I use AFK mode sometimes for my archer and have detected some nonoptimal behaviour how AI use skills.
Bloodthirsty Strike — AI launches it as soon as have enough rage for that skill, without checking is it necessary to heal now or not. It's possible even to begin a battle with such useless waste.
I suggest adding a small check for it: use that skill only if healing effect will be congruent with amount of lost health. For example, if my archer has PATK=4000 and **-skill Lvl.1 (50% conversion to health), so AI must don't use it while archer will not lose 2k health at least. Of course, it's raw count without PDEF, but it's still better then waste 30 rage when have a full health.
Lunatic Fire — AI again launches it as soon as have enough rage for that skill, without checking how many targets are there. It seems stupid when launch a high-cost AOE-skill for single target.
I suggest adding a small check on number of targets for it: use that skill only if there are 3 enemies or more, because for 1-2 targets archer has a lot of other skills.
Bloodthirsty Strike — AI launches it as soon as have enough rage for that skill, without checking is it necessary to heal now or not. It's possible even to begin a battle with such useless waste.

I suggest adding a small check for it: use that skill only if healing effect will be congruent with amount of lost health. For example, if my archer has PATK=4000 and **-skill Lvl.1 (50% conversion to health), so AI must don't use it while archer will not lose 2k health at least. Of course, it's raw count without PDEF, but it's still better then waste 30 rage when have a full health.
Lunatic Fire — AI again launches it as soon as have enough rage for that skill, without checking how many targets are there. It seems stupid when launch a high-cost AOE-skill for single target.

I suggest adding a small check on number of targets for it: use that skill only if there are 3 enemies or more, because for 1-2 targets archer has a lot of other skills.
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