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Why does my AI keep turning their sustained skills off?


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#26
cipher86

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Same with "Vessel of the Spirit" - Wynne keeps deactivating it at the dumbest times, which causes her to be stunned for a few seconds, and then it has a 300 second cooldown.



Very, VERY annoying.

#27
cipher86

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delete (lag post)

Modifié par cipher86, 12 novembre 2009 - 08:54 .


#28
Malormur

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According to the manual: "Once you use a talent or spell marked “sustained,” it remains active either until you disable it or until the ability exhausts all of your character’s stamina or mana"



I read this as, if you run out of mana/stamina the sustained ability will become deactivated. This could be your problem.

#29
Malormur

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Edit: DP Sorry

Modifié par Malormur, 12 novembre 2009 - 10:11 .


#30
Ultrazennn

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There is a long list of sustainable abilities bugs, we should start a thread with a list of all of them that people have found.

1.  Miasma drops every time you zone, timer resets.
2.  All ranger pets drop on every zone, which would be ok if it didn't reset the 60 second timer.
3.  Haste will randomly not work on the hero character, even though the other party memebers still have it.
4.  The spirit healer AOE sustainable .....well..is a mess.  Probably the worst example I've run into yet.  It will show that it's still activated on Wynn, but no one is getting the buff, nor is the graphic being displayed.

I posted a thread a few days ago about sustainable abilities and hero character class choices because of it.  When you are playing at higher difficulty settings, having things like Miasma be off at the start of every boss fight (because they all start with a cutscene, which comes right after a zone change), it's very annoying.  It's bad enough these things get turned off, it's worse that they eat and reset the timers.

I really wish they would fix this ASAP, it's highly annoying, and really destroys some builds that rely on a lot of sustained abilities and/or very important ones.

This has nothing to do with settings in the tactics menu.  It's a pervasive, consistent problem in most cases.

#31
sophee

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Ppl need to learn to read. Some sustained, non mana/stamina draining abilities turn off by themselves. Some do so even when zoning. This is a bug.

#32
cipher86

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Glad to see some people understand what I mean - thank you.

As I stated in another topic, I have learned my lesson with buying PC games at launch.  DA:O is the first game I have ever done this with, and I feel like I paid to playtest a MOSTLY finished game.  It is a good game, no doubt, but all the little bugs (and the several larger ones) keep getting in the way of full enjoyment.

Thankfully, I'm near the end.  Once I beat it, I'll be shelving it for a month or two, and then come back to check on the status of the game.

Modifié par cipher86, 12 novembre 2009 - 10:48 .


#33
boiga

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Uhm... you guys are wrong...

Any ability that causes a penalty to stamina (or mana) regeneration will drain stamina unless you have enchantments that boost stamina pool regeneration. These abilities also turn off automatically if you run out of stamina.

This includes Rally, Berserk, Momentum, Haste, Spell Might, And Cleansing Aura.


Here is what the developer said at the Missing Manual about Momentum's effects.

"(User) While active, Momentum applies a stamina regeneration penalty that causes constant drain while in combat and very little regeneration while in explore mode.
o
The ability will deactivate if stamina reaches 0. "

http://dragonage.gul...alents/momentum

He also recommends setting up these high fatigue penalty sustained abilities to kick in after the character reaches a certain level of fatigue and turn off at full stamina. Unless you have stamina/mana regeneration equipment, you can not explore with these talents activated all the time.

Modifié par boiga, 12 novembre 2009 - 11:00 .


#34
Evermind2k

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boiga wrote...

Uhm... you guys are wrong...

Any ability that causes a penalty to stamina (or mana) regeneration will drain stamina unless you have enchantments that boost stamina pool regeneration. These abilities also turn off automatically if you run out of stamina.

This includes Rally, Berserk, Momentum, Haste, Spell Might, And Cleansing Aura.


Here is what the developer said at the Missing Manual about Momentum's effects.

"(User) While active, Momentum applies a stamina regeneration penalty that causes constant drain while in combat and very little regeneration while in explore mode.
o
The ability will deactivate if stamina reaches 0. "

http://dragonage.gul...alents/momentum

He also recommends setting up these high fatigue penalty sustained abilities to kick in after the character reaches a certain level of fatigue and turn off at full stamina. Unless you have stamina/mana regeneration equipment, you can not explore with these talents activated all the time.



Probably a bug of some sorts, but Cleansing Aura does seem to persist and function if you activate it while at 0 mana. However, when you switch zones the aura will still appear activated and be graphically visible, but it will not actually function. i.e., heal or cure injuries.

Not sure about the other ones, but I would assume it is similar for them as far as persisting. Whether or not they continue to actually function after switching zones probably depends on the skill.

Modifié par Evermind2k, 12 novembre 2009 - 11:23 .


#35
boiga

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All of these can be activated with zero mana because there is no "casting cost" aspect. If you have 50 stamina left out of 100 and activate a 50 upkeep sustained ability, you'll still have 50 stamina to spend on active abilities. It seems that the deactivation of the ability at zero stamina only happens when under ai control though.



While there might be a graphical bug for cleansing aura, these automatic turn off of draining abilities is intentional. People would probably prefer having to automatically or manually engage an ability than to start a fight with 0 stamina or mana.



Also, these drain effects are much more noticeable in combat because your stamina barely has any regeneration during combat, so negative regeneration (ie constant drain) of stamina will only be noticeable when you swith to combat and you stamina plummets for no good reason (happened to me with Cleansing Aura all the time) In exploration, your stamina regen is so high, you might not notice the penalty.



This is not a bug, it's just a feature of high utility sustained abilities that is poorly described in their descriptions (or not at all in the case of Aura.)

#36
Duck and Cover

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mine stay on for the most part. But if you die (or shapeshift in the fade) they will be turned off of course.

#37
cipher86

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boiga wrote...

Any ability that causes a penalty to stamina (or mana) regeneration will drain stamina unless you have enchantments that boost stamina pool regeneration. These abilities also turn off automatically if you run out of stamina.

This includes Rally, Berserk, Momentum, Haste, Spell Might, And Cleansing Aura.



This may be true for others listed, but Rally doesn't drain stamina (at least in my game).  Maybe it should, but I turned it on in Orzammar to test and let it sit for a minute, stamina was still maxed out.

#38
chizow

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boiga wrote...

Uhm... you guys are wrong...

Any ability that causes a penalty to stamina (or mana) regeneration will drain stamina unless you have enchantments that boost stamina pool regeneration. These abilities also turn off automatically if you run out of stamina.

This includes Rally, Berserk, Momentum, Haste, Spell Might, And Cleansing Aura.

Umm...you're wrong.  What you don't seem to understand is that these abilities are turning off with full mana/stamina in exploration mode, often triggered by cut-scenes or simply zoning.  At no point is stamina/mana hitting 0, its easily testable and as simple as zoning a few times, or initiating a dialogue/cut-scene.

#39
PatT2

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I understand that once an item in the tactics screen is true, and gets activated, then tactics start over again at #1 until a True (so it's like a case statement in programming...) Once the item is true, then it re-evaluates from item #1 (in the case of Self:Any, I guess they always just do it, and then move on...it's not conditional?



If anyone with a look under the hood can tell me if this is true. You might never get to option #4 if option #3 is true all the tiem?



Also if your healing stuff is option #8, you might always die before getting to it. I always put health issues as #1 and #2. That way, the first thing tactics evaluates is health, and it does it a lot. I've seen my char and my allies drinking potions without my intervention.



And while you may not like how they "programmed" the defaults for Wynn, the healer, I must say, that not taking her with is a great way to die a lot more often, and I rarely do anything except keep her in a safe locale. Also, I have her set to drink potions when she runs low on mana. At the top.



Now, the fact i'm playing on the 360 not the pc might have something to do with it, but I am not having these issues. I do wish they had a command for turning stuff off after battle, I have way too many cutscenes where I've got purple steam and stars rising from me and rocks falling off me... :)

#40
technosatyr

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My guess is that the sustained abilities are sometimes not programmed properly. My Blood Magic turns off after every fight even while I'm controlling the main character, and Misama deactivates every time I zone. I've not seen anythign in the toolitps to indicate that blood magic drains health, and if I turn it on outside of battle it'll remain on with no problems until a combat ends or I zone.

#41
PatT2

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One more thing...the OP...I think that's an awful lot of stuff to activate before you know if you're gonna just be in a bar fight or a major brawl. I mean...where's the healing. If this is your tank, did you know you could target the boss? Did you know you could always protect the healer if she comes under attack? Stuff like that.



These tactics can work out to be quite sophisticated. But abilities are like condiments. You don't put every condiment on every food. You might like cheese on yoru burger but not in your chili (or you might) but to turn on all possible things is like putting the works on a steak. A waste of perfectly good steak. IMHO

#42
cipher86

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PatT2 wrote...

One more thing...the OP...I think that's an awful lot of stuff to activate before you know if you're gonna just be in a bar fight or a major brawl. I mean...where's the healing. If this is your tank, did you know you could target the boss? Did you know you could always protect the healer if she comes under attack? Stuff like that.

These tactics can work out to be quite sophisticated. But abilities are like condiments. You don't put every condiment on every food. You might like cheese on yoru burger but not in your chili (or you might) but to turn on all possible things is like putting the works on a steak. A waste of perfectly good steak. IMHO


I tend to pause and do a lot of micro-managing, so I just try to have the essentials taken care of via tactics.  Unfortunately (as you can see), it isn't possible to maintain the essentials at all times, so I end up having to manage that as well.

#43
thewatcheruatu_old

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I'm necroing this thread, because it's driving me crazy lately. After a few fights where I was sure I had turned Indomitable on, yet would see Oghren getting knocked on his butt ten seconds later, I checked over all of my tactics and began watching Oghren much closer and discovered that there seemed to be no good reason that he was disabling this mode. He does the same with Berserk, but less often since I made turning it on explicit in his tactics.

Modifié par thewatcheruatu, 14 décembre 2009 - 09:25 .


#44
LokiGOC

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Some of you got it all wrong! Nothing drains mana or stam over time, or consistently, there isn't one skill that does in the entire game! Every "Sustained" skill takes a portion of your mana or stam to keep it working and doesn't drain any more, every "Activated" skill takes a one chunk out of your mana or stam and no more. The only "draining" part about these skills is the lack of regeneration and that will quickly deplete the rest of your mana or stam.



Berserker reduces the speed at which you regain your stamina, but nothing else, and the only sensible explanation so far is that after battle is finished, it turns itself off to let u regain your stamina faster, and yes this is a pain when going from one battle into the next, but maybe be aware of it turning off and take a 28 second break before you move on? I would personally love it to stay on as when you have the third skill in the chain it no longer reduces your stamina regeneration so there is no reason for it to turn off. My main character is a Berserker with the Two-Handed tree maxed out, and when I first got Berserker mode I enabled it straight away and wasn't gonna turn it off, as Wynne's Rejuvenate skill boosts my regeneration to nullify the effect. My stam was at maximum the whole time, I wasn't starting or exiting combat, and after a while it turned off, and in my tactics log I had it set to Self - Any - Activate: Berserker. What I then noticed was that when I entered combat, it activated! So my guess is it's trying to be smart and turn off the negative penalty effect when u don't need it, and activate it when you do. Otherwise with the setup Self - Any - Activate: Berserker it would constantly be activating and deactivating, but it doesn't, it only activates upon entering combat and deactivates when leaving it. Again when you have the 3rd skill and it doesn't impose anything negative anymore, it would be nice if it stayed on, but it still deactivates out of combat.



After that, the only advice I can give is take a 30 second break between fights while it cools down! :P Stupid but it'll work.

#45
lolzanoob263

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but if u activate berz when not in combat after 30 secs it turns off, is that normal? Posted Image

Modifié par lolzanoob263, 10 février 2010 - 10:08 .