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Did you skip the next sentence? There are foods or skills that increase AP or decrease the cost of AP. We can't know what's actually happening before opening the log. We can't confirm what kind of errors you've made while you were 'counting' that AP, and it can't be a solid proof or reliable rules.
Which is fine, y'know, as a game mechanic! But I don't think it's fair to say that the enemies are on the same level as you. They can have tons and tons of AP.
Then you're blind and not capable of counting
Certain mobs typically the ones with large pools of armor/health but aren't bosses are the ones that either cheat or have 8 AP at the start. And its easy to confirm as well because if you have Loremaster 5 it tells you how much AP they have in total, how much they can start with and how much they can gain.
Ones for example like Aetera she has 10 AP and can I think gets 8 AP per turn could be 6 can't remember. And Mommy Dearest in the Lone Wolf camp has 8 AP total
It's your inability to understand that yes there are mobs with a total AP cap of 8-10 also Time Warp, Skin Graft, Adrenaline, Flesh Sacrifice and Elemental Affinity don't increase your capped total.
The enemies just have more base AP. That's what's being discussed here. They get more AP for being more powerful, not for using any skills or items.
It's neat that you play the game that way, but that's not how I play the game at all.
You must be confusing me for somebody else, because not once have I complained about enemies' AP. I like that enemies have enough AP to do lots of stuff, usually. It's the fault of the initiative system that sometimes the starts of fights are a ♥♥♥♥♥♥♥♥♥♥♥, but I don't mind at all having enemies with 10, even 12 AP.
I most definitely know how to utilize my skills, but I will concede I never dabbled in using tea?
No, players can use skills and items to get more AP, but they don't start with more AP. Your willful ignorance of the point we're trying to make is painful.