplier in particular remains unchanged for multiple levels: for example, I found that although enemies with MS 1 like Sith Commandos (n_sithcmndo001.utc) in the Trayus Crescent (905MAL_s.rim) have damage multiplier 3 from levels 32-47 (16 levels), it still increased to 4 for levels 48-50.
  12. Crmod might stand for Challenge Rating modifier (an enemy's CR determines experience received upon killing: the higher the rating, the more experience received). Levelmult determines enemy level although, based on some recent investigation to corroborate bead-v's Character (Stat) Guide, the only autobalanced stat this affects is Vitality. However, this enemy level is also used when determining Difficulty Classes for Force powers and feats, and Force Resistance and Immunity. This is a copy of the unmodified autobalance.2da: (Row Label) name vpmult tohitmult armormult damagemult savemult crmod levelmult 0 No_Auto_Balance 0 0 0 0 0 0 0 1 Set_1 0.65 0.9 0.6 0.065 0.8 -3 0.75 2 Set_2 0.65 0.9 0.7 0.09 0.9 -2 0.75 3 Set_3 0.65 0.95 0.8 0.11 1 -1 0.75 4 Set_4 0.7 1 0.9 0.135 1 1 0.75 5 Set_5 0.8 1.1 1 0.175 1.05 4 0.75 Fun fact I've learned from this: Force Resistance alone makes you completely immune to Darth Traya's Force powers from level 41 onwards, since at level 41 she's only level 30 and 41 + 10 > 30 + d20... although her lightsaber damage multiplier at that level is 7 (so Damage Breakdown: = energy (2-20) * 7 + strength mod 13 + weapon specialization 2, or 29-155, on Normal), increasing to 8 for levels 42-46 (31-175) and 9 for levels 47-50 (33-195).
  13. I've only ever been ambushed by Xor on Kashyyyk, Manaan and Korriban, even when I've first encountered him on Tatooine. There are no .utc files for his two thugs in the module for Tatooine's Docking Bay, while there are for Kashyyyk's Czerka Landing Port, Manaan's Docking Bay and Dreshdae on Korriban. Although Xor himself seems to be identical on all three planets, his thugs are local: Czerka Thugs on Kashyyyk, Selkath Thugs on Manaan and Rodian Thugs on Korriban (they aren't matched pairs, and aside from name and appearance there are a few other differences between planets).
  14. I haven't installed TSLRCM (yet) and the following might be a bug that it fixes, but you receive (10 * character level) experience for recovering a mine you set after leaving and then returning to the map: since the experience needed to level up is (1000 * current level), you can always level up after setting and recovering 100 (1000/10) mines in this way (less if Kreia is in your party, due to the Mentor feat increasing experience received). Since maximum 15 mines can be set per map, setting 15 mines in one map, then traveling to another and setting another 15 before going back and forth to recover them, allows you to gain at least 30% of the experience needed to level up each time you do this. It's boring, but you don't have to do it all at once and it can be spread throughout your game.
  15. The Wookiee, Grrrwahrr, doesn't speak to you until the two remaining Mandalorians attacking him are killed (they can't kill him), so if they aren't killed then you can return to the Lower Shadowlands with Zaalbar later, after completing Chieftain in Need.