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I'm not sure I understand what you are trying to say. If units aren't hostile, they're not "foes" and any gambit associated with "foe" will not work.
I don't know if the engine allows for this, but feel free to ask a modder. There are limits to the gambit system.
I don't believe there is a way to automate gambits on neutral units.
1) Foe: HP < 90% - Attack (or whatever you want your default action to be)
2) Foe: HP = 100% - Steal
That way, you'll usually jump into the fight, steal once, and then join in the attack rather than breaking off and chain-stealing another target that hasn't been attacked yet.
You won't get everything if you have damage being spread out among several targets but you'll get something from most encounters and your character won't get stuck in stealing loop.
This is what I've used, and it has worked well for most of the time. Of course, it requires that you have the other characters attack the party leader's target (assuming you're controlling the thief character).
I guess the only efficient way around it is what im already doing...just turn the gambit off once its stolen then turn back on but meh. It surprises me they have never "fixed" this or let us auto attack neutrals either
This assumes that the other characters in your party are also capable of dealing damage. If not, what are they doing?
The way it plays out is that the fight starts, your thief makes a steal, your other characters deal some damage, and your thief switches to attack mode and joins in. As long as the thief gets to the target first (which it always should when you're controlling it unless you have a berserked gunner/archer in the group or are slowed or something), you'll get at least one swipe before the attacks start. More often than not, that's all you need.
That's why you have two characters attack the party leader's target. Immediately after stealing, they attack the enemy, and if the enemy isn't dead yet, the thief will switch to attacking. If the other two manage to kill off the enemy, then the thief will just move on to the next enemy, and this way, you'll deal with the enemies one at a time. I suppose you could set the Gambit as "Foe: HP < 100% - Attack" (I can't remember if such a Gambit exists), but I've never seen a normal non-boss/Hunt/Rare-Game monster remain at over 90% HP after two attacks from the other party members.
Lol yeah one of them attacks and basically one shots everything so your advice isnt any different to what im already doing really which is this...
Vaan:
Foe: highest hp = steal
Whm:
Foe: any = oil
Blm:
Foe status: oil = firaga
This gives my thief enough time to steal once sometimes twice if the enemy is immune. In that scenario i turn off steal gambit and my stealer goes to the next gambit down which is just foe: lowest hp = attack. Or if i know some enemies coming up that will mess up that strat (like baknamy) i have a back up gambit foe: nearest = blizzara. I guess you just really cant automate it so you 100% get a steal before anyone else attacks without being locked into infinite steal. If there was a mod for smart steal i bet everyone would use it lol
Foe: Ally / Leader Attacking or HP Lowest -> Attack.
xx = 90 generally works well. If your DPS is not hitting hard enough, increase the value. If they are hitting too hard, decrease the value, or consider stealing right away.
There's already an invisible background gambit for most healing where someone won't cast raise, esuna, or etc when another party member is already casting raise, esuna, or etc.
I just wish you could set priorities for each of those cases. IE, Fran has 3 phoenix lores, Balthier has 2 phoenix lores, and Vaan has none, so Fran should get priority when using phoenix down, then Balthier, then Vaan.