Achievement Feats, Achievements, Attacks, Passives, Expendables (Raw Pre-Wiki Data)


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Goblin Squad Member

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Since this is publicly available information, I'm going to go ahead and share links for public viewing. I'll try to get these links into the wiki asap so anyone who wants to can use them to help build the wiki entries for the individual items.

Achievement Feats - Attacks, Cantrips, Orisons, Utility, Defensive, Reactive, Feature, Armor, Bonuses, Skills, Points, Proficiencies, Expendables.

Achievements - Crafting, Interactions, Meta, Npc Kills, Player Kills, Settlement Locations, Feats, Special Locations, Weapon Kills.

PFO Wiki Template Key.txt

PFO Passives for Wiki.txt - Armor, Feature, Reactive, Defensive.

PFO Attacks for Wiki.txt - Physical, Cantrips, Orisons, Utility.

PFO Expendables for Wiki.txt - Trophy Charm, Rogue Kit, Spellbook, Holy Symbol.

Goblin Squad Member

In a word: sexy.

Goblin Squad Member

Thanks, Nihimon.

I sense the book with Nihimon's name grew another hundred pages or so.

Goblin Squad Member

cool

Grand Lodge Goblin Squad Member

Thanks Nihimon!

Goblin Squad Member

Some notes on how to interpret the data in these spreadsheets.

Achievements are things you get awarded automatically when you accomplish certain things in-game. They come in 6 Categories: Adventuring, Arcane, Crafting, Divine, Martial, Social.

Achievement Feats are things you purchase with XP from trainers. Each Level (Rank) lists the Exp (XP) cost, the Category requirement (see Achievements above), the Achievement requirement (I believe this is always a Role Achievement - see Feats tab of Achievements - such as Wizard 1 or Fighter 8), the Ability requirement (what your stat/attribute has to be, such as Intelligence 14), and the Ability Bonus (how much your stat/attribute will increase when you buy this Feat).

PFO Passives, Attacks, and Expendables describe the in-game effects of the various feats listed. They're not as easy to read, but you can look at the PFO Wiki Template Key to see how to interpret each line.

For example, here's the raw data for the Wizard Cantrip Hellflume:

{{AttackFeat|Hellflume|1.57|2.3|33|Fire Damage, Distressed (1 Round, 50% chance), Burning 15|Provokes Opportunity|Targets Reflex|35m|Primary|2|Mage Staff|General|Arcane/Expansive/Volatile/Masterwork/Explosive/Extraplanar, Artifact|7-10-14}}

Unpacking that based on the Wiki template, it should be:

Feat Name: Hellflume
Damage Factor: 1.57
Attack Seconds: 2.3
Stamina Cost: 33
Standard Effects: Fire Damage, Distressed (1 Round, 50% chance), Burning 15
Restriction Effects: Provokes Opportunity
Conditional Effects: Targets Reflex
Range: 35m
Form: Primary
Cooldown Seconds: 2
Weapon Category: Mage Staff
Role: General
Keyword Progression: Arcane/Expansive/Volatile/Masterwork/Explosive/Extraplanar, Artifact
Last Updated: 7-10-14

I believe those values never change for higher ranks. By that I mean I believe Hellflume 1 and Hellflume 6 both have a Damage Factor of 1.57 and a Stamina Cost of 33. I believe the higher ranks of Hellflume simply look for more of the Keywords to search for, and it looks like Hellflume 6 searches for either Extraplanar or Artifact Keywords. Your guess is as good as mine as to what those Keywords do right now.

Goblin Squad Member

I might need to make a program to help folks read the data.

And to keep it usable on all systems program it in C in console format.
That or console Java

Goblin Squad Member

Need tooltips. Tooltips everywhere. :P

Also, Nihimon, do you have a spreadsheet format of the Active/Attack feats (not necessarily the requirements, but rather what they do (e.g. DF, Stamina Cost, etc.))?

Sovereign Court Goblin Squad Member

For the devs:

In the feats it lists pre-req ability scores and the increases to ability scores. For the pre-reqs there is an 'or' which is pretty straight-forward

Eg. Strength=10 or Dexterity=10

For the increases there is just a comma in cases where there is more than one ability score increased. In these cases is the increase for all the listed ability scores or is it based on which one meets the pre-req? Eg.

Strength=.052,Dexterity=.052

Would both Strength and Dexterity be increased in that case? I assume yes, but want to make sure. (Trying to build a toy training calculator for the feats and wanna make sure I get it right.)

Goblinworks Game Designer

Yep, regular attacks (including cantrips and orisons) only change in level by acquiring new keywords (and therefore better base damage and increased effect scaling). The core values of the attacks don't change.

Extraplanar is one of the tier 3 keywords that's likely to be on staves.

Artifact is a tier 3 keyword that all attacks currently get at level 6 in addition to their specific tier 3 keyword. So if you got an Artifact weapon, all attacks could use it to be awesome. We don't have any artifact weapons planned yet, but I thought I might want them someday so future proofed the attacks :) .

Goblin Squad Member

Kitsune Aou wrote:
Also, Nihimon, do you have a spreadsheet format of the Active/Attack feats (not necessarily the requirements, but rather what they do (e.g. DF, Stamina Cost, etc.))?

It's not a spreadsheet, but the "PFO Attacks for Wiki.txt" file has that data. I'm thinking it might be useful to go ahead and unpack those text files into a spreadsheet to make them easier to read.

Nightdrifter wrote:

For the increases there is just a comma in cases where there is more than one ability score increased. In these cases is the increase for all the listed ability scores or is it based on which one meets the pre-req? Eg.

Strength=.052,Dexterity=.052

Would both Strength and Dexterity be increased in that case? I assume yes, but want to make sure.

I can verify that all the listed Abilities get increased when you purchase the Feat. I actually have a fairly decent Personality (in-game!) based on this fact.

Goblin Squad Member

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Nihimon wrote:
Kitsune Aou wrote:
Also, Nihimon, do you have a spreadsheet format of the Active/Attack feats (not necessarily the requirements, but rather what they do (e.g. DF, Stamina Cost, etc.))?
It's not a spreadsheet, but the "PFO Attacks for Wiki.txt" file has that data. I'm thinking it might be useful to go ahead and unpack those text files into a spreadsheet to make them easier to read.

That's what I'm looking for. ^_^

I could probably just pass them through Notepad++ a couple times to format them in to CSV and then migrate it into a spreadsheet, but ...well maybe I'll just do that. hehe

EDIT: Here we go: XLSX spreadsheet of the attacks

Goblin Squad Member

1 person marked this as a favorite.
Kitsune Aou wrote:
Nihimon wrote:
Kitsune Aou wrote:
Also, Nihimon, do you have a spreadsheet format of the Active/Attack feats (not necessarily the requirements, but rather what they do (e.g. DF, Stamina Cost, etc.))?
It's not a spreadsheet, but the "PFO Attacks for Wiki.txt" file has that data. I'm thinking it might be useful to go ahead and unpack those text files into a spreadsheet to make them easier to read.

That's what I'm looking for. ^_^

I could probably just pass them through Notepad++ a couple times to format them in to CSV and then migrate it into a spreadsheet, but ...well maybe I'll just do that. hehe

Done (Public Google Sheet)

Those who know what's going on should feel free to edit the headers to correct them.

Goblin Squad Member

Doh!

Goblin Squad Member

Kitsune Aou wrote:
Doh!

You snooze.... (and use notepad++ instead of Editpad lite) you loose.

Goblin Squad Member

Passive, Attack, and Expendable Feats

Options!

Goblin Squad Member

That's better.

Goblin Squad Member

grrr-eat stuff!

possible errata: while looking at how xp/requirements scale for different skills, i notice that xp cost for adventuring skills seem to decrease from 18th to 19th level.

(i might have been ninjaed - the version i'm using is already more than an hour old..)

interesting to see that while gathering/refining skills initially are much cheaper to train than craft skills, the total cost to lvl 20 is very nearly identical. The cost to master an adventuring skill (presuming an errata) also seems to come in not too much below, despite them starting extremely cheap.

Goblin Squad Member

Nihimon wrote:

Passive, Attack, and Expendable Feats

Options!

ooh.. shiny!!

Finally starting to get a real grip on the keyword system with this.

Goblin Squad Member

Caldeathe Baequiannia wrote:
That's better.

I have a real problem with that whole "the perfect is the enemy of the good enough" thing. I like to think that when I produce something, it's pretty top-notch, but I'm very seldom the first out of the gate, and I often find myself blocked looking for a perfectly elegant solution to some odd problem that isn't really that big of a deal...

Goblin Squad Member

1 person marked this as a favorite.

Spreadsheets are my hammer, and I am fond of applying them to a variety of problems.

Goblin Squad Member

I need more than a +1 for that. "When all you have is a spreadsheet, everything IS a nail"...or something.

Goblin Squad Member

Do we know what the "Officer" skill is about? Is that like military officer i.e. formation leader, or settlement management functions, or what?

There don't appear to be any mercantile-related skills or feats- do we know anything about the plans for a trader career path?

Also, what's the intention/ design strategy for clerical domains in PFO? When I train "Glory" what is that actually doing?

Goblinworks Game Designer

Officer will eventually give you bonuses to leading formations and other settlement warfare stuff.

We don't have enough visibility yet on markets and caravans to develop advancement rules for using them better.

Domains work like Weapon Specialization, Sneak Attack, and Schools: they're a variety of class features which give a passive bonus and access to keywords for your role's expendables. The Glory Domain presently gives the user a Base Defense bonus (once we have auras, it'll be an aura buff for party members) as its passive bonus. Maxed out, it gives the keywords: Banishing, Blessing, Acolyte, Creating, Excoriating, Enhancing, Invoking, Disciple, Guarded, Cataclysmic, Priest, Outer, Ethereal, Hierophant, Planar, Ruling . So, it makes you better at Holy Symbol spells that do things hinted by those keywords.

Goblin Squad Member

Why is Healing and Plant not available as Domains?


Perhaps because they're low-priority compared to the many other domains (and other classes)? Healing may be regarded as somewhat redundant right now, and Plant basically folds into Druid.

Goblinworks Game Designer

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We set it up so each of the starting 9 gods would get two domains to begin with, tried to make sure each domain crossed over on two gods if possible (didn't work completely neatly), and tried to make choices that would be generally useful with the tech available to us as early as possible. A lot of Healing got rolled into Sun as a general positive energy thing because it was having a hard time standing on its own. Given our lack of appropriate Plant art, the Plant domain will probably be a while (Gozreh got Water and Weather instead).

For reference:

Charm: Norgorber
Fire: Asmodeus, Sarenrae
Glory: Gorum, Iomedae
Luck: Desna
Protection: Abadar
Strength: Gorum, Lamashtu
Sun: Iomedae, Sarenrae
Travel: Abadar, Desna
Trickery: Asmodeus, Lamashtu, Norgorber
Water: Gozreh
Weather: Gozreh

Goblin Squad Member

Stephen Cheney wrote:

We set it up so each of the starting 9 gods would get two domains to begin with, tried to make sure each domain crossed over on two gods if possible (didn't work completely neatly), and tried to make choices that would be generally useful with the tech available to us as early as possible. A lot of Healing got rolled into Sun as a general positive energy thing because it was having a hard time standing on its own. Given our lack of appropriate Plant art, the Plant domain will probably be a while (Gozreh got Water and Weather instead).

For reference:

Charm: Norgorber
Fire: Asmodeus, Sarenrae
Glory: Gorum, Iomedae
Luck: Desna
Protection: Abadar
Strength: Gorum, Lamashtu
Sun: Iomedae, Sarenrae
Travel: Abadar, Desna
Trickery: Asmodeus, Lamashtu, Norgorber
Water: Gozreh
Weather: Gozreh

Whaaat?! Where is the Most High Inscrutable Lord Zon-Kuthon? We are not pleased! Our vengeance shall be unspeakable! Unless you're saving the best for later-I'd like to reserve the Shadow and Pain domains respectively, please.

Goblin Squad Member

Sepherum wrote:
Our vengeance shall be unspeakable!

that's a relief! ;-)

Goblin Squad Member

Looking at those links, it seems I will be going a Fighter/Rogue route. I'm going to want the Archer, Chameleon, Scout, Bow Specialization, and Range Specialization feats. And probably the Swashbuckler and Double-Weapon feats. The other Rogue feats, will have to wait and see.

Paizo Employee Developer

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Thanks for getting these out to the community, Nihimon. I have already put the attacks into a table (albeit a really large and somewhat ungainly one) on the wiki, and will be working as best I can in my free time (HA!) to get it a bit better organized. Anyway, anyone willing or able to help with that is welcome to join the effort!

pfo.pathfinderwiki.com

Goblin Squad Member

1 person marked this as a favorite.
Stephen Cheney wrote:


Charm: Norgorber
Fire: Asmodeus, Sarenrae
Glory: Gorum, Iomedae
Luck: Desna
Protection: Abadar
Strength: Gorum, Lamashtu
Sun: Iomedae, Sarenrae
Travel: Abadar, Desna
Trickery: Asmodeus, Lamashtu, Norgorber
Water: Gozreh
Weather: Gozreh

And indexed the other way:

Abadar: Protection, Travel
Asmodeus: Fire, Trickery
Desna: Luck, Travel
Gozreh: Water, Wrather
Gorum: Glory, Strength
Iomedae: Glory, Sun
Lamashtu: Strength, Trickery
Norgorber: Charm, Trickery
Sarenrae: Fire, Sun

Goblin Squad Member

Sepherum wrote:
Whaaat?! Where is the Most High Inscrutable Lord Zon-Kuthon?

Hidden in mystical darkness.

Or, waiting for Round 2 of deity implementation. (He didn't get as many votes as Asmodeus.)

But probably the first one.

Paizo Employee Developer

Kitsune Aou wrote:

Need tooltips. Tooltips everywhere. :P

Also, Nihimon, do you have a spreadsheet format of the Active/Attack feats (not necessarily the requirements, but rather what they do (e.g. DF, Stamina Cost, etc.))?

Getting tooltips added to the PFO wiki is on the to-do list. We need to get the information up first and then work on making it look nice and function in the most intuitive and helpful way for players.

Goblinworks Game Designer

Zon-Kuthon had to be in the LE line behind Asmodeus because the Hellknights are a big deal in the game. Similarly, Erastil and Torag were behind Iomedae because of all the crusaders. Some of the other alignment choices were more heavily debated, but those were pretty obvious from the start.

Goblin Squad Member

Sepherum wrote:
Where is the Most High Inscrutable Lord Zon-Kuthon?

I've not counted, but it sometimes feels as if Pathfinder's come up with dozens, if not actually hundreds, of beings worshiped somewhere/somehow/somewhen/somewho. I can only imagine how many more times we'll see this question asked; it's good to see GW's able to articulate its thinking in this arena.

Goblin Squad Member

Once again,the monks get slighted. Irori didn't make it in the first round despite his perfection.

***Sighs***

***Turns, walks away shaking his head***

:)

Scarab Sages Goblinworks Executive Founder

T7V Jazzlvraz wrote:
I've not counted, but it sometimes feels as if Pathfinder's come up with dozens, if not actually hundreds, of beings worshiped somewhere/somehow/somewhen/somewho. I can only imagine how many more times we'll see this question asked; it's good to see GW's able to articulate its thinking in this arena.

I know when I jump in Hero Labs to create a character there is a pretty significant list between all the normal dieties, the elder ones, the empyreal lords, the various racial dieties, etc. I would say it is probably in the range of 30-50 entities you can worship.

Goblin Squad Member

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I love these sorts of threads. It's like feeding fish. Dev comes in, offers tidbits of delicious figures/stats/info/clarifications, and then the feeding frenzy begins. Dev comes back later, drops some more in, and another feeding frenzy begins.

It's really entertaining (and of course, appreciated!).

Goblinworks Executive Founder

Dakcenturi wrote:
T7V Jazzlvraz wrote:
I've not counted, but it sometimes feels as if Pathfinder's come up with dozens, if not actually hundreds, of beings worshiped somewhere/somehow/somewhen/somewho. I can only imagine how many more times we'll see this question asked; it's good to see GW's able to articulate its thinking in this arena.

I know when I jump in Hero Labs to create a character there is a pretty significant list between all the normal dieties, the elder ones, the empyreal lords, the various racial dieties, etc. I would say it is probably in the range of 30-50 entities you can worship.

I see over 350 options when I look at Hero Lab. Almost all of them are sourced to Inner Sea Gods (and many fall under other books as well).

Goblinworks Game Designer

http://www.pathfinderwiki.com/wiki/Template:Deities_navbox

Goblin Squad Member

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Yay, excited to play as a faithful of Iomedae!


Heh. That link led me to look at Psychopomp Ushers, which led me to look at Saloc, Minder of Immortals, which led me to look at Saloc, a mislinked article about a River Kingdoms rogue.

Goblin Squad Member

T7V Jazzlvraz wrote:
I've not counted...

Thanks to Stephen, now I have: 172 Deities, Gods, and Powers, in case knowing that helps anyone.

Sovereign Court Goblin Squad Member

Hmm, just noticed that in the expendables that the number of keywords listed is equal to the level of the expendable. Not sure yet on the scaling of base damage for expendables. Can anyone in the alpha recall the damage they've done with expendables?

Goblin Squad Member

on the topic of keywords, can someone confirm how the keyword system works?

details:

ATTACK
Ex: Say I'm doing a basic dagger strike:
-i have the attack at lvl3, giving me keywords: Piercing/Precise/Light
-i have one-handed melee specialization at lvl2, giving me keywords Slashing/Piercing
-i have light blades specialization at lvl1, giving me keywords Piercing

Does the attack and fighting style independently look for equipment keywords?

ie: Assuming my dagger is piercing, precise and light, does that mean I get:
* basic hit chance/damage based on weapon and attack
* 3 bonuses (extra hot chance? damage?) from my attack skill matching keywords
* 1 bonus (+5 precision) from 1h melee spec matching keyword
* 1 bonus (+5 precision) from light blades spec matching keyword

(btw.. can I slot both specializations or only one?)

DEFENSE
Do you simply get the feat bonus added once per keyword that matches between the armor and your armor feat?

Ex: if a unbreakable14 fighter wore an armor with all 8 keywords matching, would he gain 8x35 bonus hp, 8x2 fortitude bonus, etc ?

Sovereign Court Goblin Squad Member

Afaik each attack looks for keywords on your weapon. The higher the level of the attack the more keywords it looks for. Everything else about the attack is unchanged between its different levels.

For each minor keyword on the weapon the attack finds on your weapon the base damage is increased by 5 (max 4 times). For each major keyword it's increased by 20 (max 2 times). Major keywords go hand-in-hand with higher tiers (T2/T3 have 1/2 majors). Base damage starts at 40 before the above bonuses.

Damage done to your target is:

damage factor*(base damage-target's resistance)*(1-penalty)

where:

penalty = 0.063*sqrt(how much you 'missed' by), or 0 if you didn't 'miss'

(This used to be 0.05, but is changed to 0.063 in today's build.)

Defensive keywords are a little fuzzier to me in terms of how the system looks for them. But each minor keyword increases resistance by 2. I'd guess each major increases by 8.

Edit: See Stephen's post below this for more details!

Goblinworks Game Designer

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For armor and weapon keywords, there are four possible minors and two possible majors. Majors count as four minors for most purposes, so there's a possibility of up to 12 minor keywords' worth of bonus.

The keyword effect on armor feats scales based on that. If you had all keywords matched on a maxed armor feat with maxed T3 armor, you would have 12x the listed bonuses.

Expendables have up to nine keywords, all of equal value, rather than 12 points of value. Therefore, they are each a little better than the effects of a weapon's minor keyword. Each expendable keyword adds 7 damage (instead of 5), and 4/3 (rounded down) of a point for Effect Power (aka Utility Value). So a spell with two keywords matched does 54 base damage and 2 Effect Power, while a spell with three keywords matched does 61 base damage and 4 Effect Power.

Keywords on your role feature/expendables don't have anything to do with keywords on your attacks/weapons or armor feat/worn armor. Sometimes they'll have the same name, and we are worried that that's confusing. We're looking into ways to alleviate that, but there are also cases where, say, your weapon and armor are both Adamantine and it would be weird to change the name of one of those keywords to make it clear they're not used for the same things.

So if your Weapon Specialization is Piercing, that will improve any Trophy Charm attacks that use the Piercing keyword, but doesn't matter for your weapon attacks. Similarly, if you have a weapon attack that looks for Piercing, it wants you to have a weapon that's also Piercing, but it doesn't matter what your role feature or expendables are looking for.

You can only slot one Specialization (just like you can only slot one Sneak Attack, School, or Domain). There are higher level "combo" specializations that cover all weapons of a larger class like two-handed or all ranged. And I'm just waiting on tech for the Fighter Utility called Versatility that lets you temporarily treat any weapon as if it was covered by your Specialization. (Though it's way low on the priority list, so it may be a while before that Utility is available.)

Sovereign Court Goblin Squad Member

Sounds like max base damage on an expendable is 40+7*9=103, comparable to max on a weapon 40+4*5+2*20=100.

Can you give an example of Effect Power for expendables? I recall a hint at cc effects being hinted at having some scaling due to keywords, but maybe that's something else.

Goblinworks Game Designer

These systems are newly in and are hopefully working completely correctly (I'm sure Cole will love to hear if it looks like they're not ;) ). The new terms are Effect Power and Effect Protection (changed from Utility Value and Utility Defense to make it a little more obvious what they do).

In most cases, it's a straight comparison of the activated keywords on your attack vs. the activated keywords on the target's armor (with expendables using the factor previously mentioned... oh, actually I just checked and it's 1.4 not 1.333, but same result with rounding down). If I have two minor and a major keyword activated on my attack, I have Effect Power 6. If you only have 4 minors on your armor, you have Effect Protection 4.

If you have a higher Effect Power than the target's Effect Protection, each point of difference improves the effects on your attack by 10%. Conversely, if your EPow is lower than EPro, each point is -10% to effects. This factor is multiplicative to any other modifications to effect magnitude or duration (like margin of failure).

So in the above case of EPow 6 vs. EPro 4, if my attack was supposed to apply Bleeding 10 and Distressed for 1 Round, it should actually apply Bleeding 12 and Distressed for 7.2 seconds (assuming no margin of failure).

So, practically, it's a way to make the non-damaging portions of your attack better against weaker targets and worse against stronger targets since they would otherwise be mostly unaffected by resistances.

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