Disco Elysium

Disco Elysium

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Sentaijin Nov 7, 2019 @ 2:13pm
*minor spoiler* Build requirements for late game role
Going to try and keep this spoiler light as possible and just say this is about the "Impossible" (difficulty 20) reaction speed role that happens late in the game. It has little impact on actual story, but it's one of the tougher red checks and you kind of have to plan ahead to get good odds.

Your odds on it start improving from 9+, 13 gets 58%, 78% at 14. Odds max out at 18. So lets say we're after 14 or better. 14 is a pretty arbitrary value but it gives reasonable odds if you just want to role the dice and see what happens, and it's not too bad for reloading if you want to see a specific outcome. So it's a good value to bench mark around.

You can get 1 Reaction Speed from thoughts via "Finger Pistols (9mm)". Either "Caustic Echo" or "White Mourning" give +1 to MOT skill caps, they are mutually exclusive so you can only have one. You can get a total of +3 via clothing, one item requires waiting until the fifth day. I think the only other way to raise it via thoughts is "Regular Law Official" with under 3 base MOT. You can get +1 to MOT from speed.

So to reach 14 you need a total of 8 from character creation (including cap). So 4 points in MOT would be the minimum. A signature skill from MOT on top gets to 14 without speed for a sober play through. To reach 18 (max odds) 6 MOT is required and either Signature skill or Speed.

Thinking about a super-competent play through 4/2/2/4 or 3/2/3/4 with a sig in MOT seems like it might be the way to go. There's a fair few high INT checks which are pretty important, but there's a couple of places where FYS is a bottleneck, but it's a little easier to work around a low base stat than INT.
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Showing 1-5 of 5 comments
ahueonao Nov 7, 2019 @ 3:13pm 
I'm pretty sure that the reaction speed check you're mentioning is scripted to always fail. The other ones in that, ah, event, can be passed or failed, but your stats are less important than the various modifiers you get from dialogue, items or thoughts.
the check that opens that chain of events depends on choosing a few dialogue options before jumping to it, and a certain internalized thought is also a big help. the check that comes immediately afterwards isn't hugely important since even failing it is just a health loss that can be fixed with your regular healing charges. then comes the check that, as far as i'm aware, will always be failed regardless of stats or rolls, and finally comes the last check of the event, which is probably the most important, and it depends mostly on your relationship with Kim, since I passed it easily despite having the skill it depended on at 1 or 2 by that point.

edit: it should be mentioned that there's an *alternative* solution to this event, but you will most likely have to start a game for scratch in order to pull it off. It involves high inland empire, the blue spirit that's sold by one of the drunks, and never taking off your ugly tie.
Last edited by ahueonao; Nov 7, 2019 @ 3:18pm
Sentaijin Nov 7, 2019 @ 4:06pm 
The only requirement to start that chain of events is wear the tie when you buy the spirit. You can take it off before hand. Not even sure there was an inland empire check..
Originally posted by Sentaijin:
The only requirement to start that chain of events is wear the tie when you buy the spirit. You can take it off before hand. Not even sure there was an inland empire check..
can you tell me more ?
Sentaijin Nov 8, 2019 @ 9:58am 
Tested, and the displayed percentage goes up but even with over 90% chance it still failed five times in a row so does seem to be scripted. Starting to thing the "ultimate-competence" build might appropriately enough be the boring 3/3/3/3 distribution.


Originally posted by lul:
can you tell me more ?

Full spoilers from this point...

While wearing the Horrible Tie talk to the Rosemary, one of the three drunks south of the fishing village that sells you stuff. You should get a piece of dialogue from the tie when the spirit is mentioned. Keep talking about the spirit and you can buy it for 3r. This can be done at any time before the tribunal, even after confronting Ruby.

After meeting Ruby before you cross the lock your tie will talk to you again (you may need to be wearing the tie for this to trigger) do what it asks. Then before the tribunal equip the spirits. The usual "Hand/Eye" check is replaced with something slightly different.
Kain Nov 8, 2019 @ 5:21pm 
Originally posted by ahueonao:
I'm pretty sure that the reaction speed check you're mentioning is scripted to always fail. The other ones in that, ah, event, can be passed or failed, but your stats are less important than the various modifiers you get from dialogue, items or thoughts.
the check that opens that chain of events depends on choosing a few dialogue options before jumping to it, and a certain internalized thought is also a big help. the check that comes immediately afterwards isn't hugely important since even failing it is just a health loss that can be fixed with your regular healing charges. then comes the check that, as far as i'm aware, will always be failed regardless of stats or rolls, and finally comes the last check of the event, which is probably the most important, and it depends mostly on your relationship with Kim, since I passed it easily despite having the skill it depended on at 1 or 2 by that point.

edit: it should be mentioned that there's an *alternative* solution to this event, but you will most likely have to start a game for scratch in order to pull it off. It involves high inland empire, the blue spirit that's sold by one of the drunks, and never taking off your ugly tie.
Dammit, I knew I should have gotten that damn tie.
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Date Posted: Nov 7, 2019 @ 2:13pm
Posts: 5