I'm pretty happy they didn't do it, to be honest. I'm pretty sick of lockpicking being a mandatory skill in video games. I'm all in on unga bunga lock breaking.
I think there's only a few chests in the game that actually require you to lock pick it. Which by that point in the game the spell Knock actually has value, since you're not really going to be using second level spells.
I put a rotten tomato inside of a basket then destroyed the basket. The tomato did not appear on the ground. Not sure why this happened but good to know that I really can just solve all my problems with brute force.
The commitment to not only pick up a hundred chests, but then graph the loot in each chest and count all of it after breaking them is insane! Awesome video, and glad to know I didn’t miss out on anything after going full barbarian on a chest 😂
@@ProxyGateTactician Fuck yeah, finally someone says it. The amount of times I've been lured in by a locked chest to find it empty... And the rotten fruit everywhere. Feels almost like Larian intentionally trying to un-train that pavlovian reaction we developed in D:OS 1 & 2. I am no longer doing the open container - space bar routine all the time, and have even begun to not click on every named NPC I come across. But yeah, that excel work is true commitment!
the rotten stuff is mostly to give you hints as to if the area is still populated by actual people or not, i feel like and it teaches us to not pick up every bullshit item we find hahaha in act 1 i picked up EVERYTHING by act 2 i left most gray items on the ground by act 3 sometimes i dont even check all the containers anymore (but only where its "obvious" bullshit inside) i like it actually hard to resist the urge to pick everything up sometimes but it makes sense
Sorry, you seem to misunderstand what the test proved. What he proved is that going PSYCHOPATH BETRAYER murder hobo (who passes speech checks, is allowed to pass peacefully, then kills everybody anyway) isn't supposed to yield any MORE experience than going NORMAL murder hobo who outright attacks his enemies and straight-up kills them. He did NOT prove that going non-murder-hobo yields about the same XP as murder-hobo. There are plenty of encounters that don't give any XP for the pacifist option, but obviously DO give XP for the murder-hobo option. All he proved is that, for the encounters that give XP for either option, you're not really supposed to be able to stack both options to get the benefits of both.
I had surprised myself on my Urge playthrough when Ethel went invisible after trying to bargain, and spawned her clones. My character shot an arrow at the clone and ended up 360 no scoping the real Ethel who was sitting invisible between me and that clone 😂
@@ap_trial666To be fair to Ethel, BG3's AI is terrible. I was sneaking up on knolls and sent Wyll around the back to pincer them before entering turn-based mode-and the silly nugget RAN THROUGH THE CROWD OF GNOLLS to get to his destination, starting combat before any of us were ready! We won regardless, but lesson learned: you have to agonizingly click a few steps at a time to make sure the companions follow your instructions as intended. Maybe it was the Blade of the Frontiers in him that made him unable to resist running headfirst into combat 😂
@@baydiacThe AI sets a path based on the terrain. If you didn't want Wyll to trigger combat before you were ready, you should've been more careful about where you told him to go
The chest myth also comes from Larian's other games. In Divinity original sin 2 if you broke chest instead of unlocking them you busted up the stuff inside of them
True, but this is D&D based where breaking a chest is sometimes the best way to open it (especially when you're lacking a rogue/dex-based char). D&D is the reality of opening a chest where Divinity is more video style (the wood exploding damages the goods, which isn't always true for all things).
@@Dyanosis When I'm running a D&D game if a chest is damaged in a way that could reasonably damage the contents, those items will be damaged. It's really not unreasonable to expect that you'll lose the fragile items inside if you decide to open it with brute force.
You can also detect where precisely invisible targets are by trying to path around them. The little line which shows where your character will go won't pass through creatures, even invisible ones, so you can search for a curve in your projected movement path to detect invisible enemies and more or less ignore invisibility entirely
True I remember in EA there was a case were we destroyed a chest in the nautiloid and didn't get all the loot, which didn't give us the illithid rune to free shadowheart (nautiloid was different back then)
With a ranged weapon equipped, you can right click on a portrait in the combat turn counter and then click Ranged Attack. You will hit your target even if they are invisible, and you dont need to find out where they are, your character will know.
working as intended from dnd5e rules as written actually, being invisible just gives disadvantage on being hit and does not actually make you untargetable only unseeable
@@mayap_66 make sure you have your ranged weapon equipped. If still not happening, might have been patched out. I beat and deleted the game so I can't test it myself at the moment :(
@@CrimsonXenoProductis that really how it's meant to be interpreted? How would you target what you can't see? Especially with ranged attacks? I get attacking in melee, a wide sword swing would hit an invisible eneny in front of you, but an arrow from a distance?
@@nahuelmatwell yeah true. You can't target what you can't see IF didn't see the target turned invisible initially The idea is if you know where the target turned invisible why wouldn't you try to hit that spot? It's disadvantage because you don't know how the target will dodge Additionally for range attacks. The attack more so hit the invisble enemy in the trajectory rather than flat out Targetting the enemy. You can even see it in the video how it interacts. Also I accidentally hit an invisible enemy when I target way way off from his location because it just happened to be in the trajectory of the spell Now speaking of trajectory in this game. You can actually hit an ally with a range attack even if you target the enemy, granted your ally is in the trajectory of the attack and well lined up as well
Spells are for nerds my entire party surrounded that guy and curbstomped him into next week and bolted as soon as the mind flayer circle turned red again
There is one more feature with invisible enemies. If you will prepare attack and bring a cursor on invisible enemy's portrait, then character will turn to him. It can make much easier to aim with AOE attacks
Well unless they go invisible then move away, since the cursor will target the last known location. It's the same when it comes to visibility, if a archer on a ledge run into the fog of war you will end up at the edge he disappeared at.
@@magnuscarlsson9969that actually makes sense when you have a rogue use the hide action and move, there is a hollow version of the person signifying where the enemy thinks they are... That also means that the AI is entirely able to see through solid objects and walls, even if their visual range says otherwise, because of the effect occuring on the other side of a building... Also, found out the hard way that movable objects don't block line of sight when moved... Which you might not be able to stand where an object is, but you can pass through them and it reminds me that you can't block a ladder with a person as the climber can pass through three bodies as long as they have enough movement
@@firedirewolf The ladder thing depends on distance thou, if you are able to reach the ladder you will just phase trough however if the unit blocks your reach you can't. I learnt that the hard way in the Iron throne when i accidentally left my mage hand too close to the ladder so no NPC could properly interact with it... Which kinda sucked considering it's a timed scenario and all those grouped up NPC's who move at the same time ended up not knowing what to do... In a way it was kinda hilarious seeing the NPC's scream 'Run!!" while standing still passing their turns until it was too late.
@magnuscarlsson9969 buddy nif had 3 people blocking the ladder and one guarding a stairway and they just had the durigar walk right through three bodies and thunder wave and send one off then shoved another off as well... He had to restart because they suffered 3d6, prone and then firebombed in a very rapid turn of events. I personally found out that objects that are moved don't block line of sight...
The melee swing not hitting an invisible target seems like a bug considering how everything else works. Plus, it would make sense for a sword to slice through someone who's invisible since they're not intangible. Magic Missile hitting an invisible target is a nice surprise. Keeping that one in my back pocket. The other forms of damage I knew of since that is how I defeated Yurgir in the end.
The reason is because unlike all of the other attacks that are a projectile, moving from you to the space targeted, and can be interrupted by terrain and other people, melee attacks are not. You click on a target, and it's hit, no projectile physics at all.
In the original Baldur's Gate series if you broke a chest instead of picking the lock some of the loot would change to be a worthless destroyed item. That is likely where the assumption that destroying a chest in Baldur's Gate 3 would destroy some of the loot comes from.
More Exp from the encounter near windmill probably goes from the fact that Fizzark (goblin mini-boss) is tied to at least one another quest also giving some exp. Thus, if you kill him here, the game (again, probably) reward you with this extra that you will not get in future
For those who don't know, that one hammer that causes a little thunder damage stomp whenever you jump is also able to hit invisible targets. I put that hammer on Karlach and it saved my ass against both the Gith and Ethel since there's no save associated with it at all, making it an easy bonus actionable way of dispelling invisibility.
@@godlygamer911 It absolutely can! I'm glad I was able to help you. You really seem like the kind of person who is in desperate need of help to do anything.
I really appreciate you taking the time to collect and then loot and destroy 100 chests TWICE for a 1 minute segment in your video. Good job and thanks for the info.
1 min in when you showed the lengths and effort to seriously test the things you were testing I knew you deserved support. Amazing work, the effort you put in is above and beyond.
Bonus Exploit for people who read comments: If you cast "Command Weapon Drop" on Raphael in Act 1 when he shows up to you. Then he will disappear and re-appear a few seconds later. You can kill him with non-lethal damage for 1400 XP. Which is like a full level when you're that low level. He will then show up later at the end of act 1 to do the cinematic again. He won't fight back when you fight him, and it takes a while but i'ts a pretty funny exploit I found. (To cast command weapon drop you have to go to character select -> grab shadowheart -> cast the spell. Even if it misses it's okay.)
@@jimmystrudel in the bottom left use the Select character option -> select shadowheart (she doesn't normally get pulled into the cutscene) then cast it with her.
Do the same or disarm the dragon rider from the first Githyanki patrol (without Laezel in party) before he gets on his mount and leaves. Legendary soul breaker greatsword for Gith
you can have lae'zel in party without her leaving i did this on a new run where i instantly went to voss with shadowheart, astarion and lae'zel after the nautiloid i was level 3 and you just have to let laezel run there and let the cutscene get to the point where he "insults" and "disrespects" lae'zel if you then start the fight by using command: drop weapon, she will fight WITH you and stay with you afterwards i was kinda surprised it actually worked, and i only found out because i fucked up my first try where lae'zel was hostile and then killed my char that picked up the sword mid fight, so i had to reload to try again and found this out by accident
Regarding lost loot: I experienced this with traps going off on chests which left me with less loot, so I thought thats always the case. It's good to know that smashing them is fine, so for some chests that can't be lockpicked instead of dragging them to camp to have a mage cast Knock on them I now can just smash them.
Right! It actually happened during my testing and i was like wait holy shit they disappear! But I watched it back in slow motion and it wasn't the trapped chest, but the explosive next to the chest. So I re-tested destroying just trapped chests like 30 times and it never happened again unless I put an explosive next to it.
@@ProxyGateTactician Mhh one situation where I noticed this was on a ship wreck in Rivington. By triggering the trap there I lost the loot (which is a another Necklace of Elemental Augmentation) and I'm pretty sure there was no explosive near it. Maybe there is a difference between trying to loot a chest and triggerering a trap and trying to destroy a chest and triggering the trap, so on looting it you might lose items while by destroying you don't.
@@seokkyunhong8812I use Lazel exclusively for unlocking purposes, her Gith thing where she buffs a skill based on an attribute made her unlock anything I came up on ( adding guidance ofc ) act 2 I just gave her the 18 dex gloves, boom shakalaka
Everburn blade isn't a must have OP item, but it just sucks to skip a unique item, especially in a starting location, and also it saves you the hassle of dipping the weapon each time too. However the fun thing is that I'm playing as a rogue who deals with most things by ranged sneak attacks, so the Everburn is just a pretty accessory on Lae'zel most of the time.
Given that I don't even know how to dip an item it's pretty good. I mean I see the action exists but I don't know how to use it. Tried dipping something in acid that was on the ground once and it did nothing but waste the action.
@@justinwhite2725 See that threw me too, acid in this game doesn't always do damage- But lowers AC. SO it won't "dip" right. As it's fire, poisons, and (not confirmed yet) Holy water maybe that are solely dippable.
@@justinwhite2725 Well you can't dip in just any "effect" and I personally don't know the exact list, but at least you can dip in fire. And it seems you can dip in ANY fire, so you can carry a candle with you, then place it before combat anywhere, click on it to light it up (if it isn't lit, because you can carry lit candles in your inventory just fine as well, classic Larian thing), and then dip a weapon in it with the action. Works for both melee and ranged weapons. Better do it before combat start in an optimal place and then start the combat yourself, preferably by turning on the turn-based mode. Maybe it is annoying to do for the whole party, but I'm still doing lots of kills by just my rogue assassin with a long bow. I'm still running around not too far from Emerald Grove, so most enemies don't have much HP. And if they do I do hit'n'run (and sneak of course).
One thing to note however, is that you cannot sheathe the everburn blade. I've had it happen a couple times where the blade touched an npc and started combat.
You can also throw a simple or wyvern toxin on the ground in your camp (in a safe spot) it will never disappear. You can dip with all of your weapons at the start of every long rest, and it lasts until the next long rest. 1d4 extra damage on simple toxin, 1d8 on wyvern. The only downside is the damage can be ignored by enemies with high constitutions, and it only procs at the end of enemy turn, but every hit/application still stacks, so on most enemies, you still far outdamage the everburn's 1d4, especially with a +1 weapon.
6:40 You can also use the Charger attacks to hit invisible targets. Very handy to know for some of the Underdark fights where you know a character went invisible but aren't sure exactly where they are in a general area and your fighter is about to end their turn looking like an idiot. Just guess, and if the enemy is generally in the vicinity of the line of that charge, they're taking an attack roll at them. I've done this twice on Duergar.
The everburn blade is good but it also depends on your class. It’s currently in my storage because the sword of justice gives you that 2 extra AC which means my battle master is riposting like crazy.
Exactly, plus, you can find +1 weapons very easily, and then dip them in fire/toxin/etc, and they both do more damage and have more accuracy. If you are not of fan of predipping every combat, you can also just dip into toxin on the ground. Throw a simple toxin, then dip. The poison lasts until long rest, and the pool will stay there forever. If you use the wyvern toxin, it's even a 1d8 instead of 1d4.
Also not being gith means the gith weapons don’t work that well, so if one of your melee fighters isn’t gith, you probably won’t replace it that early.
@@Max_Pendragon FYI hopefully still works but using the Shapeshifting mask to turn gith should yield the extra bonus, even when you take the mask off afterwards (at least from what I read)
Smashing chests CAN destroy loot, and not just breakables like potions/bombs. I believe it may have to do with NOT moving the chest from its original position, and may not even be an intentional behavior at all. It's possible the loot simply clips through the ground and vanishes in certain developer-placed positions. May also have something to do with traps as well. In either case I think this is more of a bug than an intended feature. I've personally encountered this with the chest on the crashed boat outside of baldur's gate. I broke it with my monk and got NO loot at all. Then I came back through the area after reloading a save and picked the lock and received, among other things, a Necklace of Elemental Augmentation.
Awesome video! The experience exploit seems pretty busted. One myth I would love to see tested is the folks saying you can trigger the Ritual of Thorns in the Druid Grove by long resting too much.
The only way I have unintentionally triggered that was by going to the mountain pass early (i wanted the mace and some vendor gear, which you can get with no combat past the initial grove gate attack). When I came back the Rite was done and all of the tieflings were dead on the bridge between the grove and the blighted village.
Super unnecessary though. If you do most of the content in each act you'll probably be level 11 before you are even in act 3. And then, act 3 itself has enough experience that you could probably get to level 12 even if you were lvl 1 when you arrive I know this because I did pretty much everything in a1/a2 and spent nearly all of a3 already at max level xD
i think its good you are max long before its over nothing more annoying than reaching max level, having everything unlocked you wanted to have and only get to play another hour of story
Being able to hit invisible things with melee or ranged attacks makes sense. In actual 5e D&D you CAN take attacks at invisible enemies, but its at disadvantage. So if you know where they are, it makes sense that you can hit em.
I'm glad they didn't have destroy items on break mechanic, it adds to the immersion imo, it's cool to just slam some chests brutishly instead of nimble lockpicking, same goes for breakable doors.
6:00 THAT was the fight where I tested the myth myself and found that you got more XP for killing than talking, so I was confused how everything you tested came up equal lol Good to know I just happened to choose the one outlier. That's why you always gotta get multiple points of data kids.
Another example for #4 is in Act 2 you can talk a certain devil into killing himself but this grants considerably less xp than killing him and his subordinates.
I discovered the hitting invisible enemies thing accidentally because I play a "punch and throw stuff" barbarian, and fighting the orthon I threw my trusty Returning Pike to one of his minions and hit the invisible orthon in the way, that made the fight really easy because he's a big target and wasted many actions with some useless invisibility that I could easily destroy with my 95% hit chance XD
The "loot gets destroyed" thing is from old 2.5e and 3.5e, where destroying chests or containers would ruin the loot inside as a penalty (and in the PC games like Neverwinter Nights 1&2), this is emulated in the Pathfinder PC games too.
2.5e? Do you mean the normal ADnD 2e or the suppliment material found in the 3 Player's Option books? The latter offers freedom in regards to customise your base classes further.
@@JackPhoenixCz For some reason these people are also the type to believe in critical failures on skill checks was a part of 3.5 too. For whatever reason, there is this asinine nostalgia for 3.5 that is specifically associated with being more "hardcore" that causes crazy misattribution.
Well this is kinda late but the myth for getting extra xp from dialogue and them combat probably comes from larian's last game, divinity original sin 2. In that game there wasn't a strict level cap (or at least one that was physically unreachable without cheating) and your level was mostly limited by the amount of xp you got. And you almost always got xp for killing people, so the meta strategy there was to basically go muder hobo and kill every non important character at the end of each chapter.
Awesome. I updated my Steam guide for the items never being destroyed by breaking open chests. That was quite an extensive experiment! (I can't imagine how long that takes!) The said myth comes from past games : in DOS2, the loot table is said to be different if you do not use a key.
Regarding the dialog XP I also noticed this being quite inconsistent. At the Dank Crypt in Act 1 I tested it and got more XP for killing than for dialog, so I tested a third time and did the dialog first, then entered combat mode and killed the bandits for even more XP. But for most fights you get the same XP for both, which is especially good in Act 2 as you can solve all these mini boss fights with the Thorm family members via dialog.
Yeah most you do, but I had people on reddit always telling me I was wrong when I told them most are the same lol So I was really curious why people claimed goblin camp was double XP from killing them. So I finally found out the answer and they are using an exploit by accident
It was a thing in early access. That exp for dialogue solution was like 50, while fighting would yield 350. That led me to choose fight over dialogue in most situations, where I didn't care about the npcs. Good to know it's mostly not a case anymore.
I think the breaking chests thing may have come from Dark Souls, as in DS2 they introduced the destruction of chests also destroying the contents to create a risk reward system with the mimic chests
For myth 1, I always assumed something bad happened because Pf: Wotr punishes you so hard for breaking chests. 99% of the time EVERYTHING breaks inside of a chest you open through brute force. I just never experimented with it in BG3 cause I always have someone good with locks. Astarion
excellent logical work. respect! One detail worth mentioning is that you don't get loot if you talk your way out of a conversation (usually). So the best idea would be to talk your way out, get good positioning, then murder.
I usually don’t like videos from random creators I don’t follow, but my god, collecting then charting 100 chests just to figure it out _deserves_ respect
I've heard a bunch of conflicting information about Karmic Dice, but I think it'd be much harder to test than the myth about chests. I've heard people say Karmic Dice only prevent you (and enemies) from rolling too many natural 1s and natural 20s consecutively. I've heard other people say that they reduce the variance on your rolls (and the enemies' rolls) generally. I've heard other people say that they instead prevent you (and enemies) from failing too many rolls consecutively. The last one (bizarrely) implies that high AC builds are nerfed when playing with Karmic Dice because enemies would not be allowed to fail too many consecutive attack rolls against you. I suspect that the last version is misinformation, because it seems implausible that Larian would overlook that interaction. Anyway, I dunno how you could check this myth. Maybe by letting a low level enemy attack your high AC character over and over, first with Karmic Dice off, then with Karmic Dice on, etc. I love your videos by the way :)
The last version, where enemies weren't allowed to miss too many times in a row, was a thing in early access and was specifically patched. Basically, the system was forcing enemies to land crit after crit in order to hit high ac players
@@louiesatterwhite3885 It was "claimed" to be patched in a reddit post by Larian staff. They also refused to elaborate on how it worked, what was patched etc.. Some of Larian's changes are decent (removing your action when downed), some are total bullshit (Thief giving a full extra BA.... wtf were they thinking...) and some are just shady and - arguably - completely unnecessary. Karmic Dice falls into the third category. Dice rolls will even themselves out over time - they do not need "help" from deliberately obscure roll fudges dictated by an algorithm. It's a crime that this blatant affront to the spirit of DnD is turned "On" by default, but Larian are too scared that normies will drop the game after 20 minutes because everything misses and fights take too long. Messing with dice rolls is indefensible, and you are no longer playing DnD at that point. EDIT: I have seen from reputable testers that reloading probably resets the karmic dice counter, so a save-scumming player who keeps failing a roll will never see the "benefit" of karmic dice anyway. Just a pointless and bad-faith mechanic that trivializes a player's knowledge of the game and should never have been implemented...
@@graysaltine6035 so the point of karmic dice actually comes down to human cognition. Humans are *really* bad at perceiving probability and as such we expect more than what odds would entail. Karmic dice fudge numbers a little bit to play to this for a more enjoyable (to some people) experience. I wouldn't call it shady. What would be shady is if it was impossible to turn it off.
@@louiesatterwhite3885 The fact that they are deliberately evasive about how it works makes it shady to me. They refuse to just give us the math - It's one of those "just trust me bro" things that is insulting to a player's intelligence. Ultimately any mechanic aimed at normalizing roll results is going to help a badly-optimized character but hurt a well-optimized one, so as a crutch it should really default to "off" when playing on Tactician.
@@graysaltine6035 I will agree that the fact Larian has given zero details on how karmic dice works mathematically (even the menu option has zero details, just the words Karmic Dice) is bothersome.
Just came here to applaud you on the amount of time and effort you put into researching these. Assuming I didn’t fail my insight check, this is some awesome info you confirmed for us! Thanks!!
I believe if an invisible enemy that also has sanctuary on them cannot be indirectly hit with a ranged or thrown attack but still can be affected with Aoe effects.
Another amazing video. Props for using scientific methodology, you are an inteligent man, and a bit insane. Love the videos, how long did the editing take?
This one... maybe around 40 hours of editing? 11 hours of gameplay/recording. Then voice another 2 hours since I can't read a script to save my life LOL Thanks! I hope I get better at this as time goes on.
@@ProxyGateTactician it's really only overpowered on a Gith character. on a non Gith, non of the features except for the +3 Enhancement Bonus function.
@@JondarKorric you can disguise self as a gith and the features will all work. might have to remove it from inventory and pick it back up again before it registers
Ah interesting, didn't knew you can get the legendary silver sword in Act 1. I got it in Act 3 by lying to the Gith holding it that I took Raphaels offer.
It's insanely broken getting it that early to be fair lol Fun fact you can actually also kill Raphael in act 1 if you cast command weapon drop on him while he shows up to do his dialogue. He gives you 1400 XP and he never hits back when you attack him lol
@@JondarKorric With mask of shapshifter if you go gyth then equip it. The item "snapshots" to whatever race equipped the item. So even if ur gyth form drops later the sword still gets those bonuses (probably a bug but it's good to know)
@@xnitropunkx i know mechanically it doesnt work this way but in my head i just imagine they saw the swing and dodged with the advantage of being invisible
I think it might be a limitation of the engine--everything else that was tried is basically a projectile or an aoe, both of which we know are treated differently than regular melee attacks (that are simply just click and hit). Projectiles are definitely coded differently, because there are plenty of times where a projectile is unable to hit because of something in the way. Everyone who has tried to Eldritch Blast a dude on a cliff knows this pain. If melee attacks were able to target an area (and actually do something) rather than a thing, then it should work.
The Githanky knight who left after you made him drop his silver sword is totally immersion-breaking if you know their lore. It's still an excellent argument against the "over-power" of the Everburn Blade.
It’s not an excellent argument at all, it’s an incredibly flawed one. That interaction itself seems very unintentional especially given that you will softlock yourself out of certain events later on. Not to mention pulling that off has a multitude of possible bugs and broken interactions surrounding it. It is literally game breaking and should strictly be done if you understand the consequences ie you don’t care for the story or it’s not your first few play throughs.
@@draketurtle4169 For me it's a good argument because it shows that there are much stronger weapons than the Everburn Blade which is sometimes presented as the strongest two-handed weapon in the game. It's not by a wide margin. That said I agree with you that is probably a bug and that's we shouldn't be able to obtain the silver sword so early in the game, for balance and lore reasons. In the end, it's an absurd example but it is followed by a more reasonable one (the +1 great axe).
Question for your chest test. Did you only open them by using weapon attacks or did you also try other options like spells and explosions? Cause it seems to me that certain damage types or maybe even lingering damage floors (like fire) might indeed destroy some content inside the chest. I noticed this when down in the Underdark, in the area with the Koa-Tua, where one of those explosive plants seems to have destroyed a healing potion (blue liquid all over the floor) when I shot it from a distance to detonate it.
The Everburn Blade section really shouldn’t be considered a myth. It’s really just content creators using buzzwords like “OP” and “BROKEN” for clickbait.
it's nice to finally have an answer to myth 1 and 5, i was wondering about that myself. i did find out about the arrows by accident (though only after like 60 hours) but i didn't know what else can hit.
Mythbusting Episode 2 Is out: ua-cam.com/video/kGbLSKtMkLk/v-deo.htmlsi=nQc3HLWg50uYY73l Be Sure to Check this out if you enjoyed this one. Thanks for enjoying my channel!
I think the extra dialog from being a drow at the goblin camp isn't even that. I have a human with purple skin and I got that dialog, I think it literally goes off if your character LOOKS like a drow
As for why it could be the case: 1) Neverwinter nights is a similar game of early 2000 that had this mechanic, destroying containers had a chance to destroy the items inside to incentivise lockpicking. 4) This is a common stable of many CRPGs, for example the Gothic series, but as far as i remember even Neverwinter Nights as well. This is based on the game not keeping track of the events that grant you xp and just give you xp based on state events, such as chat option or killing an enemy.
I have sniped invisible Ethel everytime I've fought her, thought the "remembering that the enemy couldn't use a move action" and aim for where they were thing was a nice touch honestly
I found the invisible enemies one out by accident. Wraith and shadows fight in act 2, I had Karlach raging and no viable targets, so knowing I needed her to do damage to keep her rage going, I threw a dagger at a barrel or something and wound up hitting the shadow that was in the way, which was a nice surprise.
You really went through a lot of effort to make this video. I learned a lot from it too! Thanks for the quality content! First video of yours for me but im subbed!
Myth 5- somewhat related- when there is an invisible enemy, you can try to walk to where you saw them last and your pathing won't let you walk ontop of them, you can use this to find them
Patch 3 Updates:
- Knocked Out enemies will no longer award double XP after save/load.
can i say that i love your dedication to accuracy that you will pin a comment on a month old video, after a bug got fixed
I just learn of this today lol. I don't really like exploiting games like this but a few k exp would've been nice.
Here I am playing on the release version of the game, steam offline mode, I will NEVER relinquish my bugs lol
Damn I found out too late
@@CreativeUsernameEhwho gives a fuck
As far as myth 1 goes, people believe smashing chests destroys items because it is common in many other cRPGs to incentivize lockpicking.
I'm pretty happy they didn't do it, to be honest. I'm pretty sick of lockpicking being a mandatory skill in video games. I'm all in on unga bunga lock breaking.
I think there's only a few chests in the game that actually require you to lock pick it. Which by that point in the game the spell Knock actually has value, since you're not really going to be using second level spells.
I put a rotten tomato inside of a basket then destroyed the basket. The tomato did not appear on the ground. Not sure why this happened but good to know that I really can just solve all my problems with brute force.
Thank fully they replaced that with the toughness modifier on chest, to ask "Can you even break this open?"
Also DOS and DOS2 had this mechanic as far as I remember. So people who played those games may think it's the same for BG3
The commitment to not only pick up a hundred chests, but then graph the loot in each chest and count all of it after breaking them is insane! Awesome video, and glad to know I didn’t miss out on anything after going full barbarian on a chest 😂
Even more shocking was a few of the lockpicked chests were empty to begin with.... what a troll game
@@ProxyGateTactician Fuck yeah, finally someone says it. The amount of times I've been lured in by a locked chest to find it empty... And the rotten fruit everywhere. Feels almost like Larian intentionally trying to un-train that pavlovian reaction we developed in D:OS 1 & 2. I am no longer doing the open container - space bar routine all the time, and have even begun to not click on every named NPC I come across.
But yeah, that excel work is true commitment!
And then doing it again.
the rotten stuff is mostly to give you hints as to if the area is still populated by actual people or not, i feel like
and it teaches us to not pick up every bullshit item we find hahaha
in act 1 i picked up EVERYTHING
by act 2 i left most gray items on the ground
by act 3 sometimes i dont even check all the containers anymore
(but only where its "obvious" bullshit inside)
i like it actually
hard to resist the urge to pick everything up sometimes but it makes sense
Yeah and then doing a flawed test because you didn't use explosives. Shit test was dogshit
I do like the reassurance that not going full murder hobo usually yields the same xp.
These were pretty fun and interesting!
This was heavily requested by players during EA, Sven talked about it in one of those videos if i remember correctly.
Wrong, you're missing out on their loot, so you should always murderhobo.
@@N0ES idc i literally drown in gold lmao
Sorry, you seem to misunderstand what the test proved.
What he proved is that going PSYCHOPATH BETRAYER murder hobo (who passes speech checks, is allowed to pass peacefully, then kills everybody anyway) isn't supposed to yield any MORE experience than going NORMAL murder hobo who outright attacks his enemies and straight-up kills them.
He did NOT prove that going non-murder-hobo yields about the same XP as murder-hobo. There are plenty of encounters that don't give any XP for the pacifist option, but obviously DO give XP for the murder-hobo option.
All he proved is that, for the encounters that give XP for either option, you're not really supposed to be able to stack both options to get the benefits of both.
@@hobbyist518 that's coz of an exploit
I totaly did not expect such delicate and serious approach to bust that myth about chests. That's what i call quality content, cheers to you sir!
Literally what I was thinking
You sir had earnt your 769th like good comment though lol
He could of done it with a single chest and a save file xD but heyyy he went the extra mile for our entertainment
@GodlsAFK Yeah, but what if it's a % chance for items to get destroyed?
@@sharpasacueball thats why tav tosses and turns at night restless over that 1 crate and a small % chance of epic loot
I had surprised myself on my Urge playthrough when Ethel went invisible after trying to bargain, and spawned her clones. My character shot an arrow at the clone and ended up 360 no scoping the real Ethel who was sitting invisible between me and that clone 😂
Now that's just sheer stupidity on ethel's side.
Like what's the point of summoning a magical clone if you just gonna stand between it & your enemy?
@@ap_trial666To be fair to Ethel, BG3's AI is terrible.
I was sneaking up on knolls and sent Wyll around the back to pincer them before entering turn-based mode-and the silly nugget RAN THROUGH THE CROWD OF GNOLLS to get to his destination, starting combat before any of us were ready!
We won regardless, but lesson learned: you have to agonizingly click a few steps at a time to make sure the companions follow your instructions as intended. Maybe it was the Blade of the Frontiers in him that made him unable to resist running headfirst into combat 😂
@@baydiacso you tell him to get to a specific point as quickly as possible, and he did just that. Yes. Totally the fault of the ai.
@@baydiacThe AI sets a path based on the terrain. If you didn't want Wyll to trigger combat before you were ready, you should've been more careful about where you told him to go
@@baydiacfunny story but definitely not the game's fault, you should know by now that characters travel in a straight line
The chest myth also comes from Larian's other games. In Divinity original sin 2 if you broke chest instead of unlocking them you busted up the stuff inside of them
Sometimes. It depended on the specific chest and what you used to damage it. I assumed it was the same, but didn't worry about it 😅
True, but this is D&D based where breaking a chest is sometimes the best way to open it (especially when you're lacking a rogue/dex-based char). D&D is the reality of opening a chest where Divinity is more video style (the wood exploding damages the goods, which isn't always true for all things).
@@Dyanosis When I'm running a D&D game if a chest is damaged in a way that could reasonably damage the contents, those items will be damaged. It's really not unreasonable to expect that you'll lose the fragile items inside if you decide to open it with brute force.
And your weapon
@@DyanosisI mean, try opening the next package you get by attacking it with an axe and see how well the contents survive lol
You can also detect where precisely invisible targets are by trying to path around them. The little line which shows where your character will go won't pass through creatures, even invisible ones, so you can search for a curve in your projected movement path to detect invisible enemies and more or less ignore invisibility entirely
I do that all the time for party members that fail to detect invisible people.
Or you can let Volo gouge your eye out.
well? you can just ping them and it would show their current location, why bother using aoe to check
@@punishedbung4902but that doesn’t always work. When they save they are still invisible.
Ooooor.. this one‘s wild folks. You just Play the Game and enjoy the challenge. *mic drop*
The REAL reason smashing chests would destroy loot is a myth is because it DID destroy loot in early versions of the Alpha.
Or maybe it’s just kinda common sense and a common game mechanic in many other games
Maybe its a bug and the items should be destroyed
@@ketsi3079it's not, it's a choice. Explosions can still destroy loot. But crushing the chest with a weapon doesn't.
I just thought it was the case because that's how it worked in Larian's other game, OS2
True I remember in EA there was a case were we destroyed a chest in the nautiloid and didn't get all the loot, which didn't give us the illithid rune to free shadowheart (nautiloid was different back then)
With a ranged weapon equipped, you can right click on a portrait in the combat turn counter and then click Ranged Attack. You will hit your target even if they are invisible, and you dont need to find out where they are, your character will know.
working as intended from dnd5e rules as written actually, being invisible just gives disadvantage on being hit and does not actually make you untargetable only unseeable
I tried doing this and it didn’t work unfortunately, it may have been patched out?
@@mayap_66 make sure you have your ranged weapon equipped. If still not happening, might have been patched out. I beat and deleted the game so I can't test it myself at the moment :(
@@CrimsonXenoProductis that really how it's meant to be interpreted? How would you target what you can't see? Especially with ranged attacks? I get attacking in melee, a wide sword swing would hit an invisible eneny in front of you, but an arrow from a distance?
@@nahuelmatwell yeah true. You can't target what you can't see IF didn't see the target turned invisible initially
The idea is if you know where the target turned invisible why wouldn't you try to hit that spot? It's disadvantage because you don't know how the target will dodge
Additionally for range attacks. The attack more so hit the invisble enemy in the trajectory rather than flat out Targetting the enemy. You can even see it in the video how it interacts.
Also I accidentally hit an invisible enemy when I target way way off from his location because it just happened to be in the trajectory of the spell
Now speaking of trajectory in this game. You can actually hit an ally with a range attack even if you target the enemy, granted your ally is in the trajectory of the attack and well lined up as well
I think the real reason people focus on the everburn blade is that it really was one of the best weapons in early access. AND it looks cool.
it's also just a massive flex from a roleplay perspective. like yeah me and my level 1 party sure did manage to kill a level 8 demon for this sword
@@harveydangerfield more like yeah me and my level 1 party have had a lucky roll on the command spell! :D
Spells are for nerds my entire party surrounded that guy and curbstomped him into next week and bolted as soon as the mind flayer circle turned red again
@@Sebboebboill do yall one better i used the spell and got the weapon and STILL jumped em just for the xp😎
I got it on my everburn sword on my fire melee warlock, hit good and fits the theme, sadly now people crap on me for talking about it lol
There is one more feature with invisible enemies. If you will prepare attack and bring a cursor on invisible enemy's portrait, then character will turn to him. It can make much easier to aim with AOE attacks
Rofl that is an amazing tip dude
Well unless they go invisible then move away, since the cursor will target the last known location. It's the same when it comes to visibility, if a archer on a ledge run into the fog of war you will end up at the edge he disappeared at.
@@magnuscarlsson9969that actually makes sense when you have a rogue use the hide action and move, there is a hollow version of the person signifying where the enemy thinks they are... That also means that the AI is entirely able to see through solid objects and walls, even if their visual range says otherwise, because of the effect occuring on the other side of a building...
Also, found out the hard way that movable objects don't block line of sight when moved... Which you might not be able to stand where an object is, but you can pass through them and it reminds me that you can't block a ladder with a person as the climber can pass through three bodies as long as they have enough movement
@@firedirewolf The ladder thing depends on distance thou, if you are able to reach the ladder you will just phase trough however if the unit blocks your reach you can't. I learnt that the hard way in the Iron throne when i accidentally left my mage hand too close to the ladder so no NPC could properly interact with it...
Which kinda sucked considering it's a timed scenario and all those grouped up NPC's who move at the same time ended up not knowing what to do... In a way it was kinda hilarious seeing the NPC's scream 'Run!!" while standing still passing their turns until it was too late.
@magnuscarlsson9969 buddy nif had 3 people blocking the ladder and one guarding a stairway and they just had the durigar walk right through three bodies and thunder wave and send one off then shoved another off as well... He had to restart because they suffered 3d6, prone and then firebombed in a very rapid turn of events.
I personally found out that objects that are moved don't block line of sight...
In several older RPGs, forcing/breaking the lock usually had a chance to damage or destroy an item, since it's the "easy" way in.
The melee swing not hitting an invisible target seems like a bug considering how everything else works. Plus, it would make sense for a sword to slice through someone who's invisible since they're not intangible.
Magic Missile hitting an invisible target is a nice surprise. Keeping that one in my back pocket. The other forms of damage I knew of since that is how I defeated Yurgir in the end.
The reason is because unlike all of the other attacks that are a projectile, moving from you to the space targeted, and can be interrupted by terrain and other people, melee attacks are not. You click on a target, and it's hit, no projectile physics at all.
the mythbusters caricature characters at the end killed me... take my like you magnificent bastard!
Thanks lol
In the original Baldur's Gate series if you broke a chest instead of picking the lock some of the loot would change to be a worthless destroyed item. That is likely where the assumption that destroying a chest in Baldur's Gate 3 would destroy some of the loot comes from.
I would say it comes from the early EA where items coukd get destroyed.
also in pathfinder: wotr
And from Original Sin 2.
Also from Neverwinter Nights 2 (though not the original NWN).
There's a lot of games that has had this "feature" where destroying 'containers' also destroys the items inside.
More Exp from the encounter near windmill probably goes from the fact that Fizzark (goblin mini-boss) is tied to at least one another quest also giving some exp. Thus, if you kill him here, the game (again, probably) reward you with this extra that you will not get in future
It's xp from all the other mobs. If you convince him you only get his xp. You lose out from all the other goblins.
Exactly. Seems like our myth buster here isn't very comprehensive on that part.
For those who don't know, that one hammer that causes a little thunder damage stomp whenever you jump is also able to hit invisible targets. I put that hammer on Karlach and it saved my ass against both the Gith and Ethel since there's no save associated with it at all, making it an easy bonus actionable way of dispelling invisibility.
YOU'RE KIDDING!!! You're telling me that AoE damage can hit people!?!?!
@@godlygamer911 It absolutely can! I'm glad I was able to help you. You really seem like the kind of person who is in desperate need of help to do anything.
@@HaberdashingRogue Says the guy who definitely makes comments blown away by the fact that water makes things wet.
@@godlygamer911 You woke up and chose bitterness.
@@godlygamer911 why are you just randomly being an asshole? There is literally no cause for this--you're just making everybody's day worse.
I really appreciate you taking the time to collect and then loot and destroy 100 chests TWICE for a 1 minute segment in your video. Good job and thanks for the info.
No problem fellow Starcraft player.
1 min in when you showed the lengths and effort to seriously test the things you were testing I knew you deserved support. Amazing work, the effort you put in is above and beyond.
Bonus Exploit for people who read comments:
If you cast "Command Weapon Drop" on Raphael in Act 1 when he shows up to you. Then he will disappear and re-appear a few seconds later. You can kill him with non-lethal damage for 1400 XP. Which is like a full level when you're that low level. He will then show up later at the end of act 1 to do the cinematic again. He won't fight back when you fight him, and it takes a while but i'ts a pretty funny exploit I found. (To cast command weapon drop you have to go to character select -> grab shadowheart -> cast the spell. Even if it misses it's okay.)
How? Raphael just shows up and instantly goes into cutscene mode.
@@jimmystrudel in the bottom left use the Select character option -> select shadowheart (she doesn't normally get pulled into the cutscene) then cast it with her.
Do the same or disarm the dragon rider from the first Githyanki patrol (without Laezel in party) before he gets on his mount and leaves. Legendary soul breaker greatsword for Gith
you can have lae'zel in party without her leaving
i did this on a new run where i instantly went to voss with shadowheart, astarion and lae'zel after the nautiloid
i was level 3 and you just have to let laezel run there and let the cutscene get to the point where he "insults" and "disrespects" lae'zel
if you then start the fight by using command: drop weapon, she will fight WITH you and stay with you afterwards
i was kinda surprised it actually worked, and i only found out because i fucked up my first try where lae'zel was hostile and then killed my char that picked up the sword mid fight, so i had to reload to try again and found this out by accident
awesome, thanks! i always forget about that function.@@ProxyGateTactician
Truly appreciate the lengths you've gone to thoroughly investigate each myth and even find niche scenarios where the myth proves otherwise.
I paused the video on 0:36 and screamed "YOU ARE SICK!!!!!!!!!!" but this effort needs to be rewarded, have a subscribe friend
You “sir” are what UA-cam was created for great vid. I’m 46yrs and this video is like the first game vids I ever saw just better graphics 😂😂😂
The only soundtrack that's allowed when breaking down mechanics over an excel sheet: starcraft soundtrack. Well done, sir.
Regarding lost loot: I experienced this with traps going off on chests which left me with less loot, so I thought thats always the case. It's good to know that smashing them is fine, so for some chests that can't be lockpicked instead of dragging them to camp to have a mage cast Knock on them I now can just smash them.
Right! It actually happened during my testing and i was like wait holy shit they disappear! But I watched it back in slow motion and it wasn't the trapped chest, but the explosive next to the chest. So I re-tested destroying just trapped chests like 30 times and it never happened again unless I put an explosive next to it.
Some item is flamable like scrolls if you bomb the chest or there any fire on the ground it will destroy the item.
@@ProxyGateTactician Mhh one situation where I noticed this was on a ship wreck in Rivington. By triggering the trap there I lost the loot (which is a another Necklace of Elemental Augmentation) and I'm pretty sure there was no explosive near it. Maybe there is a difference between trying to loot a chest and triggerering a trap and trying to destroy a chest and triggering the trap, so on looting it you might lose items while by destroying you don't.
I'm just glad that I'm not chained to Asterion 24/7 because of this
@@seokkyunhong8812I use Lazel exclusively for unlocking purposes, her Gith thing where she buffs a skill based on an attribute made her unlock anything I came up on ( adding guidance ofc ) act 2 I just gave her the 18 dex gloves, boom shakalaka
Everburn blade isn't a must have OP item, but it just sucks to skip a unique item, especially in a starting location, and also it saves you the hassle of dipping the weapon each time too.
However the fun thing is that I'm playing as a rogue who deals with most things by ranged sneak attacks, so the Everburn is just a pretty accessory on Lae'zel most of the time.
Given that I don't even know how to dip an item it's pretty good.
I mean I see the action exists but I don't know how to use it. Tried dipping something in acid that was on the ground once and it did nothing but waste the action.
@@justinwhite2725
See that threw me too, acid in this game doesn't always do damage- But lowers AC. SO it won't "dip" right. As it's fire, poisons, and (not confirmed yet) Holy water maybe that are solely dippable.
@@justinwhite2725 Well you can't dip in just any "effect" and I personally don't know the exact list, but at least you can dip in fire. And it seems you can dip in ANY fire, so you can carry a candle with you, then place it before combat anywhere, click on it to light it up (if it isn't lit, because you can carry lit candles in your inventory just fine as well, classic Larian thing), and then dip a weapon in it with the action. Works for both melee and ranged weapons. Better do it before combat start in an optimal place and then start the combat yourself, preferably by turning on the turn-based mode. Maybe it is annoying to do for the whole party, but I'm still doing lots of kills by just my rogue assassin with a long bow. I'm still running around not too far from Emerald Grove, so most enemies don't have much HP. And if they do I do hit'n'run (and sneak of course).
One thing to note however, is that you cannot sheathe the everburn blade. I've had it happen a couple times where the blade touched an npc and started combat.
You can also throw a simple or wyvern toxin on the ground in your camp (in a safe spot) it will never disappear. You can dip with all of your weapons at the start of every long rest, and it lasts until the next long rest. 1d4 extra damage on simple toxin, 1d8 on wyvern. The only downside is the damage can be ignored by enemies with high constitutions, and it only procs at the end of enemy turn, but every hit/application still stacks, so on most enemies, you still far outdamage the everburn's 1d4, especially with a +1 weapon.
6:40 You can also use the Charger attacks to hit invisible targets. Very handy to know for some of the Underdark fights where you know a character went invisible but aren't sure exactly where they are in a general area and your fighter is about to end their turn looking like an idiot. Just guess, and if the enemy is generally in the vicinity of the line of that charge, they're taking an attack roll at them. I've done this twice on Duergar.
The addition of PC Jamie and Adam was the chef's kiss.
Your dedication to proving this is admirable and the time you put into this does not go unnoticed.
Your thoroughness for the chests alone deserves a thumbs up. Great work!
Eldritch blast is amazing to hit invisible targets, especially when you get multi shots
The everburn blade is good but it also depends on your class. It’s currently in my storage because the sword of justice gives you that 2 extra AC which means my battle master is riposting like crazy.
Exactly, plus, you can find +1 weapons very easily, and then dip them in fire/toxin/etc, and they both do more damage and have more accuracy. If you are not of fan of predipping every combat, you can also just dip into toxin on the ground. Throw a simple toxin, then dip. The poison lasts until long rest, and the pool will stay there forever. If you use the wyvern toxin, it's even a 1d8 instead of 1d4.
Also not being gith means the gith weapons don’t work that well, so if one of your melee fighters isn’t gith, you probably won’t replace it that early.
@@Max_Pendragonbut you will probably replace it with any of the abundant +1 weapons you can find early on, as they are almost always strictly better.
@@Max_Pendragon FYI hopefully still works but using the Shapeshifting mask to turn gith should yield the extra bonus, even when you take the mask off afterwards (at least from what I read)
@@john_titor1 yeah that real problem. Everburn has +0 AC. And hitting things is usually more important than bit of damage.
I can't believe you putted starcraft 2 soundtrack, absolute legend
the community got this idea with the chests because in divinity 1 and 2 the tutorial said that items would break and it was true, too.
For the 4th one, I think the more exp part is more of about the inspiration you could get from talking, like from the deception or performance etc.
Smashing chests CAN destroy loot, and not just breakables like potions/bombs. I believe it may have to do with NOT moving the chest from its original position, and may not even be an intentional behavior at all. It's possible the loot simply clips through the ground and vanishes in certain developer-placed positions. May also have something to do with traps as well. In either case I think this is more of a bug than an intended feature.
I've personally encountered this with the chest on the crashed boat outside of baldur's gate. I broke it with my monk and got NO loot at all. Then I came back through the area after reloading a save and picked the lock and received, among other things, a Necklace of Elemental Augmentation.
Awesome video! The experience exploit seems pretty busted. One myth I would love to see tested is the folks saying you can trigger the Ritual of Thorns in the Druid Grove by long resting too much.
That's a good idea! I actually did like 20 long rests in a row once and never saw it, but i'll write this one down. Thank you!
The only way I have unintentionally triggered that was by going to the mountain pass early (i wanted the mace and some vendor gear, which you can get with no combat past the initial grove gate attack). When I came back the Rite was done and all of the tieflings were dead on the bridge between the grove and the blighted village.
It happened to me, although it could just be that I went to the gith creche early and didn't interact with the grove for a long time after that
@@unishamaani Yeah if you go to the mountain pass it immediately triggers that event
That’s not a myth, if you are hostile with the druids and long rest then it ends all those quests for some reason.
When I played bg3 I had a few rare instances where magic missile would not route to an enemy properly and would smack into terrain instead.
I love the StarCraft 2 music in the background lol
The more EXP from dialogue and killing is genius! Thumbs up! :D
Super unnecessary though.
If you do most of the content in each act you'll probably be level 11 before you are even in act 3.
And then, act 3 itself has enough experience that you could probably get to level 12 even if you were lvl 1 when you arrive
I know this because I did pretty much everything in a1/a2 and spent nearly all of a3 already at max level xD
@LeiRaion Still worth knowing for challenge runs. Will make solo Tactician playthroughs more manageable
@@LeiRaion yeah, feels bad being max level for multiple hours of gameplay
i think its good you are max long before its over
nothing more annoying than reaching max level, having everything unlocked you wanted to have and only get to play another hour of story
Being able to hit invisible things with melee or ranged attacks makes sense. In actual 5e D&D you CAN take attacks at invisible enemies, but its at disadvantage. So if you know where they are, it makes sense that you can hit em.
1:15 In early access destroying chests DID destroy any non-magical items.
I'm glad they didn't have destroy items on break mechanic, it adds to the immersion imo, it's cool to just slam some chests brutishly instead of nimble lockpicking, same goes for breakable doors.
bro went absolutely above and beyond with 100 chests and an excel while i would've believed a test with one chest. big like.
6:00 THAT was the fight where I tested the myth myself and found that you got more XP for killing than talking, so I was confused how everything you tested came up equal lol
Good to know I just happened to choose the one outlier. That's why you always gotta get multiple points of data kids.
The work done on this deserves more reward than a like could provide, but here you go. Amazing work. 👍🏾
Another example for #4 is in Act 2 you can talk a certain devil into killing himself but this grants considerably less xp than killing him and his subordinates.
I discovered the hitting invisible enemies thing accidentally because I play a "punch and throw stuff" barbarian, and fighting the orthon I threw my trusty Returning Pike to one of his minions and hit the invisible orthon in the way, that made the fight really easy because he's a big target and wasted many actions with some useless invisibility that I could easily destroy with my 95% hit chance XD
Great work. I know the pain of testing and just how much time it takes, not to meantion you having to make a video and edit that. I salute you.
The "loot gets destroyed" thing is from old 2.5e and 3.5e, where destroying chests or containers would ruin the loot inside as a penalty (and in the PC games like Neverwinter Nights 1&2), this is emulated in the Pathfinder PC games too.
No, it's not. It shows in video games, but there's no tabletop rule concerning breaking chests and the loot inside.
2.5e? Do you mean the normal ADnD 2e or the suppliment material found in the 3 Player's Option books? The latter offers freedom in regards to customise your base classes further.
@@JackPhoenixCz you're right and I'd add that there are more myths in the comments than in the actual video.
Nwn 1 didn't destroy anything from broken chests tho. Nwn2 did but not the first game.
@@JackPhoenixCz For some reason these people are also the type to believe in critical failures on skill checks was a part of 3.5 too. For whatever reason, there is this asinine nostalgia for 3.5 that is specifically associated with being more "hardcore" that causes crazy misattribution.
Fantastic video. I don't have much to share, I just want to boost your engagement metrics.
Very well done.
Thanks for that!
Well this is kinda late but the myth for getting extra xp from dialogue and them combat probably comes from larian's last game, divinity original sin 2. In that game there wasn't a strict level cap (or at least one that was physically unreachable without cheating) and your level was mostly limited by the amount of xp you got. And you almost always got xp for killing people, so the meta strategy there was to basically go muder hobo and kill every non important character at the end of each chapter.
Awesome. I updated my Steam guide for the items never being destroyed by breaking open chests. That was quite an extensive experiment! (I can't imagine how long that takes!) The said myth comes from past games : in DOS2, the loot table is said to be different if you do not use a key.
Idk about chests but you definitely can burn books you need in quests by accident during battle.
Regarding the dialog XP I also noticed this being quite inconsistent. At the Dank Crypt in Act 1 I tested it and got more XP for killing than for dialog, so I tested a third time and did the dialog first, then entered combat mode and killed the bandits for even more XP. But for most fights you get the same XP for both, which is especially good in Act 2 as you can solve all these mini boss fights with the Thorm family members via dialog.
Yeah most you do, but I had people on reddit always telling me I was wrong when I told them most are the same lol
So I was really curious why people claimed goblin camp was double XP from killing them. So I finally found out the answer and they are using an exploit by accident
It was a thing in early access. That exp for dialogue solution was like 50, while fighting would yield 350. That led me to choose fight over dialogue in most situations, where I didn't care about the npcs. Good to know it's mostly not a case anymore.
i had a very audible "eyy!" when i saw 6:57
lol it's funny how they looked nothing like Adam and Jamie until I added the glasses and the hat. Those really are iconic
I think the breaking chests thing may have come from Dark Souls, as in DS2 they introduced the destruction of chests also destroying the contents to create a risk reward system with the mimic chests
Lmao, Adam and Jamie at the end were the icing on and already great cake!
For myth 1, I always assumed something bad happened because Pf: Wotr punishes you so hard for breaking chests. 99% of the time EVERYTHING breaks inside of a chest you open through brute force. I just never experimented with it in BG3 cause I always have someone good with locks. Astarion
I apreciate how indepth and how much effort you went through to get everything confirmed, good job
The worst part about the arrow one, is if you select an enemy portrait that's invisible- you'll be set up to shoot in their general direction.
The caveat is you will aim at their last known location. If they move later, time to use something else like pathing.
@@malcovich_gamesOh that makes sense that you know their last location. If they use invisibility and then don't move it's totally on them.
Really good quality videos. Even more impressive seeing that it's a new channel.
Thanks! Ive just been doing it for a month so I'm trying to keep improving, but I appreciate the comment punctcom
This is some insane commitment to testing and extremely valuable well done!
excellent logical work. respect! One detail worth mentioning is that you don't get loot if you talk your way out of a conversation (usually). So the best idea would be to talk your way out, get good positioning, then murder.
I usually don’t like videos from random creators I don’t follow, but my god, collecting then charting 100 chests just to figure it out _deserves_ respect
Great video, would love to see a part 2!
I've heard a bunch of conflicting information about Karmic Dice, but I think it'd be much harder to test than the myth about chests.
I've heard people say Karmic Dice only prevent you (and enemies) from rolling too many natural 1s and natural 20s consecutively. I've heard other people say that they reduce the variance on your rolls (and the enemies' rolls) generally. I've heard other people say that they instead prevent you (and enemies) from failing too many rolls consecutively.
The last one (bizarrely) implies that high AC builds are nerfed when playing with Karmic Dice because enemies would not be allowed to fail too many consecutive attack rolls against you. I suspect that the last version is misinformation, because it seems implausible that Larian would overlook that interaction.
Anyway, I dunno how you could check this myth. Maybe by letting a low level enemy attack your high AC character over and over, first with Karmic Dice off, then with Karmic Dice on, etc.
I love your videos by the way :)
The last version, where enemies weren't allowed to miss too many times in a row, was a thing in early access and was specifically patched. Basically, the system was forcing enemies to land crit after crit in order to hit high ac players
@@louiesatterwhite3885 It was "claimed" to be patched in a reddit post by Larian staff. They also refused to elaborate on how it worked, what was patched etc..
Some of Larian's changes are decent (removing your action when downed), some are total bullshit (Thief giving a full extra BA.... wtf were they thinking...) and some are just shady and - arguably - completely unnecessary. Karmic Dice falls into the third category. Dice rolls will even themselves out over time - they do not need "help" from deliberately obscure roll fudges dictated by an algorithm. It's a crime that this blatant affront to the spirit of DnD is turned "On" by default, but Larian are too scared that normies will drop the game after 20 minutes because everything misses and fights take too long.
Messing with dice rolls is indefensible, and you are no longer playing DnD at that point.
EDIT: I have seen from reputable testers that reloading probably resets the karmic dice counter, so a save-scumming player who keeps failing a roll will never see the "benefit" of karmic dice anyway. Just a pointless and bad-faith mechanic that trivializes a player's knowledge of the game and should never have been implemented...
@@graysaltine6035 so the point of karmic dice actually comes down to human cognition. Humans are *really* bad at perceiving probability and as such we expect more than what odds would entail. Karmic dice fudge numbers a little bit to play to this for a more enjoyable (to some people) experience. I wouldn't call it shady. What would be shady is if it was impossible to turn it off.
@@louiesatterwhite3885 The fact that they are deliberately evasive about how it works makes it shady to me. They refuse to just give us the math - It's one of those "just trust me bro" things that is insulting to a player's intelligence. Ultimately any mechanic aimed at normalizing roll results is going to help a badly-optimized character but hurt a well-optimized one, so as a crutch it should really default to "off" when playing on Tactician.
@@graysaltine6035 I will agree that the fact Larian has given zero details on how karmic dice works mathematically (even the menu option has zero details, just the words Karmic Dice) is bothersome.
Just came here to applaud you on the amount of time and effort you put into researching these. Assuming I didn’t fail my insight check, this is some awesome info you confirmed for us! Thanks!!
Adam & Jamie at the end 😂 an amazing detail, great video as well though, we appreciate your time dedication to the testing!!
I believe if an invisible enemy that also has sanctuary on them cannot be indirectly hit with a ranged or thrown attack but still can be affected with Aoe effects.
Can confirm. Used so much Call Lightning in my game.
Another amazing video.
Props for using scientific methodology, you are an inteligent man, and a bit insane.
Love the videos, how long did the editing take?
This one... maybe around 40 hours of editing? 11 hours of gameplay/recording. Then voice another 2 hours since I can't read a script to save my life LOL
Thanks! I hope I get better at this as time goes on.
Amazingly useful ! Thanks for this. I would ABSOLUTLY watch more 😊
Now i have an OP sword that i need to take care of ...
hahaha enjoy it. It's so broken
@@ProxyGateTactician it's really only overpowered on a Gith character. on a non Gith, non of the features except for the +3 Enhancement Bonus function.
@@JondarKorric you can disguise self as a gith and the features will all work. might have to remove it from inventory and pick it back up again before it registers
you can also use ranged disarm from fighter subclass battlemaster / feats choosing the same. command works, but at a lower % than disarm imo.
This is an amazing video. Plus the Starcraft music in the beginning? I'm charmed!
Extra tip for the invis ennemy. Use your ping button you can ping where the invisible ennemy is and shoot an arrow at that location to reveal them.
Solid work!
Thanks!
Ah interesting, didn't knew you can get the legendary silver sword in Act 1. I got it in Act 3 by lying to the Gith holding it that I took Raphaels offer.
It's insanely broken getting it that early to be fair lol
Fun fact you can actually also kill Raphael in act 1 if you cast command weapon drop on him while he shows up to do his dialogue. He gives you 1400 XP and he never hits back when you attack him lol
@@ProxyGateTactician only broken if you're a Gith, or use Lae'zel.
@@JondarKorriceven as a nongith, it's still at least a +3 Greatsword
@@JondarKorricdisguise self works for the gith only stuff
@@JondarKorric With mask of shapshifter if you go gyth then equip it. The item "snapshots" to whatever race equipped the item. So even if ur gyth form drops later the sword still gets those bonuses (probably a bug but it's good to know)
Personally, I hate that melee attacks doesn’t hit stealthed enemies, but I think it’s a balancing thing.
It just makes more sense that way.
@@Ezullof Not really if an arrow can strike then the blade being in range and connecting to the invisible target should also work...
@@xnitropunkx i know mechanically it doesnt work this way but in my head i just imagine they saw the swing and dodged with the advantage of being invisible
I think it might be a limitation of the engine--everything else that was tried is basically a projectile or an aoe, both of which we know are treated differently than regular melee attacks (that are simply just click and hit). Projectiles are definitely coded differently, because there are plenty of times where a projectile is unable to hit because of something in the way. Everyone who has tried to Eldritch Blast a dude on a cliff knows this pain. If melee attacks were able to target an area (and actually do something) rather than a thing, then it should work.
I mean I think even in bases D&D 5e you can attempt to hit an invisible creature at disadvantage if you know what square they are in.
The Jaimie and Adam characters in the outro got me 😂😂
dude youre the mvp for going through all those chests and bust that myth💯
The Githanky knight who left after you made him drop his silver sword is totally immersion-breaking if you know their lore. It's still an excellent argument against the "over-power" of the Everburn Blade.
It’s not an excellent argument at all, it’s an incredibly flawed one.
That interaction itself seems very unintentional especially given that you will softlock yourself out of certain events later on.
Not to mention pulling that off has a multitude of possible bugs and broken interactions surrounding it.
It is literally game breaking and should strictly be done if you understand the consequences ie you don’t care for the story or it’s not your first few play throughs.
@@draketurtle4169 For me it's a good argument because it shows that there are much stronger weapons than the Everburn Blade which is sometimes presented as the strongest two-handed weapon in the game. It's not by a wide margin.
That said I agree with you that is probably a bug and that's we shouldn't be able to obtain the silver sword so early in the game, for balance and lore reasons.
In the end, it's an absurd example but it is followed by a more reasonable one (the +1 great axe).
Question for your chest test. Did you only open them by using weapon attacks or did you also try other options like spells and explosions?
Cause it seems to me that certain damage types or maybe even lingering damage floors (like fire) might indeed destroy some content inside the chest. I noticed this when down in the Underdark, in the area with the Koa-Tua, where one of those explosive plants seems to have destroyed a healing potion (blue liquid all over the floor) when I shot it from a distance to detonate it.
The Everburn Blade section really shouldn’t be considered a myth. It’s really just content creators using buzzwords like “OP” and “BROKEN” for clickbait.
They created it.
Fun video. Definitely trying out the xp spam before they patch it out. Favorite part was Adam and Jamie at the end. Amazing lol
it's nice to finally have an answer to myth 1 and 5, i was wondering about that myself. i did find out about the arrows by accident (though only after like 60 hours) but i didn't know what else can hit.
Mythbusting Episode 2 Is out: ua-cam.com/video/kGbLSKtMkLk/v-deo.htmlsi=nQc3HLWg50uYY73l
Be Sure to Check this out if you enjoyed this one. Thanks for enjoying my channel!
I think the extra dialog from being a drow at the goblin camp isn't even that. I have a human with purple skin and I got that dialog, I think it literally goes off if your character LOOKS like a drow
That excel spreadsheet alone is worth a like & sub. Top tier dedication.
Thanka
Interesting! Neat to learn that dialogue is worth same as combat in most situations.
I like how thorough you were with testing these myths and got straight to the point. Have a like.
Props to the exhaustive testing you did!
As for why it could be the case:
1) Neverwinter nights is a similar game of early 2000 that had this mechanic, destroying containers had a chance to destroy the items inside to incentivise lockpicking.
4) This is a common stable of many CRPGs, for example the Gothic series, but as far as i remember even Neverwinter Nights as well. This is based on the game not keeping track of the events that grant you xp and just give you xp based on state events, such as chat option or killing an enemy.
I have sniped invisible Ethel everytime I've fought her, thought the "remembering that the enemy couldn't use a move action" and aim for where they were thing was a nice touch honestly
Really appreaciate that you get greater datasets then most other channels
Quality BG3 contents with SC2 bgm, you sir deserve more likes
Solid info fr. Cant imagine how much testing went into this. Good work
I found the invisible enemies one out by accident. Wraith and shadows fight in act 2, I had Karlach raging and no viable targets, so knowing I needed her to do damage to keep her rage going, I threw a dagger at a barrel or something and wound up hitting the shadow that was in the way, which was a nice surprise.
You really went through a lot of effort to make this video. I learned a lot from it too! Thanks for the quality content! First video of yours for me but im subbed!
Is no one going to mention how awesome the thumbnail is for this one?
Holy shit the amount of work just for your first experiment is awesome. I'm glad people like you exist lol.
Myth 5- somewhat related- when there is an invisible enemy, you can try to walk to where you saw them last and your pathing won't let you walk ontop of them, you can use this to find them