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Post by algesan on Jan 31, 2014 18:24:52 GMT -5
Ugh, something is odd then. I'm going to double check because I swear I just setup at X AP from some Ratkin at the Oskahold E gate fight and they happily ran up to me and didn't attack.
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Post by Deleted on Jan 31, 2014 19:36:51 GMT -5
Ugh, something is odd then. I'm going to double check because I swear I just setup at X AP from some Ratkin at the Oskahold E gate fight and they happily ran up to me and didn't attack. That exact thing just happened to me at Oskahold gate! I'm looking forward to the changes in how AP is communicated to players. Not that I'm complaining, it was almost as nice as when they all bunch together in the perfect AOE pattern.
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Post by algesan on Jan 31, 2014 19:49:03 GMT -5
Okay, pulled a setup. Went out W gate of Oskahold, turned N to the bridge for the green spider encounter.
Located the closest spider and lined up Vraes at 7 squares (they have 7 AP) and he toddles right up to Vraes and sits there, no attack. Appears to have used all AP. Killed it.
Stepped up and cast Ethereal on the third spider (second was too close, it came up & attacked). Third spider should have stopped one short of Vraes since I setup 7 squares away. Instead it advanced 7 squares (not 6) & did not attack. Either the curse bounced or had no immediate effect.
Of course if Cory is correct then anti-AP curses aren't worth much until very high skill levels, other than for any side effect (-Dodge for Ethereal) and even less if curses start getting resisted.
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Swami
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Post by Swami on Jan 31, 2014 20:47:15 GMT -5
I think you algesan are confused (understandably). Currently, the monster APs shown are actually monster MPs(movement only points.) Monster APs allow for attacks and spells and such. Currently and possibly forever, they are not displayed. Cory and Andrew have been busy gabbing and so have done NO work solving this for the past hour! (j/k guys, nice hangout.)
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Post by fallen on Jan 31, 2014 20:58:36 GMT -5
Swami - the number currently shown in a sum of MP + AP. Characters and monsters can use AP to do either attack or move, MP only for move. algesan - we'll do some testing to see about the Curse -AP issue.
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Post by algesan on Jan 31, 2014 23:27:19 GMT -5
If the current NPC AP display is really NPC MP + NPC AP then there shouldn't be an issue with the display. I had noticed that some mobs got two attacks & some got three anyway.
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Post by fallen on Feb 1, 2014 0:09:28 GMT -5
algesan - confirmed, that is what the display shows today.
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Post by algesan on Feb 1, 2014 12:55:47 GMT -5
Theorycrafting : Assuming display of AP6=3xMove + 3xAttack (mob has observed 3 attacks max per round) Assuming Attack points can be used as Move points (obvious from observation) Then -AP debuffs should remove Move points first, correct?
The quandary : Given these assumptions, -AP debuffs are. Most useful in initial contact situations or to slow down incoming reinforcements. After the mob listed above has reached attack range, there would be a defacto drop in debuff effectiveness since it would require -4AP to begin reducing the actual number of attacks. Which would mean that Vincent and Kyera together could only reduce the NPC above by 1 attack with high talent debuffs. (Oops, I think Selen has one too.)
Working as intended? I can see it as yes or no depending on design AND the potential difficulty of coding in something to reduce Move & Attack points in some alternating pattern.
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Post by Cory Trese on Feb 1, 2014 14:20:23 GMT -5
The display is from the display copy of the monster -- it only refreshes at the end of the turn.
So the curses you cast on the monsters do not DISPLAY until next turn.
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Post by Cory Trese on Feb 1, 2014 14:27:28 GMT -5
Theorycrafting : Assuming display of AP6=3xMove + 3xAttack (mob has observed 3 attacks max per round) Assuming Attack points can be used as Move points (obvious from observation) Then -AP debuffs should remove Move points first, correct? The quandary : Given these assumptions, -AP debuffs are. Most useful in initial contact situations or to slow down incoming reinforcements. After the mob listed above has reached attack range, there would be a defacto drop in debuff effectiveness since it would require -4AP to begin reducing the actual number of attacks. Which would mean that Vincent and Kyera together could only reduce the NPC above by 1 attack with high talent debuffs. (Oops, I think Selen has one too.) Working as intended? I can see it as yes or no depending on design AND the potential difficulty of coding in something to reduce Move & Attack points in some alternating pattern. Sorry for the confusion, hopefully I can clear it up. Hopefully I can clear up what is posted above. Lets look at a monster today ... Display: "6 AP" Move Points: 3 Attack Points: 3 Major Attack: 2 AP Minor Attack: 1 AP Monsters can use Attack Points to move, but not Move Points to attack. Curses listed as "-X AP" go directly against the Action points of the Monster. Curses listed as "-X Move" go directly against the Move points of the Monster. Curses that remove AP are useful in all combat situations, at any range. It is possible to remove all of a Monster's Attack Points. All penalties from Curses are applied automatically when the Curse hits.
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Post by contributor on Feb 1, 2014 15:05:49 GMT -5
Cory Trese, thanks for the clear explanation. Just one quick clarification. In the above post "Curses listed as "-X AP" go directly against the Action points of the Monster." That means against their "Attack Points" right? Also this doesn't explain my original post, or at least I'm not understanding. 6 AP monster gets debuffed for -1 AP and then moves 4 squares and attacks 3 times. I was monitoring it closely so I'm certain about what happened. Perhaps there is a bug in the system. I would hate to think that -AP is actually giving the +AP or something.
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Post by ntsheep on Feb 1, 2014 15:33:07 GMT -5
To understand the AP, we must become the AP. We need to fill its shoes and ask what its motivation is. What does it want or need. How can we make it feel that it has a purpose in life? The AP must be given a chance to grow. The only thing I would change is to get rid of the word “evil”. I look at the screen and hear in my head Mermaidman yelling it. This has become somewhat annoying and the other voices in my head are tired of arguing with him.
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Post by contributor on Feb 1, 2014 16:47:58 GMT -5
Ok, so another bout with some Giant Rats and I realize I made an error. They do have 7 AP. Before I thought fallen had said that -AP from debuffs is not shown in the enemies info screen. Apparently it is now. So they do have 7 AP, but he still should not have been able to make 7 moves (4 Move + 3 Attack) after being debuffed -1 AP.
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Swami
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Post by Swami on Feb 1, 2014 18:55:36 GMT -5
The display is from the display copy of the monster -- it only refreshes at the end of the turn. So the curses you cast on the monsters do not DISPLAY until next turn. How feasible is making the display copy update mid-turn?
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Post by fallen on Feb 1, 2014 19:01:38 GMT -5
We'll keep on making the monster display more valuable, simpler, and better.
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