Why does my AI keep turning their sustained skills off?
#26
Posté 12 novembre 2009 - 08:51
Very, VERY annoying.
#27
Posté 12 novembre 2009 - 08:53
Modifié par cipher86, 12 novembre 2009 - 08:54 .
#28
Posté 12 novembre 2009 - 10:07
I read this as, if you run out of mana/stamina the sustained ability will become deactivated. This could be your problem.
#29
Posté 12 novembre 2009 - 10:09
Modifié par Malormur, 12 novembre 2009 - 10:11 .
#30
Posté 12 novembre 2009 - 10:27
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
Posté 12 novembre 2009 - 10:36
#32
Posté 12 novembre 2009 - 10:45
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
Posté 12 novembre 2009 - 10:56
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
Posté 12 novembre 2009 - 11:16
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
Posté 12 novembre 2009 - 11:38
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
Posté 12 novembre 2009 - 11:41
#37
Posté 13 novembre 2009 - 12:00
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
Posté 13 novembre 2009 - 12:13
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.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.
#39
Posté 13 novembre 2009 - 12:14
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
Posté 13 novembre 2009 - 12:14
#41
Posté 13 novembre 2009 - 12:18
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
Posté 13 novembre 2009 - 12:31
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
Posté 14 décembre 2009 - 09:25
Modifié par thewatcheruatu, 14 décembre 2009 - 09:25 .
#44
Posté 02 janvier 2010 - 10:16
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!
#45
Posté 10 février 2010 - 10:06
Modifié par lolzanoob263, 10 février 2010 - 10:08 .





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