AI Update!
- Balance
- Nerfed Adrenaline
- MP Cost: 75 - L --> 150 - L*3
- AP Gain: 25 + L*( St/12 ) --> 10 + L*( St/12 )
- MP Cost: 75 - L --> 150 - L*3
- Boosted Layers of Protection potency: L*1.5 --> L*5
- Increased Healing Prayer AP cost: 20 --> 45
- Nerfed Sanctuary
- AP Cost: 25 --> 65
- MP Cost: 30 + L*5 --> 40 + L*6
- Effect Range: 3 --> 2
- AP Cost: 25 --> 65
- Nerfed Infect Mind
- AP Cost: 10 --> 30
- MP Cost: 20 + L*2 --> 20 + L*5
- AP Cost: 10 --> 30
- Adusted summoning spells' MP Cost scaling: L*50 --> 100+L*40
- Nerfed Adrenaline
- AI
- Units should no longer perform actions before the results of the previous action are calculated (e.g. shooting arrows at dead enemies).
- Units should no longer do Roundhouse when there aren't enemies in range.
- Changed the way "best melee target" is calculated. Units should no longer break away from nearby enemies to go after a distant enemy with low HP. Also fixes the wasting-a-turn-running-back-and-forth bug.
- Units should no longer pass turns with full AP
- Units should now stack Armor Break appropriately
- Units should now use Mortal Strike on slowed targets
- CC abilities should no longer be duplicated
- Units should now use Stance Dancing appropriately (defensive for tanks, offensive for DPS)
- Ranged DPS should now use a variety of equipped abilities (including Fumigate and Lightning)
- Improved the targeting for DoT abilities
- Units should no longer perform actions before the results of the previous action are calculated (e.g. shooting arrows at dead enemies).
- ... aaaand ... drastically improved Caverns CPU performance