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This is an interesting case point. You would think inclinations would change the fights somewhat.
With the above example that goes closer to what DragynDance has said, and loadouts determine actions. I would think inclinations would change priority of those actions, as: calm would prefer defensive actions over offensive. Straightforward would go more for offensive and use defensive less. Simple may be, just use what ever. Kindhearted would use support actions before any others.
So with those, if you and your boyfriend change up skill sets to still mirror each other, but include one defensive skill to attempt to illicit a variation between your calm pawn and his simple pawn. That would be interesting.
As far as attack strategy commands, the inclination calm is supposed to focus weak points over other parts of the body, and they also will go for knockdown/stagger with knowledge of the target. Such as cyclopes and ogres leaning on one limb and my calm pawn will run up and grab it to push/pull that limb and cause a knock down.
I will have to change her inclination to straightforward and see if she still does that.
I must be playing a whole different game than you. That sucks man.
Literally is just if = then statements but with a fancy UI.
Is someone injured - yes - then attempt to heal - but not if there are enemies in range- and only on Tuesdays.
Final Fantasy 12 also had this. It was called the Gambit System. I wish they could have applied it to more titles, tbh.
I did notice my pawn making a lot more use of the thief skill that throws a hook out after I used it a ton. Dunno if it was just coincidence.
I think what you said makes the most sense for pawns having some vocation specific memory, its more like they will learn better if they see how you play as their vocation. In unmoored world i switched to thief (already maxed) and filled party with thieves just to blow through beacons, and mine and all the pawns together would climb and target weak spots on point constatntly. Everyone was climbing, stabbing, gut and run if they had, and when not clinbing skull splittering if they had.
In my next play through ill deffinitly try teaching my pawn how to play their vocation. Its possible the ambiguous stuff they learn regardless like tackling enemies for opportunity strikes.
I had trouble with rattlers too. But it does counter.
I suggest using implicate on the rolling ones since (unless the aim AI fcks you over) you have a better grace period unless they're already on you.
I tried to teach my pawn but nope. Only sometimes when mid fight.
Inconsistency is what gets me.
I play as Thief like my pawn most of the time with the same skills. She’ll use skills well on occasions. She fights bosses much different than I do tho. She climbs and targets weak points often, despite me using light or heavy or skull splitter or Implicate. I rarely climb, so her Calm inclination possibly overrides what the player does.
I would use the same combos on certain enemies, especially Ooze and Saurians variants.
Especially with the armored ones, I use implicate/counter or dodge, then attack the tails for finisher damage.
I would look over to my pawn and see she’s finishing off opponents well so maybe she does it too. But lately I tried seeing what she does with me just watching, and she struggled for a minute attacking the face like I never do. She has Formless Feint and she still goes without it, preferring to get hit in the face when she stumbles backwards.
With the Ooze, it's even worse.
She killed 3 or 4 magma oozes without problem so I was proud.
Later we get to a cave with regular Ooze. I either activate Formless Feint to be immortal of them, or just attack before they touch me to finish them.
I saw my pawn just walk into them, time, and time again.
I don't remember ever doing that. So I just kill them myself, prioritizing to save allies from them.
Still she just greets it willingly.
So id argue that either the learning is bleh, or killing something a certain way isn't what teaches them. Unless you need more than 100+ or 300+ kills. Since that's how many I have for oozes and rattlers.
Areas do introduce regional mob variety, so this is possible, but I personally think the area badges just provide map knowledge for caves and other POIs.
Just some random conjecture.
I have done on and off testing myself since previous posts and I have not been able to influence pawn behavior to mimic me as of yet.
Largest change in behavior was after earning badges, and now my pawn just destroys them. Also calm, and I finally screen shot the loading screen tip about calm inclination in combat focuses on weak points. I thought I was crazy for a while, but it is written and documented. So it makes sense if a melee pawn tries to climb to reach weak points or even a caster pawn if they can't focus fire with the spells they have.
https://steamcommunity.com/sharedfiles/filedetails/?id=3222436172
For the record inclinations do matter. I was grinding out my vocations on my straightforward pawn and when I was doing mage and removed all her offensive spells she had a tendency to run up to the enemy and pick them up and throw them/cling onto weakpoints.
I think the inclinations are meant to be a simplified and more controllable version of the pawn learning system in DD1, since in the first game your pawn would just follow your lead which led to situations where your pawn would stop to do something else mid fight because you the player like to pick items up.
They definitely have an internal bestiary, I'm not sure if the badges actually reflect their knowledge or are just there for show, with the bestiary being the actual thing being focused on in the background.
If you have an experienced mage pawn that has multiple affinity spells they will give you the correct affinity (i.e., the mage pawn won't give lightning affinity when fighting a griffin). This shows that they definitely have some level of awareness based on what is happening in combat.
The main problems are the many skills; do the pawns know how to use them effectively? I would say that for many, the answer is definitively no. Ideally speaking, the skills you need on a pawn for them to be effective, in my experience, are the ones that require no additional input or secondary things. Full Moon Slash is perfect for pawns; Savage Lash is not because the pawn won't always hold the skill long enough (which is why, despite warriors being more tanky, imo fighters are better for melee pawns since the vocation has less complex skills that can be used effectively). All counterattack and super defence skills go out the window; the pawn will use them, but the enemy AI won't attack, so the pawn will get impatient and try to conserve stamina by leaving the counter state, which makes them vulnerable to the now attacking enemy (the player would be able to know to just wait).
Archer pawns can use the different arrow types fine, but i am unsure if the pawn is capable of knowing the best time for them.
The best vocation for a melee pawn is probably thief. It draws the least aggro, giving the pawn enough space to think; it has the most useful and damaging skills in the game that the pawn doesn't need to do any extra input for, like skull splitter and implicate (pilfer is the best skill in the game for all pawns because it essentially doubles the resources you get from any fight, including dragons); and it doesn't get in the way of the player like other pawn vocations can depending on what the player is trying to do (i.e., trickster arisen would prefer thief pawns so they don't draw aggro away from your ghost).