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Nahlásit problém s překladem
I even checked and re-checked with assigning it to thief before even hiring them and leaving it assigned when rebooting the game and rehiring and restarting dungeon runs. I just can't get them to follow the script to defend when they're below 20% MP.
I also can't think of any other work around to the issue where the 1st thief burns all their mana ransacking (as they should) and then starts murdering the first enemy instead of letting other thieves in the group ransack.
Yes, I know the issue would be "fixed" with enough mana to last between fairies without running out, but getting to that point would take much longer than just letting the items I need drop without ransacking.
for the mystic script u can make them only use there mana regen if the buffs not on using "Ally:Status != Positive Recharge"
Also for crafting mats u could still use a script to make the thief ransack spam every boss using the one like "enemy norm != ransack" something along those lines, cant remember off top of my head
You should never run oom with a thief using ransack with 2 mystics, so unless your making them ransack even normal enemies without essense then your doing something wrong or if all else fails u can use mana regen gems
https://trello.com/c/sxmVjtkC/50-self-conditions-only-allow-skills-that-target-self-look-at-potential-workarounds
Self command that would work is equipping someone with a heal stone and having them use it on themselves.
any sort of "self mp < %, defend" command doesn't work.
There is more than 1 enemy in most levels so running specifically to ransack for extra crafting / quest items from specific enemies can not be done with just 1 thief.
If you only take 1 thief, the vast majority of the time they won't even touch the specific enemy type you're after for the item you want for your craft / quest because you would have to be lucky enough to have that specific enemy be the first target for the thief to ransack.
If you take 4 thieves, no matter what level it is, Enemy HP > 90% Ransack script makes certain that all enemies on the level will get ransacked. That includes enemies with essence.
The only issue is the one I mentioned, once they run low on mana to where they don't have enough to cast ransack, they start attacking which interferes with the ransacking script chain.
I do normally run a thief in 1st slot with enemy has essence ransack script but I do not put that script line in my item ransack farm script because then all the thieves will spam ransack on an enemy with essence even after it has been taken and ignore the other enemies in a level which then get taken <90% by nurse or mystic using area damage. That only happens at high levels where ransack doesn't 1 hit things.
Thanks for the info. It's kind of a bummer though because you don't even target enemies to manually defend and it seems more like it should be treated as a buff cast like recharge.
If u mean farming enemies without essence, even ones that arent bosses, thats pointless to do if ur doing runs of 1k floors ull get the mats u want with normal kills from normal mobs regardless
So why not something like:
Enemy HP > 0% = Ransack
Enemy HP > 90% = Defend
Enemy HP < 95% = Defend
From my understanding, this should always Ransack, unless you don't have MP, then it should always Defend.
Mystic's recharge is not enough to counter the constant drain from ransack on every level. Beyond that, having mystic in 2nd slot totally wrecks the chain of ransacking every enemy because every 2+ enemy round that happens where mystic doesn't cast recharge, mystic attacks which can stop ransack from occurring on 1 or more enemies.
I know that the only true fix for the issue is to farm hundreds of levels of the mana relic so that my thieves never get to <10 mana between fairies, but even that "fix" doesn't apply because it defeats the purpose of quickening the gathering of the quest / crafting materials I'm after.
If the self MP <XX% defend script would function it would be the best to address the issue. But since it does not work, the only real "fix" is to not try to set up a full 4 thief item ransack setup until the need for it no longer exists.
Heck, the quest to gather 15 of each of 3 items took me 4 dimensions to complete simply because I'd get close and then move to the next dimension and lose 1/2 of them then get close again. I finally finished it by manually ransacking in the appropriate level ranges which is not ideal for me.
You must be playing a different game than I am, my last run finished around level 2500 and my thief still had mana... no mana gem; also, why are you ransacking every enemy, just hit the ones with essence and bosses. You're fine.
Should note, defending doesn't take up time, so nurse and mystic are in first two spots of party.
However, it would also stop functioning correctly once ransack no longer 1 hit kills enemies because then every following thief would use ransack on the same enemy that already got ransacked but is still >0% health.
It would also mean none of the thieves would ever do anything but ransack which is not the best damage option for cleaning up after everything has been ransacked once at high levels.
Even if the first line was set to Enemy HP >90% = ransack, it would still mean 4 of the 6 party members would be useless for killing things after they've been ransacked but are still alive.
My current setup with just Enemy hp > 90% = Ransack functions perfectly as long as none of the 4 thieves goes under 10 mana. Everything gets ransacked one time as a priority and then once everything has been ransacked once and reduced to <90% health, all thieves will help finish off enemies as needed.
Your idea is the closest to an actual fix so far though. It does make me think maybe something like this would work:
Enemy HP > 90% = Ransack
Enemy HP < 90% = Default Attack
Enemy HP > 90% = Defend
That way, if any enemy is over 90% health (hasn't been ransacked) they attempt to ransack. If they can't ransack it, then they either default attack another enemy <90% (has already been ransacked) or they defend if there are no available targets <90%.
I'll have to test after my current run ends.