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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2

Posted: Thu Jul 31, 2014 12:58 am
by yayswords
That's a 20% buff to all skills that automatically crit though: Cripple, Strike Through, Bleeding Strike, Stealth Assault normal attacks, Head Shot, Poison Dagger (plus the similar skills available to hunters), Critical Hit and No Chances. Especially the last one is already a significant painbringer.

While I do think current crits are unexciting, I'm not sure combat has been slowed down enough for larger crits to be a good idea.

Actually lol, I can see where you got the 50% idea renke. I'm not sure how much damage Poison Dagger is supposed to be doing, but I guess it's 150%*1.25. In that case, not the best tooltip.

Re: Feedback on Those Sweet (and Bitter)Skills --Act 2

Posted: Thu Jul 31, 2014 6:54 am
by jack1974
Poison dagger description was wrong :) removed the "Critically" since in practice hits for 150% base damage and stop.

Re: Feedback on Those Sweet (and Bitter)Skills --Act 2

Posted: Thu Jul 31, 2014 11:31 am
by yayswords
I guess that counts for Backstab etc too then? The hunter variants.

Some feedback on the new AI anyway.

Galanna: I liked seeing mobs with PB, but I guess if they had PB and Life I would be raging about them. After I take out the archers (Strike Through + Leap Attack), the front row just spams Life until they're out of mana. But the back row AI did make me use Guard.

Kiduu: Strike Through + Leap Attack made short work of the archers here too. The pikemen were bugged as I said so these were quite easy.

Lugal: Didn't notice a difference (except the Ironwall Oil)

Gamesh: I enjoyed them using Take Aim. Why would I enjoy that? So that the AI for once had to endure the process of setting up damage while getting clobbered :) I also noticed the swordsmen had Fatal Blow. And that they could use it on my back row! Intended? And can Chalassa do the same?

Overall, I think I used Guard in most battles, same with Strike Through + Leap Attack. I found these easier than my previous playthrough, but I could say the same for act 1, I don't think it's the AI so much as me not racing to 50 con, my characters are a bit better at bringing the pain :P

I didn't have any ZOMG feeling from the increased difficulty when someone used a consumable (only saw scent/oil though)

Um yeah I didn't talk so much about the AI as how I beat it but anyway...

Re: Feedback on Those Sweet (and Bitter)Skills --Act 2

Posted: Thu Jul 31, 2014 11:41 am
by Anima_
You can easily tell if an enemy is using the old or the new AI from the log. The new AI uses ##### ###### to frame the requests.

Re: Feedback on Those Sweet (and Bitter)Skills --Act 2

Posted: Thu Jul 31, 2014 12:21 pm
by jack1974
Yes those encounters aren't supposed to become harder, was just a test to make sure there were no bugs. I have already coded some battles with the new AI in act3, where Empire generals can use resurrect potions and even guard the backrow and should be much more difficult :mrgreen:
Image
how's that? the backrow Rangers are now protected and ready to take aim on your whole front row mouhaha :twisted:
(ignore the text saying "the DUFF will last until end of battle" is wrong and I've fixed it already)

Re: Feedback on Those Sweet (and Bitter)Skills --Act 2

Posted: Thu Jul 31, 2014 1:13 pm
by yayswords
Krimm, will you do us the honors of kicking Mr. Empire Recruit? :)

But yeah, I think the AI would 9 times out of 10 be wise to begin with guarding the back row, so that's an improvement.

Re: Feedback on Those Sweet (and Bitter)Skills --Act 2

Posted: Thu Jul 31, 2014 3:04 pm
by jack1974
yayswords wrote: But yeah, I think the AI would 9 times out of 10 be wise to begin with guarding the back row, so that's an improvement.
It would be good if you could make some lists of the commonly used techniques/combos so the AI could steal... ahem, could counter-attack properly! :twisted:

Re: Feedback on Those Sweet (and Bitter)Skills --Act 2

Posted: Thu Jul 31, 2014 3:14 pm
by renke_
I quite often attack the fastest enemy first, with stuff like the Water nuke or Cripple or anything else at hand to slow him

PS fastest meant as "next enemy who will be active"

Re: Feedback on Those Sweet (and Bitter)Skills --Act 2

Posted: Thu Jul 31, 2014 3:20 pm
by jack1974
Yes, I have already predefined some "try to slow down the fastest enemy first" AI conditions :) I think I need to tweak also the enemy values, since I noticed from some saves people sent me that very often the party speed is much higher on average than enemies.

Re: Feedback on Those Sweet (and Bitter)Skills --Act 2

Posted: Thu Jul 31, 2014 3:28 pm
by yayswords
Eagle's Grace on anyone who has to do something important at the start (like throw guards around), and then generally on Krimm throughout the fight so she can keep wreaking havoc (no pun intended). Try to get Rally up before swinging swords too wildly. Strike Through + Leap Attack to take out back row targets. Ghost Form if someone is getting pummeled hard by attacks. If I wanna focus someone down with melee I like to get Slumber, a scare effect and a shattering effect up. Usually only bosses are worth all that coordination.

Also the Galanna mercs are not easy now lol, the 4 packs were, the 6 packs are brutal with 130 dmg nukes (not sure why I didn't see those earlier). The holy warrior was quite the challenge.