Hello.
I understand that the higher the talent usage value, the higher is the probability for it to be used, which does not mean it will be used. And I understand that the game does a multiplication between some internal values and the weight, so putting it to 0 disables it.
In facts, from what I have seen, only putting things to 0 seems to have the intended behavior from my point of view.
I suspect that a reason for the strange results I have in golem behavior (but I'm sure it could be any other summon... I just don't like the summoner at all and so don't play it) could be linked to the behavior.
So, what does the different behaviors (as a reminder, there are "Default", "Melee", "Ranged", "Tank" and "Standy") , and how do they affect the weights of talents?
To give an example of what just happened, I have set my golem on behavior «Default» (I hoped that this is the behavior that would be the more neutral with weights), reflective skin(1), biting gale(1), taunt(2), attack(3), block(4), arcane pull(5), knockback(6), crush(7), eye beam(9), rune shield(10), rune shield(11), healing light(12).
In an ambush on the map, the golem:
_ started to use crush (which actually ended on crushing me, and not the enemy... *sigh*), then knockback (so, no eye beam)
_ never used any shield or healing, and so died twice. I was lucky enough that there were not any anti-magic user, because I would probably have died because of that stupid behavior.
Shields, heal (and eye beam) were not on cooldown: after reviving it, I took control to check, just in case.
So, I guess the «Default» is, in fact, «Melee»?
Just in case, I am trying to configure the golem so that it's 1st priority is to stay alive while still being ok with melee fights, so I want it to use shields when they are available and to heal itself in fight and not only eventually before (actually, it seems to only heal self before starting a fight, if he is wounded, or when he can't affect enemy, for example because I switch our positions in the hope it could heal and shield, because a dead golem means between 1/2 and 1/3 of the class talent points unusable depending on alchemist's level).
Now, I also have 2 more or less related suggestions:
_ add a way to give an immediate order to move. It is doable actually by: reducing leash distance to 1, and defining the anchor where you want, and when the golem is there, put back the distance and anchor to their previous values, but this is annoying. Would be useful also if it was possible to ask it to use a specific talent, but I understand this would make the golem a lot more powerful (it's dumbness is what makes alchemist less strong imho).
_ there are some talents which can't be used by AI. It would be nice if they could appear in a different list, explicitly marked that they can't be used. For example: Self-destruction, create alchemist gems, imbue item... having those on the window does only noise.
behavior and talents usage
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