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tactics: explicit taget selection in "jump to"


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#1
Ernie4711

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I'm looking for a way to script my tank, so that he behaves like this:


While "enemy attacks party member" -> "unload all available skills" on that enemy.


Highest priority are the squishy party members. When the target loses interest the
tank should attack the mob hacking at the next party member in row.

Here ist how I try to achieve this.



1 Enemy: Attacking Bethany: Jump to : 6
2 Enemy: Attacking Varric: Jump to : 6
3 Enemy: Attacking Hawke: Jump to : 6
4 Enemy: Using ranged attack: Jump to : 6
5 Enemy: Nearest Enemy: Jump to : 6
6 Target: Any: Shield Bash
7 Target: Any: Pommel Strike
8 Target: Any: Attack

I was hoping that the condition "Enemy: Attacking someone" would
switch the target to the respective enemy so that the condition "Target:
Any" would hit it with the listed skills as they are available.



This doesn't seem to work. Any ideas how to get it to work in a comparably elegant way would be appreciated.

Thanks in advance for your efforts :)

#2
Saint Shion

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I'm not good with the tactics yet, but I think you need to add something that actually targets the enemy that is attacking your allies. I'm not sure if the jump to section is properly targeting that enemy. You might need to set it up so if Bethany is attacked, jump to 6, then make 6 enemy attacking bethany use pommel strike.

#3
Ernie4711

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Jup the "jump to" option does not seem to target the enemy properly. This is where I'm struggling :)
So why doesn't it? Would some other tactic be broken when BioWare would change the behavior?

To get the above working with the current system I can only come up with the following tactics which is a bit lengthy for what it does (and will scale badly when there are more target choices and available skills):

1 Enemy: Attacking Bethany: Shield Bash
2 Enemy: Attacking Bethany: Pommel Strike
3 Enemy: Attacking Bethany: Attack
4 Enemy: Attacking Varric: Shield Bash
5 Enemy: Attacking Varric: Pommel Strike
6 Enemy: Attacking Varric: Attack
7 Enemy: Attacking Hawke: Shield Bash
8 Enemy: Attacking Hawke: Pommel Strike
9 Enemy: Attacking Hawke: Attack
10 Enemy: Using ranged attack: Shield Bash
11 Enemy: Using ranged attack: Pommel Strike
12 Enemy: Using ranged attack: Attack
13 Enemy: Nearest Enemy: Shield Bash
14 Enemy: Nearest Enemy: Pommel Strike
15 Enemy: Nearest Enemy: Attack

#4
Ernie4711

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Bump BioWare? Anyone?

#5
Robberthooij

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Mate without any negativity intended, I think u got the tactics part a little wrong. Let me give u an idea.

Think in circles. It's a rule system.

So if condition1 is met -> action1 is taken -> then BACK to first line on top. After ANY action is executed correctly, the game will go back to top and follow all conditions again.
IF condition1 is not met -> go to next line , if that condition2 is not met, next line etc.
The (auto)Attack action, always will put u back to the top and your tactic will loop.

What is wrong with your first tactics in OP, is that i think u misunderstand the jump command.
Jump means, 'only' jump to tactic when condition is met (it does not remember the condition on when to jump) So the condition u tell it to jump to is 'Target: Any'. So your tactics basically say: 'hey when bethany is attacked, go attack any enemy.' This will basically mean that anythin that happens with these tactics is that Aveline will attack 'any enemy' on different conditions. Not what u want. :)

What i personally only use 'jump to' for is to skip a few conditions in the list.

So how to solve this elegantly?

Firstly, rethink your strategy. Do you want your tactics to make up for your mistakes? Or do u want to make your tactics so that things go smooth. Last one is probably your best bet. I try to anticipate what could go wrong and make sure tactics avoid that.

First u want to make sure your tank goes in first and grab a whole lot of melee monsters.
So something like:
01 Enemy: Nearest warrior -> Attack
02 Self: being surrounded by at least 3 enemies -> Scatter

Now u want to make sure the other characters complement this by not attacking the first thing they see, which usually is the problem why not everything attacks your tank. I use this on each character at least to prevent this as much.

00 Enemy: Health <90% --> Attack (or cast spells first, just put attack line as last)

This makes sure my toons won't just attack anything, mostly only stuff that has had a hit from your tank or other heavy, and therefore won't aggro your caster that fast. U can also try the 'lowest health' but 100% is also lowest if everything is at 100%.

U can also make sure they all focus on one target, like Hawke's target for example. This will significantly reduce your aggro on weak characters.

Then its time for the failsave that you intented. Basically if I understand correctly, you want your tank unleash her skills on enemies attacking your weak chars. This should happen a lot less if u make the changes I just mentioned, but it will happen from time to time. Think about who will get aggro first? Is it that mage who instantly launches firebolts at groups of enemies? (most likely) Or your warrior perhaps running into a group killing himself? try to fix it in their tactics (its just like WoW or any mmo, your tank can't do all the work, your group has to work as a whole)

But anyhow best way to have your tank help is what saint shion hinted at. Try the following:
00 Enemy: Attacking [Magename] -> use [Shield bash/Pommel] (anything that is not 'attack')
01 Enemy: Nearest Melee [Next attack u want to follow the first]

This works since the tank has to move to the target attacking the mage, next condition will probably be some other monster that is close to the caster. This is not perfect however, since the tank will probably bring a group of tanked monsters with him. An AOE attack like scatter, tremor or assault will work a lot better here since it most likely aggroes all the monsters around the [mage] I assume Taunt is on cooldown at this moment, but still could put it in tactics aswell to use as 2nd condition (so tank moves to mage first, then taunts)

Another important thing to anticipate here is when what is off cooldown, if u use shield bash 5 times for different conditions, bad luck, it will only do the first, wait for cooldown, and probably the first again. So mix and match!

U can put in lines like this for any character that gets attacked, but if your party is set up correctly, there will usually be one character who grabs all the aggro (TANK) and one that has highest probability of grabbing it.(your highest AoE dps usually)

Some basic hints:
- Think in circles from left to right then back to top etc.
- Don't make tactics for things that are obvious or unnecessary. Look what goes wrong and what is the cause and fix that, don't fix the effect of the cause.
- Make sure that u use the 'behavior roles' correctly (at the top of tactics screen, like tank, ranged, passive etc)
- Important!! to have your characters only respond to your attack commands, make sure
it is on passive 'char will not attack without player actions' in
description) If it's not, they will still attack nearest visible as default.
- Always specify what the PC has to do, its maths, Game can't think for himself.
- Basic Attack acts as a 'Loop' point. Anything under it will be ignored unless u 'jump' over it at conditions. Like I used for groupheal in DA:O (no self:party health condition existed)

00 Aveline health <50% -> Jump to 04
01 Cast something
02 Cast something
03 Enemy: Health <90% -> Attack [loop point back to top]
04 Merril health <50% --> Jump to 07
05 Aveline <50% -> Heal
06 Enemy: Health <90% -> Attack [loop point back to top]
07 Cast group heal

What this does basically, is first, it checks if Aveline is 50%, if she is, it will jump to 04 and check if
Merril also has 50% hp, if that is so, it jumps to 07 and cast groupheal. if not, it will jump to next and just heals Aveline, does one attack and jumps back up, without the 'attack' loop point, this would not work. IF Aveline's health is fine, it will just keep repeating conditions 01,02 & 03.

Gone a bit out of my way here by typing a lot ;p Hope it helps! Feel free to ask more!

Modifié par Robberthooij, 15 mars 2011 - 03:52 .


#6
lenkite

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Replace "Enemy: Attacking someone" by "Enemy: Target of Hawke"

#7
Inchoroi

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I was going to make a new thread, but I liked the expertise I have read in this one, so here goes: How do I set a rogue tactic for Goad to send the threat to Hawke? Right now I have the condition as Enemy clustered > 3, then use Goad, but I'm not seeing a way to set Hawke as the recipient of the Goad. Ideally I'd like to get even more specific in the condition and have it be when 2 or more enemies are clustered on Anders.

Any replies are much appreciated.

#8
inseeisyou

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Your set up is not working because although it activates when an enemy is targeting a certain character as you suggested, when it then jumps to 6 you allow it to "target any". Off the top of my head can't think of any way to do this but make three entries for each character...

#9
Ernie4711

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The proplem with the current tactic system is that target selection is kinda implcit.
A condition like
Enemy: Attacking Bethany -> Shield Bash
will only set the target to the Enemy when Shield Bash was available and was used.
A condition like
Enemy: Any -> Shield Bash
will not set a new target but will only be used if a target was selected before.

I would wish for an action which only selects a target for further use below but would not trigger any action by itself nor would it restart the circle like "Enemy: Any" -> Attack does. The reason is that I'd like to select a specific target for further use with "Enemy: Any" or other non targeting conditions like Enemy: Health" without having to rely on of the previous action to complete. It would shorten many scripts like the tank sample above.

Example of the new "Select" action (if it were available)
01 Enemy: Attacking Bethany -> Select <- This sets the target for the following action
02 Enemy: Any: Shield Bash <- This does not switch the target. Target is the intended target
03 Enemy: Any: Attack <- This does not switch the target. Target is the intended target

This is equivalent with the following but ONLY if Shield Bash is executed. If not, then Enemy: Any: Attack will hit the target that was selected before rule 01 or none
01 Enemy: Attacking Bethany -> Shield Bash <- This sets the target for the following action only if Shield Bash completes
02 Enemy: Any: Attack <- This does not switch the target. This may or may not hit the intendet target


As far as I appreciate the valuable input from Robberthooij I'm still stuck with the idea of the following changes

New Action : Select -> will set the target from the condition for further use below
Changed Action : Jump to tactic -> will set the target from the condition for further use below

With these changes conditions like "Enemy: Any" in combination with "Jump to tactic" will actually starting to make sense to me.

#10
Robberthooij

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Goad, hmm

If I understand correctly, this is what u want achieved:

01 - When Anders is surrounded by 2 or more enemies
02 - Cast Goad on Hawke

The surrounded by x enemies option is sadly only working for the 'self' parameter.. Sadly!!!
There's two solutions I can think of.

The easiest:

01 Anders: Being Attacked by Melee --> Jump to tactic 06

[...] put here your normal rotation, HAS to end with something like line 05, a condition that is sure to be met, to loop back.

05 Enemy: Lowest health --> Attack
06 Hawke:Any --> Goad
07 Enemy: Lowest health --> Attack

So when Anders gets pounced, the jump will go in effect and follow the minisequence down below. If Anders is fine, the normal rotation will work. The weakness of this is that it assumes that at least one guy hits Anders, it could be more but u could be wasting it on one enemy. Also u are not sure if Hawke and Anders are in range (goad radius). But it could do the trick! If u stick em all together nicely.

My second more creative option is, a trick I used with merrill more or less, and i'm not sure it works, haven't tested this with goad.

Make use of Back to back. :)

So we want your rogue to do the following:
01 if anders is attacked by melee
02 'back to back' to anders
03 see if he's surrounded by more then two (I.E. if your rogue is surrounded)
04 execute goad on hawke.

translated into tactics :

01 Anders: Being attacked by a melee attack --> Jump to Tactic 06 [this must be first line]
[your normal rotation, ending with following line]
05 Enemy: Lowest Health --> Attack

06 Anders: Any --> use: Back to Back
07 Self: Surrounded by at least two enemies --> Jump to 09
08 Enemy: Nearest --> Attack

09 Hawke: Any --> use: Goad.
10 Enemy: Nearest --> Attack


Whenever Anders is under attack, jump to 06 will be in effect.
Jump to 06 will activate back to back. then attack nearest once and loop back to start, again Jump to 06 , that action will not be done cos back to back is on cooldown. So it will go to rule 07, which on the condition that you're surrounded will jump to 09. (If you're not surrounded, you will simply attack nearest, and not waste your goad.) Jump to 09 will finally cast the goad on Hawke. Hoping he is somewhat in range ;)

This could work! Theoretically. Especially if u walk Hawke near Anders when u see him get pounced

Hope it works for you. Creative use of the jump command is very handy in many ways. It sort of makes these 'overrule conditions' as if u have multiple tactics pages. I love trying out new stuff with tactics tbh, can't be bothered story in DA2 isnt the most awesome ever, tactics make this game fun on it's own :D

Modifié par Robberthooij, 15 mars 2011 - 07:16 .


#11
Robberthooij

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ernie, what you say is true it is what ive been bothered aswell. it always feels like u are making a 'workaround' to get things done that could be so much easier with some more parameters. i think this is what they intended with the 'use condition for next tactic' but that somehow still doesnt work accordingly :)

Modifié par Robberthooij, 15 mars 2011 - 06:41 .


#12
Ernie4711

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@inseeisyou
Something like this might work too. Not tested though...

01 Enemy: Attacking Anders : Use condition for next tactic
02 Enemy: Using melee or ranged attack: Use condition for next tactic
03 Enemy: clustered with at least 3 enemies : Use condition for next tactic
04 Hawk: Any: Use Goad

#13
Ernie4711

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edited : double post

Modifié par Ernie4711, 15 mars 2011 - 10:22 .