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Combat: Utility overhaul
#226
Open
orkaboy
opened
9 months ago
orkaboy
commented
9 months ago
Need to up our game here a bit:
[ ] Implement healing
[ ] Zale/Garl/Resh'an/B'st skill
[ ] Items (single target, AoE, raise, MP heal)
[ ] Weighing damage vs healing utility
[ ] Make healing more important when we are close to death
[ ] Prioritize killing enemies close to death over healing (since this will reduce incoming damage or even end the fight)
[ ] Consider resource management as a factor when calculating utility
[ ] In certain fights, should conserve MP and live mana until needed for lock breaking/heals
[ ] In certain fights, should conserve MP until it can be used to properly damage the boss
[ ] Calculate semi-accurate damage numbers
[ ] Need stats on player characters
[ ] Need current equipment (id at least, or stats)
[ ] Account for if a given attack will kill an enemy
[ ] Identify dangerous/time-consuming attacks and give extra bonus to break locks on them (summoning attack, healing etc.)
[ ] Account for AoE attacks
[ ] Need secondary targets list from memory
[ ] Account for breaking locks on secondary targets
[ ] Allow for Moonerang to be used with multiple targets on the field
[ ] Account for damage done + kills on secondary targets
[ ] Account for overkill
[ ] When several attacks would kill an enemy, give bonus to the most resource-efficient one
[ ] When several attacks would kill an enemy, give bonus to the most time efficient one
[ ] Account for enemy vulnerabilities (should be weighed into damage number)
[ ] Account for special case vulnerabilities (Wyrd/Chromatic Apparition)
[ ] Need to read state from memory
Need to up our game here a bit: