Enemy attack freq.

PhilMcKrotch

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So basically I want to make a boss fight that appears early on in the game. The fight is designed like the boss ships in AC: Black Flag. You can fight this boss at any time, but you wont be able to beat him until your whole party is fully leveled. My question is how do I slow down how often he attacks. I want the player to get in, say 7 attacks for each time the boss attacks. The boss is going to do insane damage each attack so I don't want him attacking that often. I got the boss and the battle sequence made, but he keeps attacking after everyone of my attacks. Any help is greatly appreciated. Thank you.
 

Trihan

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The default set of skills has a "wait" skill set up that you can have enemies use if you want them to do nothing on their turn. If you set the "always" option to that, then give the boss a "turn: 3 + 3*" attack setting with a higher priority than the wait. This will result in him only attacking on turn 3, 6, 9 etc.
 

PhilMcKrotch

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The default set of skills has a "wait" skill set up that you can have enemies use if you want them to do nothing on their turn. If you set the "always" option to that, then give the boss a "turn: 3 + 3*" attack setting with a higher priority than the wait. This will result in him only attacking on turn 3, 6, 9 etc.
Awesome, just tested it and it works. I will mess around with it more to get the timing down. Thanks a ton.
 

Trihan

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Glad to be of assistance!
 

Wavelength

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The other thing you could do (and it's similar to @Trihan's approach; it will just be a bit more work but also look a bit cleaner to your player) is to use Troop Events which activate, say, every 7 turns (Turn N + 7X) and either add or remove a State from the boss which disables them (makes it impossible to use any action). So add the state to the battler, 6 turns later remove it, the turn after that add it back, 6 turns later remove it, and so on. The prime advantage of this approach is that your boss won't use a "Wait" skill; they'll simply use an attack every 7 turns.
 

ScorchedGround

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@Wavelength The other great thing about your approach is that you can use conditional branches and depending on how far you are in the game you can make the said state last longer or shorter.

So that when you are strong enough (or even overleveled) to fight the boss, you can remove any previous handicaps the boss had.

But with that being said, I also believe that the "wait" approach works just fine aswell. You could even rename it so that it makes for sense for the player (I.e. "rest", "prepare", "concentrate")
 

gstv87

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or, you can change the damage formula of the attacks so it doesn't do as much damage.
the number of attacks will be the same, but softer.
 

Trihan

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or, you can change the damage formula of the attacks so it doesn't do as much damage.
the number of attacks will be the same, but softer.
The boss doing craptons of damage every few turns seems to be a specific part of the design, so that doesn't really solve the problem that was posed.

Wavelength's suggestion is a good one, and has more flexibility for the same reasons ScorchedGround pointed out. It'd be cool to have it vary how often/how hard the boss hits depending on how under/overlevelled the party is.
 

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