Editing How to setup bots Basically

From PSP2i Wiki
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 174: Line 174:
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. Chain Breaking'''
=== '''1. 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 extremely bad for a variety of reasons:  
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 extremely bad for a variety of reasons:  


Line 185: Line 184:
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, so it's not the ideal solution.  
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, so it's not the ideal solution.  


'''2. Various Lags'''
=== '''2. Various Lags''' ===
 
The AI has brain freezes at various places:
The AI has brain freezes 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.
Line 197: Line 195:
Of course, we need the AI to have as little downtime as possible.
Of course, we need the AI to have as little downtime as possible.


'''3. Durability'''
=== '''3. Durability''' ===
 
Now, the problem with durability isn't that AI party members can't survive. AI party members, after dying, revive with full HP in around 10 seconds, so whether they are good at surviving isn't very important.
Now, the problem with durability isn't that AI party members can't survive. AI party members, after dying, revive with full HP in around 10 seconds, so whether they are good at surviving isn't very important.


Line 210: Line 207:


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, and on occasion, Zalure and Jellen. Once again, this will cost several seconds for them to swap into the weapon, cast, swap back to their original weapon. Inefficiency go brrrrrr!
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, and on occasion, Zalure and Jellen. Once again, this will cost several seconds for them to swap into the weapon, cast, swap back to their original weapon. Inefficiency go brrrrrr!
 
=== '''4. Targeting''' ===
'''4. 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.


'''5. Lack of ability to chain'''
=== '''5. Lack of ability to chain''' ===
 
To put simply, there aren't a whole lot of weapons in the game that can accumulate 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.
To put simply, there aren't a whole lot of weapons in the game that can accumulate 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.


Line 299: Line 293:
'''[[Abilities#HP Restore Rate |HP Restore Rate]] (Vanguard Lv3)'''
'''[[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. For instance, a lv200 Human Hunter without rebirths would have around 5000 HP as a support character, so 500 HP every 10 seconds.  
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.
 
Besides the healing itself, HP restore rate really shines for AI behaviours, 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.
 
You may recall that even at Lv200, Yut would Resta for around 300 HP per cast. Which is surpassed by just passive healing from this ability. Yeah.


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.
Line 309: Line 299:
'''[[Abilities#Photon Barrier |Photon Barrier]] (Force Lv7)'''
'''[[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. For instance, a lv200 Human Hunter without rebirthes would have around 5000 HP as a support character, so it negates any damage below around 150. 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. 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.  


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.
Please note that all contributions to PSP2i Wiki are considered to be released under the CC BY-NC-SA 3.0 (see PSP2i:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!
Cancel Editing help (opens in new window)