Saturday, September 3, 2011

Take One for the Team

Results of trial run: TPK.

Details: Lost while fighting two Red Dragons for the Crystal Gauntlets.


We did come into the fight with one party member dead and one nearly dead, which put us at a serious disadvantage. I don't think that was what killed us, but I went back and put a couple more Recovery commands in our command queue for looting the Lunar Subterrain.

The problem here was that we managed to get 3 party members dead with 1 Red Dragon left, and spent all of our time bringing them back to life to get lasered down again. Occasionally we'd pull back up a bit, but it just wasn't quite enough.

The borg has a single battle strategy for this whole section of the game, and so far it's worked pretty well. Up until now, Rosa's part of the strategy has followed something similar to what we've done for most of the game:
  • If someone's dead, bring them back with Life or a Phoenix Down.
  • If someone's near dead, heal just them.
  • If someone's just kind of hurt, heal everybody.
For most of the end game boss fights, I wrote a custom strategy to manage them instead of using the default settings.

This strategy doesn't work for end-game stuff, and here's why: the real threats to the survival of the party are attacks that hit everybody, not big hits on single party members. We can handle one party member dying at a time pretty well. We get in trouble when a big group of them go down at once because they were near dead to begin with and the party got hit with an AOE.

Solution: Changed the strategy for this section. Now, if Rosa's going to do any healing, it's Cure 3 on all allies if a live party member is below 70% HP, or use a Phoenix Down otherwise. No more Cure 3 on individuals.

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