nickan1022 wrote...
I can confirm that "Enemy: Rank" is still selecting a new target in a compound condition and therefore fairly useless as such.
I suppose you're talking about Xbox version?
nickan1022 wrote...
I can confirm that "Enemy: Rank" is still selecting a new target in a compound condition and therefore fairly useless as such.
Siham wrote...
nickan1022 wrote...
I can confirm that "Enemy: Rank" is still selecting a new target in a compound condition and therefore fairly useless as such.
I suppose you're talking about Xbox version?
SuicidialBaby wrote...
it is not useless, as I have attempted to convey:
you need to control the way in which stagger is applied. If Avaline Shield bashes an elite who happens to be clustered with lower ranked enemies, that condition will apply itself as intended, If you allow the stagger of any target it will apply the condition to an elite regardless of status.
It is up to you to create the situation, if you wish it to work as you intend.
That statement could not be more false. There is absolutely a point to add those conditions together. As I just explained, as clearly as I possibly could, how those conditions require the player to provide the environment so they can function as "the player" intended. This is not some random singular event, but a constant occurrence.If "Enemy: Status" and "Enemy: Rank" both change the current target being evaluated, there's no point in making them into a compound statement.
Modifié par SuicidialBaby, 18 avril 2011 - 08:43 .
SuicidialBaby wrote...
That statement could not be more false. There is absolutely a point to add those conditions together. As I just explained, as clearly as I possibly could, how those conditions require the player to provide the environment so they can function as "the player" intended. This is not some random singular event, but a constant occurrence.If "Enemy: Status" and "Enemy: Rank" both change the current target being evaluated, there's no point in making them into a compound statement.
Saying theres "no point" should be follow by examples why not to ever do it. You assume the tactics even considers the target of the last event at all. Its a search engine, youre simply narrowing the search during specific instances.
Modifié par nickan1022, 18 avril 2011 - 09:13 .
SuicidialBaby wrote...
Ignoring logic isnt helping your arguement.
Only when used properly, will combining conditions be effective. <----THIS IS MY POINT.
Using them like a retard will result in retarded effects. Work with-in the system provided, not the one you wished out of thin air.
pre-patch/consoles:
enemy: staggered: use as condition for next tactic
enemy: elite or higher: Crushing Prison
2h warrior w/ upgraded Whirlwinds staggering 5 enemies, which consist of 4 normal targets and 1 elite. Without the additional condition, any random target will have Crushing Prison cast on it after being staggered. With just the rank, the elite has Crushing Prison cast on it before stagger is even applied. The conditions are working together properly when the environment is set up by the player. There is a logical point to using the structure when applied logically.
Using poorly constructed tactics is not an rational arguement for there being "no point" to using the tools provided.
This is the basic understanding of any tactics discussion.I understand your point. I tried to use examples that you provided rather than ones I made up. Let's use your current example for our dialogue. Both Enemy: Status and Enemy: Rank are target selectors, not current target evaluators. In your example, the AI will check to see if ANY enemy is staggered. If yes, then it will check to see if ANY elite exists (because targets are changed between tactics) and cast crushing prison on it if so. This means that, regardless of whether the elite is staggered, it will get Crushing Prison. The targets between the two conditions are NOT shared. Make sense?
Modifié par SuicidialBaby, 18 avril 2011 - 10:58 .
SuicidialBaby wrote...
I have never suggested the use of clusted involved with rank because they do not work together.This is the basic understanding of any tactics discussion.I understand your point. I tried to use examples that you provided rather than ones I made up. Let's use your current example for our dialogue. Both Enemy: Status and Enemy: Rank are target selectors, not current target evaluators. In your example, the AI will check to see if ANY enemy is staggered. If yes, then it will check to see if ANY elite exists (because targets are changed between tactics) and cast crushing prison on it if so. This means that, regardless of whether the elite is staggered, it will get Crushing Prison. The targets between the two conditions are NOT shared. Make sense?
Youre assuming again. Talk about the now and how it works now. Throwing context out the window while assuming a lack of constant nanosecond speed checks across all staggers from the first condition is flawed.
Im done talking to imagination land man. Apply what is and not what if.
Modifié par nickan1022, 18 avril 2011 - 11:35 .
Modifié par SuicidialBaby, 19 avril 2011 - 12:21 .
Modifié par SuicidialBaby, 19 avril 2011 - 12:22 .
Jack-Nader wrote...
I just tried this
Enemy target of party member hawke : use current condition for next tactic
Enemy rank boss or higher : haste
result is that anders casts haste regardless of rank.
Modifié par Throm Battlebeard, 21 avril 2011 - 03:22 .