Post by sstraycat on Oct 13, 2018 5:32:43 GMT
Updated (11/6/2018) ===============================================
Baby Wolf
1."AttackEnemy": Summoner<-Nearest | Enemy<-UseSkill(2or3)
2."Assist1": SummonUnit1<-Farest | Enemy<-UseSkill(2or3)
3."Assist2": SummonUnit2<-Farest | Enemy<-UseSkill(2or3)
4."Assist3": SummonUnit3<-Farest | Enemy<-UseSkill(2or3)
1."Assist1": SummonUnit1<-Nearest | Enemy<-UseSkill(2or3)
2."AttackEnemy": Summoner<-Nearest | Enemy<-UseSkill(2or3)
Knight Colon
1."SelfHeal": You<-30%orLowerHP | Enemy<-UseSkill3
2."AttackEnemy": You<-Nearest | Enemy<-UseSkill2
Farfy
1."Retreat": You<-10%orLowerHP | Enemy<-StepAway
2."HealSummoner": Summoner<-30%orLowerHP | Enemy<-UseSkill2
3."Heal(Near)": You<-Nearest | Enemy<-UseSkill3
4."Heal(Far)": You<-Farest | Enemy<-UseSkill3
(c/o juice) Lines 3 & 4 can be replaced by
You<-Always | Enemy<-UseSkill3
Do you guys have A.I. sets for your summoned beasts? Please share and very much appreciate it.
Edited Post (10/24/2018) ===============================================
I recently updated A.I. and removed "Retreat" from Baby Wolf and gave it to Farfy.
A.I. now looks like:
Baby Wolf
1."AttackEnemy": Summoner<-Nearest | Enemy<-UseSkill(2or3)
2."Assist1": SummonUnit1<-Farest | Enemy<-UseSkill(2or3)
3."Assist2": SummonUnit2<-Farest | Enemy<-UseSkill(2or3)
4."Assist3": SummonUnit3<-Farest | Enemy<-UseSkill(2or3)
Knight Colon
1."SelfHeal": You<-30%orLowerHP | Enemy<-UseSkill3
2."AttackEnemy": You<-Nearest | Enemy<-UseSkill2
Farfy
1."Retreat": You<-10%orLowerHP | Enemy<-StepAway
2."HealSummoner": Summoner<-30%orLowerHP | Enemy<-UseSkill2
3."Heal(Near)": You<-Nearest | Enemy<-UseSkill3
4."Heal(Far)": You<-Farest | Enemy<-UseSkill3
Baby wolves in this set still behave the same except for not retreating. You can switch the attack between Skill 2 or 3.
Knight Colon prioritizes self heal over attacking. In this set its main attack is its Skill 2 (Little Guardian) to provoke the aggro'd mobs.
Farfy's priority is to retreat. It will heal summoner, near allies and then far allies in that order. I'm still not sure who among allies is the exact target so I use Farfy's Skill3 for AOE. Changed retreat method to "Enemy<-Step Away" instead of "Summoner<-Approach" so as not to directly lead an aggro'd mob to the summoner.
Do you guys have A.I. sets for your summoned beasts? Please share here and very much appreciate it.
Original Post (10/13/2018) ===============================================
A few days ago Summoner was released and although I have no idea yet of equips or what stat to build (still have all 1 stat on my Lv140-ish summoner), there is something to tinker with this new class which makes battles easier.
I have been playing with the A.I. of each beast but I am limited by stats and available equips (and thus overall performance) and was wondering if you guys have A.I. sets that are effective. I did find a quite interesting set that changes the default behavior of my baby wolves.
But first about the Format:
"A": B<-C | D<-E
A [How I named the AI]
B [ConditionTarget]
C [Condition]
D [ActionTarget]
E [Action]
And here is my baby wolf A.I. set (assumed to be ordered by priority)
1. "Retreat": You<-20%orLowerHP | Summoner<-Approach
2. "AttackEnemy": Summoner<-Nearest | Enemy<-UseSkill3
3. "Assist1": SummonUnit1<-Nearest | Enemy<-UseSkill3
4. "Assist2": SummonUnit2<-Nearest | Enemy<-UseSkill3
5. "Assist3": SummonUnit3<-Nearest | Enemy<-UseSkill3
The default behavior of the 3 summoned beasts was to "Attack a Near Enemy". which makes them just go and hit any mob nearby. This led to some situations where they sometimes attack one enemy each, leading to a scattered formation.
But in this A.I. set, a Baby Wolf's top priority is to approach me when below 20% HP (so I could heal it with Curacion),
otherwise it will attack an enemy (#2 being a modified version of "Attack a Near Enemy"). The last 3 in the set will make them attack an enemy near each other. This set made all 3 summoned baby wolves look like a wolf pack after a single prey, while using Ice Spear (Baby Wolf's Skill3) on their first attack.
There might be some loose ends to this set because I could not test on all situations, but for now it works as intended.
I have yet to find confidence on the way I set the A.I. of the other beasts. Do you guys have A.I. sets for Baby Wolf, Knight Colon, and Farfy that work well? Please share here and very much appreciate it.
Cheers!
Baby Wolf
1."AttackEnemy": Summoner<-Nearest | Enemy<-UseSkill(2or3)
2."Assist1": SummonUnit1<-Farest | Enemy<-UseSkill(2or3)
3."Assist2": SummonUnit2<-Farest | Enemy<-UseSkill(2or3)
4."Assist3": SummonUnit3<-Farest | Enemy<-UseSkill(2or3)
1."Assist1": SummonUnit1<-Nearest | Enemy<-UseSkill(2or3)
2."AttackEnemy": Summoner<-Nearest | Enemy<-UseSkill(2or3)
Knight Colon
1."SelfHeal": You<-30%orLowerHP | Enemy<-UseSkill3
2."AttackEnemy": You<-Nearest | Enemy<-UseSkill2
Farfy
1."Retreat": You<-10%orLowerHP | Enemy<-StepAway
2."HealSummoner": Summoner<-30%orLowerHP | Enemy<-UseSkill2
3."Heal(Near)": You<-Nearest | Enemy<-UseSkill3
4."Heal(Far)": You<-Farest | Enemy<-UseSkill3
(c/o juice) Lines 3 & 4 can be replaced by
You<-Always | Enemy<-UseSkill3
Do you guys have A.I. sets for your summoned beasts? Please share and very much appreciate it.
Edited Post (10/24/2018) ===============================================
I recently updated A.I. and removed "Retreat" from Baby Wolf and gave it to Farfy.
A.I. now looks like:
Baby Wolf
1."AttackEnemy": Summoner<-Nearest | Enemy<-UseSkill(2or3)
2."Assist1": SummonUnit1<-Farest | Enemy<-UseSkill(2or3)
3."Assist2": SummonUnit2<-Farest | Enemy<-UseSkill(2or3)
4."Assist3": SummonUnit3<-Farest | Enemy<-UseSkill(2or3)
Knight Colon
1."SelfHeal": You<-30%orLowerHP | Enemy<-UseSkill3
2."AttackEnemy": You<-Nearest | Enemy<-UseSkill2
Farfy
1."Retreat": You<-10%orLowerHP | Enemy<-StepAway
2."HealSummoner": Summoner<-30%orLowerHP | Enemy<-UseSkill2
3."Heal(Near)": You<-Nearest | Enemy<-UseSkill3
4."Heal(Far)": You<-Farest | Enemy<-UseSkill3
Baby wolves in this set still behave the same except for not retreating. You can switch the attack between Skill 2 or 3.
Knight Colon prioritizes self heal over attacking. In this set its main attack is its Skill 2 (Little Guardian) to provoke the aggro'd mobs.
Farfy's priority is to retreat. It will heal summoner, near allies and then far allies in that order. I'm still not sure who among allies is the exact target so I use Farfy's Skill3 for AOE. Changed retreat method to "Enemy<-Step Away" instead of "Summoner<-Approach" so as not to directly lead an aggro'd mob to the summoner.
Do you guys have A.I. sets for your summoned beasts? Please share here and very much appreciate it.
Original Post (10/13/2018) ===============================================
A few days ago Summoner was released and although I have no idea yet of equips or what stat to build (still have all 1 stat on my Lv140-ish summoner), there is something to tinker with this new class which makes battles easier.
I have been playing with the A.I. of each beast but I am limited by stats and available equips (and thus overall performance) and was wondering if you guys have A.I. sets that are effective. I did find a quite interesting set that changes the default behavior of my baby wolves.
But first about the Format:
"A": B<-C | D<-E
A [How I named the AI]
B [ConditionTarget]
C [Condition]
D [ActionTarget]
E [Action]
And here is my baby wolf A.I. set (assumed to be ordered by priority)
1. "Retreat": You<-20%orLowerHP | Summoner<-Approach
2. "AttackEnemy": Summoner<-Nearest | Enemy<-UseSkill3
3. "Assist1": SummonUnit1<-Nearest | Enemy<-UseSkill3
4. "Assist2": SummonUnit2<-Nearest | Enemy<-UseSkill3
5. "Assist3": SummonUnit3<-Nearest | Enemy<-UseSkill3
The default behavior of the 3 summoned beasts was to "Attack a Near Enemy". which makes them just go and hit any mob nearby. This led to some situations where they sometimes attack one enemy each, leading to a scattered formation.
But in this A.I. set, a Baby Wolf's top priority is to approach me when below 20% HP (so I could heal it with Curacion),
otherwise it will attack an enemy (#2 being a modified version of "Attack a Near Enemy"). The last 3 in the set will make them attack an enemy near each other. This set made all 3 summoned baby wolves look like a wolf pack after a single prey, while using Ice Spear (Baby Wolf's Skill3) on their first attack.
There might be some loose ends to this set because I could not test on all situations, but for now it works as intended.
I have yet to find confidence on the way I set the A.I. of the other beasts. Do you guys have A.I. sets for Baby Wolf, Knight Colon, and Farfy that work well? Please share here and very much appreciate it.
Cheers!