I'm still trying to route the game. In chapter 1 all you need to progress is to rescue the Storyteller and get the chisel, so you can skip on recruiting Daeran, though it's hard to pass on him since he and Nenio (which you get on the way to him anyway) are the best spellcasters in the game (Ember is very close to them though).
since my route is going azata i need to go to daeran's house anyway to get aranka, so picking him up is basically a no brainer. I know the 3 things that you need to progress are the storyteller, the aeon knife (is that what you mean by chisel?), and the tieflings in the market to find the secret entrance to the gray garrison. Are you planning to speedrun the game too? (also i have another WOTR run that is more than an hour faster on the channel, I recommend checking it out)
@@pondoorwastaken I'm more theorycrafting than anything. Mostly I know that Azata has the benefits of letting you skip waiting for Galfrey at the end of chapter 3 and adding auto-leveling Aivu to the party, but I'm wondering if it's worth it opposed to going Angel or Aeon into Legend
@@ZorotheGallade azata also teleports you to areelus lab, which saves time in overworld movement. Legend also costs time in leveling up another 20 levels as well as having to go back to all the areas that gave you mythic levels up to that point, and I'm not sure the extra power is even really needed in a story difficulty run
@@pondoorwastaken You're right. What about Trickster? The only time loss before chapter 3 would be seeing Nurah throwing fire, which is just a handful of seconds, and surely a few Trickster powers would save some time overall?
I love the thoughts though, and honestly I am already kind of thinking about trying out all of the mythic paths in speedruns. If they prove to be different enough I would like to have each path as its own category on speedrun.com. So even if it isnt the fastest route overall it might still be the fastest legend% route.
story difficulty, the only thing that changes on harder difficulties is that the rng gets more extreme. story allows the run to focus more on execution rather than dice rolls
No, it doesnt make rng more extreme, the variance in the dice rolls is exactly the same, with the core mechanic still being d20 rolls. It makes it drastically easier to the point where many mechanics you have to pay attention to on core and above or trivialised or removed altogether. It also changes the enemy composition and class levels of harder enemies, changing their actual abilities. You have to focus on execution far less when the difficulty is completely trivial.
@@notalefty999 Friendly reminder that this is a speedrun, not a challenge run. All of those changes make for a far less consistent run. And a far slower one. Neither of which are good for speedruns. And yes, the rng does get far more extreme. You can not in good faith tell me that needing to hit an ac of 50 is the same as hitting an ac of 30.
@@pondoorwastaken I wasnt criticising you for the difficulty level you are playing on. I was simply objecting to your characterisation that the "only difference" between story mode and harder difficulties is an increase in rng, and story just shifts the focus to execution, not dice rolls. This wildly inaccurate. On the hardest difficulty, you will literally take well over 10 times the amount of damage from virtually every damage source before accounting for any rng. Yes, you are way less likely to fail your save or get hit on story mode, but even if you do fail your save or get hit, the damage is so much lower as to trivialise it to the point where it can be ignored. If nearly all threats are trivialised, this certainly doesnt make you focus more on execution. You can just choose for your group to autoattack their way through every encounter. And yes, I can say it doesnt make rng more extreme, with the exception of story mode simply removing the critical hit mechanic. The core mechanic still remains a d20 roll. The fact that the base AB, AC, DC, save and spell resist values are far more favourable to you doesnt make them less random. It just makes them more favourable to you. Often it will actually make the outcomes more random. Take Playful Darkness in chapter 3 for example: On higher difficulties, the great majority of builds will miss basically all the time, and playful darkness will hit and make his saves against the great majority of builds nearly every time. If you want to tank him, attack his saves or AC, you must severely debuff him and buff your own party. Without doing this, the outcome of dice rolls is very consistent (albeit consistently bad for you). Reloading until you get lucky is not a realistic option, you have to come up with a strategy. The difference between story mode and high difficulty settings is a vastly lower level of difficulty, not less rng, and certainly not a greater emphasis on execution.
@@notalefty999 fair enough. My own experience never went higher than normal difficulty (the kind of challenge presented in those higher levels just doesn't appeal to me) and between story and normal what I said is more or less true. And to clarify, when I said more extreme rng I meant a far higher likelyhood of unfavorable roll results. I should have worded things differently in my original message.
I'm still trying to route the game. In chapter 1 all you need to progress is to rescue the Storyteller and get the chisel, so you can skip on recruiting Daeran, though it's hard to pass on him since he and Nenio (which you get on the way to him anyway) are the best spellcasters in the game (Ember is very close to them though).
since my route is going azata i need to go to daeran's house anyway to get aranka, so picking him up is basically a no brainer. I know the 3 things that you need to progress are the storyteller, the aeon knife (is that what you mean by chisel?), and the tieflings in the market to find the secret entrance to the gray garrison. Are you planning to speedrun the game too? (also i have another WOTR run that is more than an hour faster on the channel, I recommend checking it out)
@@pondoorwastaken I'm more theorycrafting than anything. Mostly I know that Azata has the benefits of letting you skip waiting for Galfrey at the end of chapter 3 and adding auto-leveling Aivu to the party, but I'm wondering if it's worth it opposed to going Angel or Aeon into Legend
@@ZorotheGallade azata also teleports you to areelus lab, which saves time in overworld movement. Legend also costs time in leveling up another 20 levels as well as having to go back to all the areas that gave you mythic levels up to that point, and I'm not sure the extra power is even really needed in a story difficulty run
@@pondoorwastaken You're right.
What about Trickster? The only time loss before chapter 3 would be seeing Nurah throwing fire, which is just a handful of seconds, and surely a few Trickster powers would save some time overall?
I love the thoughts though, and honestly I am already kind of thinking about trying out all of the mythic paths in speedruns. If they prove to be different enough I would like to have each path as its own category on speedrun.com. So even if it isnt the fastest route overall it might still be the fastest legend% route.
What difficulty level was this?
story difficulty, the only thing that changes on harder difficulties is that the rng gets more extreme. story allows the run to focus more on execution rather than dice rolls
No, it doesnt make rng more extreme, the variance in the dice rolls is exactly the same, with the core mechanic still being d20 rolls. It makes it drastically easier to the point where many mechanics you have to pay attention to on core and above or trivialised or removed altogether. It also changes the enemy composition and class levels of harder enemies, changing their actual abilities. You have to focus on execution far less when the difficulty is completely trivial.
@@notalefty999 Friendly reminder that this is a speedrun, not a challenge run. All of those changes make for a far less consistent run. And a far slower one. Neither of which are good for speedruns. And yes, the rng does get far more extreme. You can not in good faith tell me that needing to hit an ac of 50 is the same as hitting an ac of 30.
@@pondoorwastaken I wasnt criticising you for the difficulty level you are playing on. I was simply objecting to your characterisation that the "only difference" between story mode and harder difficulties is an increase in rng, and story just shifts the focus to execution, not dice rolls. This wildly inaccurate.
On the hardest difficulty, you will literally take well over 10 times the amount of damage from virtually every damage source before accounting for any rng. Yes, you are way less likely to fail your save or get hit on story mode, but even if you do fail your save or get hit, the damage is so much lower as to trivialise it to the point where it can be ignored. If nearly all threats are trivialised, this certainly doesnt make you focus more on execution. You can just choose for your group to autoattack their way through every encounter.
And yes, I can say it doesnt make rng more extreme, with the exception of story mode simply removing the critical hit mechanic. The core mechanic still remains a d20 roll. The fact that the base AB, AC, DC, save and spell resist values are far more favourable to you doesnt make them less random. It just makes them more favourable to you. Often it will actually make the outcomes more random.
Take Playful Darkness in chapter 3 for example: On higher difficulties, the great majority of builds will miss basically all the time, and playful darkness will hit and make his saves against the great majority of builds nearly every time. If you want to tank him, attack his saves or AC, you must severely debuff him and buff your own party. Without doing this, the outcome of dice rolls is very consistent (albeit consistently bad for you). Reloading until you get lucky is not a realistic option, you have to come up with a strategy.
The difference between story mode and high difficulty settings is a vastly lower level of difficulty, not less rng, and certainly not a greater emphasis on execution.
@@notalefty999 fair enough. My own experience never went higher than normal difficulty (the kind of challenge presented in those higher levels just doesn't appeal to me) and between story and normal what I said is more or less true. And to clarify, when I said more extreme rng I meant a far higher likelyhood of unfavorable roll results. I should have worded things differently in my original message.
I'm curious to know what the time is if you disregard loading times.
I tried (and failed miserably lol) to make a load remover for Kingmaker. Making one requires a lot of knowledge that I just don't have unfortunately.