pyromania
rchers can also safely attack from outside Sisily's/The Magician's/Emi's ranges too, so it matters there as well. This is not an isolated is
timbits1o1
in this case, anyone smart would move over to finish off the low health one, but the enemy AI is too lazy to move and instead attacks the one with full hea
obscurans
My strat for Armlus was castling the fool in front of him, so that everyone else was 5+ spots away (his move is 3, so he gets range 4 a turn), so he really just stood there whacking Fool, until the tarot got boosted to an unholy 40 power. OK, it didn't even take 40 power to blast him away.Point is, Armlus AI just saw nobody else in range, was unwilling to ever just skip a darn turn to hit softer targets, so just stood there. In other methods, he could have moved two spaces to the side of the Fool, giving him next-turn access to the squishy Gely (who was power-build then on my team).Sticking yourself into a corner to chain-buff with the Priestess really isn't hard in my opinion, even as I'm kind of a master at using this trick. Unless it's Reciful or company, you can easily build the Fool (soul bond), Gely (endurance baby) or even Nera (blink-tank then endurance, really - not power or magic) into sponges. The hardest turns are of course the initial ones, once you're buffed through to the twenties, Fool/Gely's draining get pretty ridiculous and self-sustaining.As to linear-quadratic, I really think a way to fix it is forcibly moving all base formulas to quadratic unless seriously impossible. That prevents some skills from being early-only (read: linear) and becoming obsolete at high levels. Things like Emi's thunder ball thing, which aside from the auto-hit, was worthless on the +10 magic boosted fights. Maybe everything could just be linear, since that removes the 'horizon-of-doom' thing with the HP buffs, moon waltz and company. It also, weirdly, makes the ranked/powered monsters more susceptible to penalt
EternalLurker
A more aggressive AI will reduce the number of turns you can safely sit around buffing your characters, which is why I said that the High Priestess' Power-buffing effect from Grand Blessing should definitely not be more than 1; a good AI will balance it at that, but +2 Power is pretty overwhelm
pyromania
The +2 Power will mean LESS in a sequel, though. Earlier on in part 1 it is especially awesome because your base stats are so low. Look at using it twice...On a 10 power Nera: (12/10)^2 = 1.44 = 44% increase in power.On a 30 power Nera: (32/30)^2 = 1.14 = 14% increase in power.So the higher you get the less the boost means. There really is no need to nerf it for par
timbits1o1
that needs to be fixed too
obscurans
12^2-10^2 = 44 more base damage32^2-30^2 = 124 more base damageAlso, as long as the AI isn't going to wipe you efficiently ever, buffing by 1 or 2 doesn't even make a difference. You still grind to 40, period.I just wonder if good, aggressive AI will make gimped (read:mine) or unspecialized builds simply unplayable. Maybe a better difference for easy/normal/insane? How smart and screw-you-to-the-max the AI g
EternalLurker
quoteo(post=3430:date=Jun 30 2010, 11:17 AM:name=obscurans)QUOTE (obscurans @ Jun 30 2010, 11:17 AM) quotecAlso, as long as the AI isn't going to wipe you efficiently ever, buffing by 1 or 2 doesn't even make a difference. You still grind to 40, period.QuoteEndQuoteEEndwhich is (one of several reasons) why I'm saying the AI should be a priority in pa
timbits1o1
An said he was making a different system right? We could make the stats have less effect or someth
EternalLurker
Personally I think Grand Blessing's healing abilities are just fine without any need for its Power-buffing effect, but eh. I mean, I don't think we really need to balance the game around people who are trying to cheat their way through it. But at +2 Power instead of +1 Power I just feel terrible every time I use it for healing because I know it's also having a secondary broken effect
timbits1o1
take into consideration that i am assuming An will change the enemy AI and stats for the second half. Therefore, the enemy would give you less time to spam grand blessing. Since the enemy will have higher stats, this will be less effective. What i meant by increasing the stat cap was to increase it for everyone(including enemies), and changing the formulas so each stat would mean less.EDIT: @EternalLurker: Agreed, the healing effects are enough for me. If it were me, i would make another skill that ONLY buffs so people can't spam it due to the enemies just attacking you while you b
EternalLurker
I'd really just rather there aren't any infinite stat-boosts in the game at all. Death's Soul Bond has limits and Moon Waltz only lasts for one round. The ability to increase stats infinitely very much overrides the control that the game otherwise has over stat limitations due to its control over the player's level (the complete lack of grinding in Ge.Ne.S
mokona96
'm not sure you really need to be arguing about this. Last I checked, Grand Blessing only upped Power by one. Hmm... was I playing on Kongregate or ArmorGames? I don't remember. Either way, you can still get your Power up to the cap if you wait around long eno
plaguexroamer
This topic has been going on for quite a bit.If I may ask, what is your opinion if I suggest that the Power bonus last only temporarily?
EternalLurker
hat, like X rounds? That'd inherently also set a cap on how much it can boost Power. Lasting for 5 rounds might be okay; then the max would be +10 Power. Ehh. I suppose that's a tolerable compromise, though I'd really prefer just removing it entirely because Grand Blessing (really, the High Priestess as a whole) rapes enough any
plaguexroamer
(EL) Congrats? >_>
obscurans
Dunno, I still agree that AI is the main problem letting buff-grinding work in the first place. Heck, insert nosy plug on looking at the AI source h