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But not even that they cast honestly. I had one pawn which was doing it nonstop, Vera, Lvl 23, if anyone knows xD
But since then all of them just dont do it
Send a friend request from Q_taro.
Healing spells get cast any time any character has any amount of white slivered health. This can cause them to die in stupid spots, as they will basically get killed trying to spam a heal
As for boons - they sometimes pick the wrong type, and timing can be pretty bad, but it is likely something with the AI getting confused as to which skill would be the best to cast as things are happening. It may also be related to if the Arisen for that pawn has sat them down at the Knowledge Chair to help direct them.
But if you have two with Boons/Affinities, you will also see them compete often regardless. Hell, I'll play Magic Knight, and use my own Holy boon, just to have it 2 seconds later get over-casted by a pawn giving a Lightning boon. Also partially depends on if your pawns have non-imbued weapons (so if they themselves are the only one without - they will want to cast; even if the rest have imbued weapons already).
Imbued means such boon effect permanently? If thats possible, then great, cause those undead arent easily staggered w/o boon (chopping feels very tough and sturdy, like Im hitting a log).
Thank you!
PS: I cant give you much in return, cause I think I have only garbage for you, only 39 hours
Yes - there is one imbued weapon for all elements for each class + a couple of "non-elemental" ones :
Rusty = Torpor I think? someone else mentioned it, was either Torpor or Silence (believe you need to get them dragonforged though / end game tier).
Aneled = Oil drenched - pairs with fire skills
Ice
Fire
Lightning
Light
Dark
Aneled is all quest-board rewards, holy imbued are also later quest-board stuff as well as some drop from Ur-Dragon (offline or online). Then the elemental ones are found throughout the world or as random rewards I believe.
Edit : Just looked it up, Rusted Daggers at least get Poison at rank 3, then Torpor starting at DragonForged 1.
ok I need to get through the quests then, it was mostly exploration until something huge happens/appears, but I do them from time to time.
Guess thats why there are no new upgrades in shops, best are quest bound apparently.
Great explaination thank you. I hope casters get better next game.
• Every pawn adjusts their actions based of several factors:
- What "tools" they have (selected Skills, Traits, Inclinations, items in inventory and Knowledge);
- Player's actions (or lack of them), for ex. attacking enemies, keeping a distance;
- Commands given to Pawns;
- Based of Situation; They can attack, early preparate, loot, wait, taunt, aid, or retreat.
This further is dis/encouraged, based of their Inclinations, distance from You / Enemy, your actions, noticing an ally in trouble, and so on...
Unless Pawn is not encouraged for climbing or other actions; it will try to keep a relatively safe distance before casting a spell.
• Mage will prioritize healing Arisen > Pawns (or the one in more need), upon reaching a certain % of HP lose. After that, it will focus on removing debuffs.
Medicant inclination will further prioritize healing, when total HP drops below 80% for player; and 60% for pawns.
Additionally, requesting for a "Help" will always end up with healings cast first, if there is someone without full HP, even it that's just that "1 HP" missing.
• Interruption of casting spells, might be triggered when a Caster takes agro of enemy - and no one else takes it away in time... so naturally, the safest thing for them to do is jump-cancelling (since they would likely get hit anyway?) to make distance.
Another reason for such behavior... might actually be you.
If you are using a Pawn with Guardian inclination, but you are constantly;
Running far away / Fighting from a distance / getting pushed away too much that pawn... then it will prioritize staying near you - because that's what this inclination tell him(her) what to do.
If you are interested with more details about Pawns and how their AI work, then I'd suggest to refer to DDDA Wiki, or watch for example this video:
https://www.youtube.com/watch?v=kzFjrEFSvZM
Agro definitely can explain it, but some pawns dont care about it and cast through normally, its like they have a personality on their own or confidence. But playing as Fighter I noticed that enemies are often running around and I rarely use Shield Summon, which might explain indeed whats happening, thank you.
Without additional inclinations, in battle, Pawns heal at critical Health (below 45% with Medicant). With Help! you force the Pawn to use 45% threshold in battle (60%/80% with Medicant).
And only out of battle Pawns heal even a minor scratch, on their own (though are still bound by threshold/s, just really tiny).
Taunting an enemy might also not work, if you didn't have its attention prior (as it servs mostly to Regain lost agro, not to Provoke for a fight).
Perhpas my wording was not enough good there.
I disagree with that. Pawns will heal even a minor wounds, if they have an opportunity, especially when requested.
Their actions may change if they notice an enemy or upon using pawn commands.
AI script may also be reset and change their behavior, when loading screen is triggered, or an auto-teleportation (when player strays too far).
Here is a quick video proving that requesting Help isn't based on thresholds:
https://youtu.be/qPSQoNFkYfI
Additionally, Default value of 45% is reserved for Pawns. For a Player default value is 60% - because survival of Arisen is more important.
Respectively, these increases to 60% (Pawns) and 80% (Player) with Medicant (so with that part you were right). These however, goes mainly for auto-heals.