I'm sure a ton of people have noticed this, but either find it too little of an issue to say anything about it or don't want to say anything because it also has a plus side, but I've discovered something in the way battles go that I personally think could be improved for a more interesting battle experience.
This mostly goes for battles when you have 2 or more pets in your party. I've noticed for a long while that you must attack with all party pets at once you can't decide to not attack or rather there is no way not to attack unless you have enough mana to block. This especially for the final attack of the battle give us both a huge advantage and a huge disadvantage.
All pet attacks are calculated even if as shown in the image below only the first pet's attack is enough to kill the enemy.
This has the following results:
Normal (the one that doesn't require mana) attack: Here you as a user find a huge advantage as mana is added regardless of the attack actually being executed. Meaning if as shown below my slot 1 pet Wufei makes the killing move slot 2 and 3 Xelfie and Godasama in my case both still get their 10 mana added from the attack they technically didn't do because Wufei's was the killing move and there for them was no enemy left to attack.
Mana powered attack: Here the user is at the disadvantage as again all 3 attacks seem to count as attacks and if as shown below slot 1 pet Wufei makes the killing move just as with the normal attack Wufei kills the enemy thus the other 2 attacks are left without target, but are calculated as attack and the mana is as such deduced completely.
The Reference image:
Now with that said I wondered if it weren't possible to make the battle system work so that if pet 1 kills the enemy the other two attacks obviously don't count. This would then mean that in case of an attack that doesn't use mana but adds mana the mana is not added if the attack didn't have an enemy to hit and in the case of a mana using attack the mana would not be deduced if there is no enemy to hit when that pet's turn to attack comes up. Also there should be a none mana needing defensive move you can use if you are certain 1 attack is all the enemy needs to die.
Personally I think the battle system could be given a few more tweaks to make it more interesting. I find that if I need to think strategically and can do so by chosing to either defend or attack the battle experience is more fun, but now there is no none mana needing defensive attack so I can't chose when I'm out of mana to have pets defend if I don't think I need 3 attacks to kill the enemy as defending move requires 10 mana. This works with the final move if you have mana, but without mana you're doomed to have all your pets attack regardless of whether they need to.
Now this none mana defensive move would of course only be half as effective as its mana counterpart which technically I've not found that effective as when my pet uses it he still gets a lot of damage to him when fighting the evil mushrooms of doom.
The above mentioned calculation of adding or removing mana according to attacks when 1 or 2 out of multiple attacks technically didn't have a target is still either good or bad for the user which is why I think no one mentioned it before.
A long story short. Calculations for the last attack make all attacks count and calculate mana accordingly both good and bad, but should be made so only the attack that actually lands is counted as an attack without a target in the real world is not executed either after all if two men were to attack a wild bear and the first man kills the bear the second isn't going to attack the dead bear also because it's already dead. As such the pets that didn't get to make an attack if the enemy dies before their turn shouldn't gain or lose mana like they do now.
Also none mana using defensive move is a lovely addition for when we know 1 attack will suffice.
Krinadon
Level 75
Shadow of the Moon
Site Administrator
Joined: 12/17/2012
Threads: 1,242
Posts: 15,406
Posted: 5/28/2013 at 8:06 AM
Post #2
I'll start off by saying that we are actually contemplating overhauling the entire ability/battle system when we update to the new exploration system. There are a lot of things that have been exposed by 6 months of being live and we aren't too satisfied with how some are turning out.
With the severity of some issues (like using % for mitigation), there's very little wiggle room and the best solution is to just completely start from scratch.
Additionally, when I code in the new exploration system, I'm actually going to begin with entirely new files and functions - thus allowing me to improve some current issues (like the one you posted) and some others, such as decreasing server resources and decreasing load times for the entire site.
For the issue at hand, it actually was intended that way. Basically, think of it as your pets all attacking the same target simultaneously b/c you commanded them to. Since the first pet defeated the enemy, the other 2 did 0 damage and thus it went unreported - but they used their attacks anyway (+ or - mana). It's meant to work that way so you plan your pet's attacks and avoid overkilling.
For now, if an enemy is low on health and the last alive, just use attacks with your other 2 pets so they gain mana rather than blocking or using finishers.
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