Daniel
Member
To clear the cursed difficulty of Pillar of Eternity 2, a reasonable AI setting is essential. I will bring you a detailed guide to the setting of the AI of Cursed Difficulty in Pillar of Eternity 2 and I hope it will be useful to all players.
1. AI ideas for melee occupations
The first step is to play, and continuous play cannot be hung up, so at first it must be self-medicine and strengthening continuous skills. This skill requires three concentration points, so it is recommended to leave at least three concentration points for other skills. Second, the soldiers mainly pulled the enemy and rescue teammates, but the soldiers could not pull the enemy together to save the teammates, so I chose to pull the teammates to my side. Normally it is a non-heavy armor, non-shield, non-summon teammate (light armor or light robe). This skill will only be activated if all conditions are met. Among them: the target is engaged by all people. From a personal understanding, this condition means that the target is being attacked by anyone using weapons.
What about the warrior? Naturally it is gain and attack. The gain itself is needed as soon as it enters the battle, so it always works. When fighting, when there are no enemies near the soldiers, you need to launch a charge instead of running. Therefore, the anti-selection of enemies in their melee range is set to >0, which means when there is no enemy in their own progress range.
The selection of the option affected by the gain state originally hoped that the priest and the druid would give the warrior BUFF and then the fighter to carry out a sprint attack, but this game seems to be a permanent gain. Just searched and disappeared. The latest goal of the charge is to hope that the enemy that the soldiers have drawn will establish a battle line, instead of letting the previous ones let them attack the back row.
Warrior's common attack skills
The first state is that the enemies around the warrior are >1, at least 2 enemies or more. The second is to counter-select close-range friendly forces> 0, that is, when fighting alone, choose to sweep. According to the cooling time in the game and the attack speed of the soldiers, the cycle time is set to 10 seconds. After knocking down once, a normal attack is required, rather than continuing to knock it down. In a personal game, the soldier does not launch a normal attack for 5 seconds.
The normal attack is to use the back kick, which is also a kick and a cut. Setting the highest priority is to hope to interrupt as many spellcasting professions as possible. Now a warrior that can automatically add blood, automatically pull enemies, and rescue teammates is almost made. Other ideas can also be fine-tuned.
2. Output profession - Paladin
In fact, it is similar to the warrior, but there is an additional medical treatment and resurrection method. When there are 3 injuries on the teammate, using the Paladin’s recovery is to directly kill the teammate. The first is self-help, and the second is medical. According to normal logic, the higher the priority, the higher the priority. So why are there two release skills? From the personal understanding that when the first skill cannot be released, the AI will automatically release the second skill. The medical chain is naturally released to the most teammates, while the holy treatment can only treat one person, and naturally the priority is the lowest life. In addition, the cycle time of medical treatment needs to be short, so set a cycle according to the sum of cooling time + casting time in the game.
Leap is not a function of a paladin, it is a man-made function (boots) and can only be used once. Suppression is also an artificial function (ring). Expulsion is the easiest, but it is too expensive to target summons. In fact, Paladin’s attack skills are not complicated. When there are many enemies, raising both hands and pretending to surrender is a good choice. It can temporarily make the enemy look up at the sky as blind. The cycle time is set according to the blind time. When the enemy is normal, it will be burned, and the cycle time is set according to the sum of its weapon cooling + swing time.
3. Casting attacks
Take the Druid as an example, giving priority to self-help. The medical conditions are more complicated. First of all, the druid is not a priest, so the medical will be thrown to as many people as possible, so the melee range of the friendly forces here can actually be selected greater than 1. A tree demon or bark can be put together and cycle according to the duration. Thunderstorm conditions are relatively low, the only thing is that there is an enemy nearby. Insects are continuous damage, and such spells generally need to be released first, so one of the conditions here is target threat rather than attack. The priest advises against using spell attacks, all spells are used for healing and buffs.
1. AI ideas for melee occupations
The first step is to play, and continuous play cannot be hung up, so at first it must be self-medicine and strengthening continuous skills. This skill requires three concentration points, so it is recommended to leave at least three concentration points for other skills. Second, the soldiers mainly pulled the enemy and rescue teammates, but the soldiers could not pull the enemy together to save the teammates, so I chose to pull the teammates to my side. Normally it is a non-heavy armor, non-shield, non-summon teammate (light armor or light robe). This skill will only be activated if all conditions are met. Among them: the target is engaged by all people. From a personal understanding, this condition means that the target is being attacked by anyone using weapons.
What about the warrior? Naturally it is gain and attack. The gain itself is needed as soon as it enters the battle, so it always works. When fighting, when there are no enemies near the soldiers, you need to launch a charge instead of running. Therefore, the anti-selection of enemies in their melee range is set to >0, which means when there is no enemy in their own progress range.
The selection of the option affected by the gain state originally hoped that the priest and the druid would give the warrior BUFF and then the fighter to carry out a sprint attack, but this game seems to be a permanent gain. Just searched and disappeared. The latest goal of the charge is to hope that the enemy that the soldiers have drawn will establish a battle line, instead of letting the previous ones let them attack the back row.
Warrior's common attack skills
The first state is that the enemies around the warrior are >1, at least 2 enemies or more. The second is to counter-select close-range friendly forces> 0, that is, when fighting alone, choose to sweep. According to the cooling time in the game and the attack speed of the soldiers, the cycle time is set to 10 seconds. After knocking down once, a normal attack is required, rather than continuing to knock it down. In a personal game, the soldier does not launch a normal attack for 5 seconds.
The normal attack is to use the back kick, which is also a kick and a cut. Setting the highest priority is to hope to interrupt as many spellcasting professions as possible. Now a warrior that can automatically add blood, automatically pull enemies, and rescue teammates is almost made. Other ideas can also be fine-tuned.
2. Output profession - Paladin
In fact, it is similar to the warrior, but there is an additional medical treatment and resurrection method. When there are 3 injuries on the teammate, using the Paladin’s recovery is to directly kill the teammate. The first is self-help, and the second is medical. According to normal logic, the higher the priority, the higher the priority. So why are there two release skills? From the personal understanding that when the first skill cannot be released, the AI will automatically release the second skill. The medical chain is naturally released to the most teammates, while the holy treatment can only treat one person, and naturally the priority is the lowest life. In addition, the cycle time of medical treatment needs to be short, so set a cycle according to the sum of cooling time + casting time in the game.
Leap is not a function of a paladin, it is a man-made function (boots) and can only be used once. Suppression is also an artificial function (ring). Expulsion is the easiest, but it is too expensive to target summons. In fact, Paladin’s attack skills are not complicated. When there are many enemies, raising both hands and pretending to surrender is a good choice. It can temporarily make the enemy look up at the sky as blind. The cycle time is set according to the blind time. When the enemy is normal, it will be burned, and the cycle time is set according to the sum of its weapon cooling + swing time.
3. Casting attacks
Take the Druid as an example, giving priority to self-help. The medical conditions are more complicated. First of all, the druid is not a priest, so the medical will be thrown to as many people as possible, so the melee range of the friendly forces here can actually be selected greater than 1. A tree demon or bark can be put together and cycle according to the duration. Thunderstorm conditions are relatively low, the only thing is that there is an enemy nearby. Insects are continuous damage, and such spells generally need to be released first, so one of the conditions here is target threat rather than attack. The priest advises against using spell attacks, all spells are used for healing and buffs.