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Post by contributor on Jan 31, 2014 8:21:53 GMT -5
Ok so I'm paying close attention to enemy AP in the first Giant Rat fight and something doesn't add up. I've got a rat 4 squares from my party and I debuff it with Ethereal Anguish which should take away 1 of his 6 AP. The next turn he travels the 4 squares and attacks my party three times. Even if his attacks only cost 1 AP and my debuff didn't work he just got 7 AP. I've noticed things like this before but never tracked it closely enough. Cory Trese or fallen is this a bug or is there something I'm not understanding? I know you said somewhere that enemy attacks all cost 1 AP but could you explain a little better how their whole AP system works?
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Post by Karjus on Jan 31, 2014 8:42:20 GMT -5
I've found some debuffs don't seem to take effect until the following enemy turn, notably AP reducing ones (as those are the only ones you can really track)
IE. Player turn 1: Cast Ethereal Anguish on enemy Enemy turn 1: Enemy acts as normal, at full AP Player turn 2: Player does something else.. Enemy turn 2: Enemy acts, with the AP reduction from Ethereal Anguish cast on Player Turn 1 taking effect.
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Post by algesan on Jan 31, 2014 9:08:54 GMT -5
Seriously?! Heh, no wonder. I never paid for the 4th level of Ethereal after the TB ne...., err, rebalanced EA so I lost AoE at 3d. It just never seemed to do anything and I didn't see areason to pour good money after bad.
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Post by contributor on Jan 31, 2014 9:27:40 GMT -5
Karjus, that would explain why the debuff didn't work. I still don't understand how he got to move 4 and attack 3 times when his AP is listed as 6.
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Post by Karjus on Jan 31, 2014 9:29:44 GMT -5
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Post by Cory Trese on Jan 31, 2014 13:16:21 GMT -5
This thread makes me think that perhaps we should remove "AP" from the monster display, because it isn't AP the way the player thinks about it.
Fortunately, you are incorrect about the timing of the application of Curses and Buffs -- they are both applied into the game model immediately.
I will talk to Andrew about removing the "AP" display from the monster details display -- I think it is just confusing.
The best thing to do is play the game, have fun -- and incorrectly labeled values like this AP one don't help that mission!
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Post by Cory Trese on Jan 31, 2014 13:17:57 GMT -5
And yes, just confirmed that the value labeled "AP" is actually the monster's Move Points.
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Swami
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Post by Swami on Jan 31, 2014 13:20:14 GMT -5
The problem lies in that we are also trying to adjust AP with the curse(s). Could you maybe clarify what we are affecting with the curse?
Maybe monsters should have MP(Movement Points) and OP(Offense Points)?
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Post by Karjus on Jan 31, 2014 13:23:12 GMT -5
Huh! Well that certainly accounts for a lot of things. Glad I was wrong. Does that mean -AP from abilities only effects the number of attacks a monster can make, or number of moves, or both?
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Post by Cory Trese on Jan 31, 2014 13:25:24 GMT -5
The problem lies in that we are also trying to adjust AP with the curse(s). Could you maybe clarify what we are affecting with the curse? Maybe monsters should have MP(Movement Points) and OP(Offense Points)? Monsters have AP and MP, just like players. You are reducing AP, which is not displayed. The the top post, it sounds like it worked. The AP adjustment from the curse does apply and applies immediately. At this time, there are no curses that will reduce the Move Points of a monster.
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Swami
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Post by Swami on Jan 31, 2014 13:27:15 GMT -5
Okay, so they lose offensive capability, not movement capability. And that may have been missed.
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Swami
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Post by Swami on Jan 31, 2014 13:28:18 GMT -5
Instead of removing the info, could monster's AP & MP be displayed?
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Post by Cory Trese on Jan 31, 2014 13:35:25 GMT -5
Instead of removing the info, could monster's AP & MP be displayed? I'm afraid it would just create confusion and negative feedback / energy being direct at the game. If we cannot make it super clear and easy to use, we should probably not display it. We're going to replace those numbers with short descriptions per monster, to give the same type of info to the player (fast, slow, many attacks, etc) without dragging them down into the numerical details.
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Post by John Robinson on Jan 31, 2014 14:02:10 GMT -5
If we cannot make it super clear and easy to use, we should probably not display it. We're going to replace those numbers with short descriptions per monster, to give the same type of info to the player (fast, slow, many attacks, etc) without dragging them down into the numerical details. This is a really great solution, I definitely would like to see put in place. To me it fits with the new easier to understand displays. For example you no longer need to know what your skill level is when looking at long duration talents, the sum is displayed conveniently whenever you are looking in the Talents Screen. Same goes for the W/AP talents, displaying the Weapon cost without having to look it up is just great. The way you are thinking makes for one less thing to worry about, while clearly showing what really counts when looking at the monster's movement and attack capabilities.
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Post by captain nemo on Jan 31, 2014 15:08:43 GMT -5
... The best thing to do is play the game, have fun -- So True !!! and I'm doing both
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