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== Support Characters Concerns == | == Support Characters Concerns == | ||
There are a number of things that can massively impact the performance of an AI party member: | There are a number of things that can massively impact the performance of an AI party member: | ||
'''1. | === '''1. Durability''' === | ||
Now, the problem with durability isn't that AI party members can't survive. AI party members takes like 10 seconds to revive with full HP, so whether they are good at surviving doesn't really matter all that much. The problem is that, when AI dips below a specific threshold of HP (usually 40%), they will stand still, swap to their healing weapon (usually a wand for [[Partner Characters]], and keep casting [[Resta]] until their HP goes above a specific threshold (usually around 60%). This causes a multitude of issues: | |||
* They stand still the moment they decide they want to heal, often times '''right in front of the enemies.''' This usually results in the AI party members being locked into a loop of Resta-getting hit-Resta-getting hit, until they eventually die, if the enemy's damage outpaces their healing. This happens especially often during boss fights, and especially one with massive hitboxes or one in a small room. | |||
* A lot of partner characters heal for a miniscule amount, since a lot of them heal off low-rank [[Wands]] and aren't Forces. Once again, they will heal from below 40% until they hit a specific threshold. Since they don't heal for much, it would take them multiple casts, which can span dozens of seconds for them to start attacking again. The fact that they have four to five times normal HP does not help. By the way, for the duration of this entire [[Resta]] period, they will stand still in the same spot, and prone to any attacks, especially the same looping problem as mentioned before. | |||
* AIs are also prone to immediately swapping to [[Anti]] in order to remove any [[Status Effects]] inflicted to them or the player. This includes aliments that are completely inconsequential to them, such as Burn, Poison, Zalure, and to an extent, Jellen. This will cost several seconds for them to swap into the weapon, cast, swap back to their original weapon. | |||
'''We need to improve the durability of a partner character not because we worry about them dying, rather, we want them to spend as little time casting [[Resta]] as possible, in order to maximize their attacking time.''' | |||
Note that we can't avoid this by not giving them access to [[Resta]]. In ''Phantasy Star Portable 2 Infinity'', all AI party members, regardless of what type they are, will bring out a [[Wand]] (not the weapon category, the 1* GRM wand) to cast [[Resta]], if they don't have access to one normally. They will bring one out even if their palette was empty, or if their palette was already full. In other words, giving them access to basically any TECHNIC weapon with [[Resta]] is better than not, and we need to bring the highest-healing TECHNIC weapon to minimize [[Resta]] time. | |||
' | It is, however, possible to not give them access to [[Anti]]. While they will not spend time using [[Anti]] for inconsequential statuses anymore, they also can't restore the player or other members of the party out of other potentially problematic [[Status Effects]], such as Stun or Confuse. | ||
The AI | === '''2. Various Lags''' === | ||
The AI is slow at various places: | |||
* When the AIs encounter enemies, it takes them a few seconds to register the enemies exist, and actually run over. | * When the AIs encounter enemies, it takes them a few seconds to register the enemies exist, and actually run over. | ||
* AIs will stand in place for a second or two when swapping weapons. | * AIs will stand in place for a second or two when swapping weapons. | ||
*When AIs are using a weapon that can Guard, they will hold Guard for multiple seconds at random intervals. | *When AIs are using a weapon that can Guard, they will hold Guard for multiple seconds at random intervals. | ||
*If the player was a bit far away from the AI while running, the AI will run up to the player first before doing anything else. This can result in them running right past enemies, or run | *If the player was a bit far away from the AI while running, the AI will enter a behaviour, where they will run up to the player first before doing anything else. This can result in them running right past enemies, or run ineffectively into a wall, or run into a fence despite having a Ranged weapon and there being an enemy on the other side. | ||
* Even when AIs are using weapons with adequate range (such as a Ranged weapon or [[Slicers]]), sometimes they will still run up to enemies before firing. | * Even when AIs are using weapons with adequate range (such as a Ranged weapon or [[Slicers]]), sometimes they will still need to run up to enemies before firing. | ||
* AIs does not fire off Ranged weapons as fast or as often as they could. | * AIs does not fire off Ranged weapons as fast or as often as they probably could. | ||
* While AIs are generally decent with triple-casting projectile-based TECHNICs, sometimes they have issues with other TECHNICs. This results in behaviours such as spamming [[Zalure]] (to no extra effect), or using [[Sazonde]] once and then standing still until it expires. | * While AIs are generally decent with triple-casting projectile-based TECHNICs, sometimes they have issues with other TECHNICs. This results in behaviours such as spamming [[Zalure]] (to no extra effect), or using [[Sazonde]] once and then standing still until it expires. | ||
Of course, we want the AI to have as little time standing around as possible. This may involve utilizing [[R-Mags]], and equipping them with as little gear as possible. | |||
=== '''3. Targeting''' === | |||
Generally, an AI party member would focus on a single enemy at a time, and they won't attempt to line up enemies for either piercing or multi-targets. This makes their multi-lock weapons much less effective, especially ones that are sub-par against single targets, such as [[Whips]] or [[Grenade Launchers]]. The same issue applies to [[Photon Arts]] and Charge Shots as well. | Generally, an AI party member would focus on a single enemy at a time, and they won't attempt to line up enemies for either piercing or multi-targets. This makes their multi-lock weapons much less effective, especially ones that are sub-par against single targets, such as [[Whips]] or [[Grenade Launchers]]. The same issue applies to [[Photon Arts]] and Charge Shots as well. | ||
''' | === '''4. Chain Breaking''' === | ||
The most notorious parts of an AI partner, they are prone to using Photon Arts or Charge Shots at seemingly random intervals. AI chain-breaking is very unoptimal for a variety of reasons: | |||
* AIs inherently have a damage reduction of 75%. | |||
* Chainbreaking is poor if the weapons utilized is not great, which is very common on [[Partner Characters]]. Special shoutout to [[Ursula Laurent|Ursula]] who uses [[Machine Guns]] to break while being a Newman ''Force'', and [[Nagisa]] who uses [[Sabarta]] to break while being a ''Deuman Hunter''. | |||
* AIs don't really have the sense to keep chain up or to hold onto a long chain, which is a significant issue for bosses and more difficult enemies. This is also especially an issue for Rangers, as Charge Shots takes a bit of time to charge, and the chain may expire before the charge shot lands. | |||
For small mobs that would die within 1 or 2 chain breaks anyway, this behaviour from the AI is not really an issue. For [[Boss Creatures]] and problematic large enemies, this could easily ruin entire setups. | |||
Using '''Follow Shift''' from [[Partner Characters|Quick Order]] can prevent the partners from breaking chains altogether, which can be used to prevent this problem. However, AIs also attacks significantly less while in Follow Shift; meaning that, in order to reap maximum potential from an AI, using just Follow Shift is not enough. Instead, we can restrict their palette: by not providing the AI with any ability to break chains, we can prevent them from breaking chains while keeping up the attack rate. | |||
=== '''5. Lack of ability to chain''' === | |||
To put simply, there aren't a whole lot of weapons in the game that can accumlate chains very quickly. Especially for AIs, to whom applying both [[Deband]] and [[Shifta]] at the same time is a foreign concept. We need to set one up especially for it to chain well, instead of having it flail around ineffectively. | |||
== General Goodies == | |||
== | |||
=== [[Abilities#Partnership |Partnership]] (Vanguard Lv6) === | |||
Slots onto the player character, and significantly increases the damage of AI party members. Really helpful for all the reasons you would think. | Slots onto the player character, and significantly increases the damage of AI party members. Really helpful for all the reasons you would think. | ||
It's recommended to make some room for it most of the time (1 slot is fairly easy to spare). It's ultimately unnecessary for chain-only builds, though. | It's recommended to make some room for it most of the time (1 slot is fairly easy to spare). It's ultimately unnecessary for chain-only builds, though. | ||
=== [[Abilities#Friendly Defense |Friendly Defense]] (All Types Lv8) === | |||
Slots onto the player character, significantly increases the defense of AI party members. The damage reduction is massive, and stacks with [[Abilities#Damage Resist |Damage Resist]] and [[Abilities#Photon Barrier |Photon Barrier]] for even more insanity. However, 2 slots can be a tight fit on some player builds, and defense is not really necessary in most areas. Run if you've got space, not a big loss if you don't. | Slots onto the player character, significantly increases the defense of AI party members. The damage reduction is massive, and stacks with [[Abilities#Damage Resist |Damage Resist]] and [[Abilities#Photon Barrier |Photon Barrier]] for even more insanity. However, 2 slots can be a tight fit on some player builds, and defense is not really necessary in most areas. Run if you've got space, not a big loss if you don't. | ||
=== [[Abilities#HP Restore Rate |HP Restore Rate]] (Vanguard Lv3) === | |||
Slots onto the support character, restores 10% of HP every 10 seconds. Since player's other characters have 4 times normal HP, which stacks with HP increment abilities and rebirth bonuses, and that level is kept, HP restore rate can get to some very ridiculous rates. How much HP they get back is just a portion of its usefulness, however. Where HP restore rate really shines for AIs, is that, since it passively recovers HP in-between waves, and heals by percentage, it massively reduces the amount of time that AIs spends on [[Resta]] spamming, making it one of the biggest factors that puts player-made characters over [[Partner Characters]], even one that is comparatively significantly less leveled. | |||
Slots onto the support character, restores 10% of HP every 10 seconds. Since player's other characters have 4 times normal HP, which stacks with HP increment abilities and rebirth bonuses, and that level is kept, HP restore rate can get to some very ridiculous rates. | |||
Combined with the fact that this ability is very easy to get (Vanguard Lv3), this should be the first thing to shoot for when building a support character. | Combined with the fact that this ability is very easy to get (Vanguard Lv3), this should be the first thing to shoot for when building a support character. | ||
=== [[Abilities#Photon Barrier |Photon Barrier]] (Force Lv7) === | |||
Slots onto the support character, and negates all damage taken that is below 3% of max HP. You may recall that other characters have 4 times normal HP, which means it's 4 times more effective than when the player uses it. It allows ignoring damage from traps and obstacles, attack from small mobs, and specific enemy attacks (such as [[Orga Angelus]]'s poison pool attack). Reducing damage to 0 also negates the flinch that comes with getting hit, which allows them to spend more time attacking. | |||
Slots onto the support character, and negates all damage taken that is below 3% of max HP. You may recall that other characters have 4 times normal HP, which means it's 4 times more effective than when the player uses it | |||
Not really necessary when equipped with HP Restore Rate, since HP Restore Rate also helps ignoring chip damage, but HP Restore Rate doesn't prevent flinching, so having both is worthwhile. They compliment each other well, too. | Not really necessary when equipped with HP Restore Rate, since HP Restore Rate also helps ignoring chip damage, but HP Restore Rate doesn't prevent flinching, so having both is worthwhile. They compliment each other well, too. | ||
=== [[Abilities#Damage Resist |Damage Resist]] (Vanguard Lv2) === | |||
Slots onto the support character, and reduces damage taken by 10%. The reduction isn't much, but it stacks with Photon Barrier and Friendly Defense, and indirectly improves the effectiveness of HP Restore Rate. | Slots onto the support character, and reduces damage taken by 10%. The reduction isn't much, but it stacks with Photon Barrier and Friendly Defense, and indirectly improves the effectiveness of HP Restore Rate. | ||
Not really necessary, but it compliments Photon Barrier and Friendly Defense. | Not really necessary, but it compliments Photon Barrier and Friendly Defense. | ||
=== [[Abilities#Wild Blast |Wild Blast]] (All Types Lv5) === | |||
Slots onto the support character, and hastens the charge rate of Blast Gauge. Especially useful on a support character that wishes to use [[Blast Types|Blasts]] often, such as Beasts or Deumans with their transformation blasts that can deal massive damage. The AI is not half bad with Blasts, either. | Slots onto the support character, and hastens the charge rate of Blast Gauge. Especially useful on a support character that wishes to use [[Blast Types|Blasts]] often, such as Beasts or Deumans with their transformation blasts that can deal massive damage. The AI is not half bad with Blasts, either. | ||
While useful, 3 Slots can be tight fit for some setups, especially a Force outfitted with Technic Hi-Speeds and such. | While useful, 3 Slots can be tight fit for some setups, especially a Force outfitted with Technic Hi-Speeds and such. | ||
[[Abilities#Status Protection | | === [[Abilities#Status Protection |Various Resists]] === | ||
Stun, Sleep, Shock, and Freeze are as much a pain for AIs as they are for players. | Stun, Sleep, Shock, and Freeze are as much a pain for AIs as they are for players. | ||
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====Damage Build==== | ====Damage Build==== | ||
''Axe (with | ''Axe (with Anga Grudda) go BRRRRRRRRRRRRRRRR.'' | ||
== Friend Characters == | == Friend Characters == |