[BUG] Adaon no longer Disarming Devices

stonedwolf

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He used to, in this game. I can't promise when and where he stopped, but I recently cleared Azagul Tomb and to get through that I set him to not attack anyone to rush through the Archery trap. I noticed he didn't attempt any of the traps in the adjacent northern room. I've set him back to attack on sight, but still no disarming.

EK.bat reading to send to support if required.
 

Owns

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Did he ever really disarm traps? I don't recall that ever happening although I didn't use him too often. I know that he'll disarm the ones that require a trait check, and those he still does
 

VDX_360

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Adaon will attempt to disarm traps if both the following conditions are met:
1) He has at least one skill level of Trap Master.
2) He has a 65% chance of succus.

Developer David added the first requirement to encourage building Adaon as a trap person (per a previous post). I'll take a look at the Wiki later today and see if we can't improve the clarity of that requirement.

So trouble shooting:
1) Confirm Item 1 above, If you don't have Trap Master at all, invest a point into it and see if that resolves the issue.
2) Check Adaon's disarm skill and see if it's just too low for the traps in question. Keep in mind that the 65% succus is after calculating the level difference between Adaon and the trap. So for high level traps, the level penalty can be quite high.
 

stonedwolf

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I created the Wiki entry for Disarm Devices including Adaon, having asked here first what the requirements were, so yes he has Trap Master and bear in mind he had already been disarming.

UPDATE EDIT

I loaded the Nivar Wetlands save with the Bear Trap. Adaon Level 14 with Trap Master II and Disarm Devices at 65%, however the Bear Traps are Level 16. With the -6% malus (-3% per level difference) from the level difference this makes his DD on that trap a mere 59%, so that explains it. I also upped his Disarm Devices to 70% in the same load (spare Trait points, put 2 into Intellect) making the adjusted trap DD 64%, again he didn't try to disarm. I got his DD up to 80% (I had 3 skill points saved, so upped his Trap Master to 3) which adjusted so 76%, and he immediately attempted a disarm.

So that solves and proves the issue and the Wiki has now been updated. Many thanks!!
 
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Tamisson

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I really think that the 65% cap is a high level cap. 50% to 60% could to the job better...

Companions take more time to level up, have limited trait and skills points by level, and almost every trap will be at least two level higher then them, because no one limit the level they go to the level of the companion.

He being able to disable the trap isn't that relevant, once he can revive. For me he has to get rid of the traps, by disarming or activating it...
 

VDX_360

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Players used to be able to push Companions into traps -- Adaon made a great trap sweeper. Just push him along the hallway and let him repeatedly die.

David the Developer got rid of that detail is it really did defeat the purpose of traps.
 

stonedwolf

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I really think that the 65% cap is a high level cap. 50% to 60% could to the job better...

It's only 65% for a trap of the same level as Adaon. For each level above the trap his Disarm Devices can be 3% lower to a maximum of 15%, so that reduces it to 50%.

And bear in mind it's quite easy to get Adaon quite a high Disarm Devices. He has a base of 30%, he gets 5% per point of Agility (always the most obvious Trait to prioritise), Explorer Gauntlets (purchasable) or Assassin's Gloves add 6% through Tinkering, and Trap Master adds 10% per level.
 

Tamisson

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It's only 65% for a trap of the same level as Adaon. For each level above the trap his Disarm Devices can be 3% lower to a maximum of 15%, so that reduces it to 50%.

This data I coundn't relate anywhere, and accordly to that example in this post it you claimed not work at all.

And bear in mind it's quite easy to get Adaon quite a high Disarm Devices. He has a base of 30%, he gets 5% per point of Agility (always the most obvious Trait to prioritise), Explorer Gauntlets (purchasable) or Assassin's Gloves add 6% through Tinkering, and Trap Master adds 10% per level.

I only think this build to iron man mode, because you have to survive as much as possible.

No he has a base of 30% only because he starts with 2 points on Agility. I already calculated it all, only ignoring the thinkering equip, and found that you can already achieve 70% of disarming traps at lvl 10, but at cost of a really brittle companion. (If you want to see it search for companion build post that i made). And, for me, the hardest part of the game, for iron man mode, is the beggining of the game becausae it easy to die and hard to grind.

If Adaon cant block most of the traps in the dungeons and field when i'm most vulnerable it means that he is useless...
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Players used to be able to push Companions into traps -- Adaon made a great trap sweeper. Just push him along the hallway and let him repeatedly die.

David the Developer got rid of that detail is it really did defeat the purpose of traps.

I dont think that is too much bother now. Think that to make Adaon a trapmaster I will lost a meatshield (Grissenda) or a healer (Hirge). Adaon with trapmaster will mostly fight using Jester Bow and will have pretty avarage dps and low survivability...
 

stonedwolf

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Thanks for the update, the Wiki made it appear as if he had a base DD of 30% but it does make sense it's his base 20% plus two lots of Agility at 5%. I'll update the Wiki to clarify.

You can respec him of course, so start with a less brittle companion and when he gets to the sort of level you start facing the more deadly-trap dungeons you can rewrite him.

Why would you elect to "ignore" Tinkering equipment? That makes zero sense. Explorer Gauntlets are available for sale from Trader Orac for just over 3k. It's not like they are a high-level rumour boss drop or the reward for a horrific dungeon; all you have to deal with is one Angry Ghost (a Vengeful Wraith) and he can be quite brutal at low level, though perhaps putting a Companion on hold, luring him out, and using a Potion of Speed and a Scroll of Recall (or whatever evasion tactics to prefer) to avoid the fight loot the corpse for the Rhayader Medallion. Anyway, the gloves add a total of 15% to Disarm Devices as they have Tinkering 2 (5% per level is 10%) plus they add a point of Agility, and besides that with their total bonus of +4 Armor (+3 base, +1 from Agility) make them too obviously desirable for any Rogue or Warrior player or Companion.

Indeed, Explorer Gauntlets literally give Adaon the exact boost you suggest is required. That you have ignored them is perhaps the reason you're basically 15% short of an optimal build.
 

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