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Won't be as useful as you think. Persuasion Tricks 2 and 3 don't run on your skill at persuasion, but a Will DC check of 10+Ranks in Persuasion. So at most you're looking at a DC check 30 by the end of the game. Same thing with Trickery Trick 3. And the problem with Trickster is that it's super late with it's greater tricks. I doubt anybody is gonna fail those saves by the time you are level 18 and fighting level 60 enemies or something.
Still on the topic of AI, I'm just going through Gwerm's Mansion again. It's a breeze with my new character, and especially in RTwP when I have the advantage in numbers, i.e. in attacks per unit of time.
So I'm going through the library on the first floor of Gwerm's Mansion where the Cultist Evoker is. His routine is always the same - casts invisibility on himself and starts summoning wolves. When I played this turn based on my first playthrough, he summoned at least 8 wolves in total, and since this was TB the corridor was too narrow for me to reach him and kill him, it was just full of wolves. This time I entered the library through the other side - through the dining room - and beelined for the evoker in RtwP. He managed to cast one summon before I hacked him down and that was because I was too lazy to counter his invisibility and relied on brute-forcing the attacks.
My point is - 1. RtwP is indeed better for some battles, and TB for others, and 2. most enemies are on a script and don't adapt their behavior. He didn't try to reposition himself after turning invisible although my melee characters were closing in on him.
Deadfire has the same scripting system that was called "tactics" in DA: Origins and DA-II, and "gambits" in FF-12 where it was introduced for the first time.
Deadfire has the same scripting system that was called "tactics" in DA: Origins and DA-II, and "gambits" in FF-12 where it was introduced for the first time.
In fact I think the first scripting system was in BG2, at least I don't know of an earlier one. I was going to mention DA:O and PoE/Deadfire (I think PoE had the same system but it was not exposed for the players to use). They are other examples of games which support scripted behaviors but the game designers never used them, or barely ever used them, when designing the encounters. The developers did their job, which is to provide the tools for the designers, but the designers either wouldn't or didn't have time to do theirs fully.
Still on the topic of AI, I'm just going through Gwerm's Mansion again. It's a breeze with my new character, and especially in RTwP when I have the advantage in numbers, i.e. in attacks per unit of time.
So I'm going through the library on the first floor of Gwerm's Mansion where the Cultist Evoker is. His routine is always the same - casts invisibility on himself and starts summoning wolves. When I played this turn based on my first playthrough, he summoned at least 8 wolves in total, and since this was TB the corridor was too narrow for me to reach him and kill him, it was just full of wolves. This time I entered the library through the other side - through the dining room - and beelined for the evoker in RtwP. He managed to cast one summon before I hacked him down and that was because I was too lazy to counter his invisibility and relied on brute-forcing the attacks.
My point is - 1. RtwP is indeed better for some battles, and TB for others, and 2. most enemies are on a script and don't adapt their behavior. He didn't try to reposition himself after turning invisible although my melee characters were closing in on him.
Yeah, I've had some Descari Cultists running away from my guys after a Marching Terror proc. They often did not come back, but rather spammed their negative channel far from my party...
+4 staff surely didn't - i tried it as my 2h fighter. And adamantine glaive can't be used by LG characters so i had to give it to fucking succubus to do the job.
In fact I think the first scripting system was in BG2, at least I don't know of an earlier one. I was going to mention DA:O and PoE/Deadfire (I think PoE had the same system but it was not exposed for the players to use).
I think in PoE-I and probably BG2 the scripting is on the level of "behaviour" as it is written on DA: O tactics panel. The default goals, so to speak.
Explicit "condition - action" slots - "tactics" or "gambits" - might not be implemented in those games even underneath.
In act 4 now, and the 'optional' bosses are starting to get pretty absurd
5+ attacks per turn, with enough attack bonus to guarantee hits against my ~35 AC dudes and dealing 30-50 damage per hit. How are you supposed to last even a single round next to something like that? So far I'm just resorting to skeleton summoning spam while peppering them with magic (lack of uncanny dodge is their one true weakness)
Spending 5 minutes buffing when entering every map and after every rest is pretty tedious. There's no real decision making either, you'll almost always slap down the same buffs.
It might very well be, but barring insane minmaxing with mercs, I'm not sure how to get it much higher. Take these:
Now clearly this is not fully buffed (but also there aren't that many more buffs that give ac afaik, especially that stack with what I have), and it's not (ab)using things like monk bonus and neither have I spent every feat on AC, but this is still what I would consider a decent AC investment.
Both of these characters went from full hp to 0 in a single full attack from the enemy. After I had dispelled haste and one or two other buffs from it. That seems way too powerful to me, and makes me consider booting both of them so I can fit more (skeleton) summoners in my party. Admittedly checking stats on reload, the enemies attack was exactly +35 attacks so another 5 or 10 points would have a huge impact. But the enemy also has 50 AC, and it would be nice to not have hits only on a natural 20.
Otherwise please give tips on how to increase their AC. I know both have kinda bad enchantment bonus, but I haven't found any better full plate.
You should ask ga♥ for build advices he will explain you why the game is not overtuned and its completely normal to have AC superior to ancient gold dragon by mid game. Yes he's just like that , an helpful guy . Dont be shy to PM him a lot.
For the 40 natural AC enemies I just gave in in the middle of chapter 4, and brought ember back in with all the fire spell damage gear and her bar full of scorching ray, empowered scorching ray, empowered maximized scorching ray, quickened scorching ray...
How the fuck are you supposed to beat the arena fight with just Sosiel and his brother?
I had Sosiel drink a cocktail of potions and buffs before the fight, but Trevor still dies within seconds and Sosiel gets worn down over time.
How the fuck are you supposed to beat the arena fight with just Sosiel and his brother?
I had Sosiel drink a cocktail of potions and buffs before the fight, but Trevor still dies within seconds and Sosiel gets worn down over time.
How the fuck are you supposed to beat the arena fight with just Sosiel and his brother?
I had Sosiel drink a cocktail of potions and buffs before the fight, but Trevor still dies within seconds and Sosiel gets worn down over time.
Not that any of this helps anyhow, since I suspect the enemy you are struggling with is Playful Darkness? Hes not intended to be tanked and is a puzzle fight akin to Kangaxx in BG 2. Hes meant to be dealt with using other measures. The fun of the fight is in figuring him out, having him explained to you kills all the fun.
Well, "struggling" is a strong word. It's not like it's that hard to just let my meleers (and attackers in general) hang back while I keep the enemy busy with skeleton summons and pummeling them with spells. It took me 3 tries to kill it.
The fight that made me complain is act4 minghou. I'm fine with optional bosses being a bit degenerate in their strategies.
I can't remember her stats in that fight at all so I might be wrong, but it should be possible to get your front liner's AC high enough to tank Minagho. If you have a save near there and you post a screenshot of her stats, maybe I can help? I seem to recall her stealthed allies being more dangerous in that fight than she was.
The bro gets focused down by the archers and dies before Sosiel can even get off a single heal.
Side note, it is unimaginable horseshit that a cutscene can play where the bro hits Sosiel with a sword and then when the actual fight starts he's completely empty-handed.
Yes, I fortunately found a random screenshot somewhere that had all the Trickster skills listed. Initially I was a bit bummed my char couldn't insta intimidate everyone and negate DEX for sweet global sneak damage (low CHA, no skill). Then I realized how the
works and the meat of it relies on Athletics/Nature Arcana/Religion and Perception/World imho.
Still, for anyone interested, I cannot stress hard enough how the narrative aspect alone makes Trickster worth it.
Hahahahaha I barely got past the first fight by spamming summon items and heals and guess what!!!!
There are three more waves of enemies!!!
Yes!!!!!! Thank you!!