
Originally Posted by
Roja323
I am well aware of what they claim tactical processor does, however, it has yet to parse a significant change in anything other than overload.
You say things like "increase functionality" and "it is unlikely for a massive AI overhaul". Well which is it? I dont see them adding tons of stuff like you said which is why i suggested just 4 simple options that would be hugely helpful.
Fixing things with attachments requires new code to say what the AI should do with a certain attachment is equiped, which really isn't any different than new code that says Buff order > pro -> shell -> haste II when no attachments are equiped. I just would rather not waste attachment slots to control the ai of my pet, when i dont think there is a single situation that you would want your pet stoneskin'ing itself before it haste IIs you.
The thing about 1), is we know we are getting high end attachments, we know that they will specifically targeted for ilevel content, and we can pretty much guarantee they will be ACC related. The issue is, like you said, if we go full + pet gear and food, we get to maybe 75% acc on VE...but whats the masters acc at that point? Is it even worth bringing a pup if their pet cant come close to acc cap?
The question is, with a pup in high end gear so he can hit the mob, whats the pets acc at? If I am at 1.3k + acc with buffs/food, my pet is probably at 50% acc. Ideal would be for when a master is in full acc/dd gear their pet is at 75% acc, and when we go full pet gear the pet is at 90%+ acc.
I know what they said about pets and buffs, but I just dont think they realize that if a player needs 2x songs, food, and full acc gear, then a 5/10/15/25 acc attachment isn't going to take them from 900 acc to the 1200 acc + they need for most events.