Auto-use + anti-magic interruption

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Galileus
Posts: 3
Joined: Sat Jan 26, 2013 11:02 pm

Auto-use + anti-magic interruption

#1 Post by Galileus »

... = loop.

I have no idea if this problem is known, so just in case:

I had shield rune on automatic use when enemies are next to my character, and at some point anti-magic forces started disrupting it... meaning, when I walked up next to an enemy, every turn it would try to automatically use it and fail. Good thing rod of recall worked and I had two regen infusions looped, because that was my last life on a whooping lvl 40 (big improvement from my previous best of 16 or so :P).

Seems reasonably easy to fix. And can save lives of countless adventurers!

CaptainTrips
Wyrmic
Posts: 227
Joined: Thu Mar 10, 2011 9:10 pm

Re: Auto-use + anti-magic interruption

#2 Post by CaptainTrips »

I'm not sure I understand you fully here - if it's as I think it is, this isn't a bug. Unless I'm missing something, I'm not sure why you wouldn't just turn off the automatic use?

Galileus
Posts: 3
Joined: Sat Jan 26, 2013 11:02 pm

Re: Auto-use + anti-magic interruption

#3 Post by Galileus »

I did turn off automatic use. This is not the problem here - problem is loosing control over your character over dozens of turns when one of your auto-used equips gets interrupted. Meaning death for some characters I'm sure.

This is not as much a "bug" as specific scenario that wasn't failproof'd. Definitely not how the game should behave.

CaptainTrips
Wyrmic
Posts: 227
Joined: Thu Mar 10, 2011 9:10 pm

Re: Auto-use + anti-magic interruption

#4 Post by CaptainTrips »

Ah, so you're saying it would keep attempting to use the rune each turn until it finally went through. I get it now. I thought it was only trying to activate once upon moving next to an enemy.

Yeah, that sounds problematic. Wouldn't necessarily say it's a bug, but it is unfortunate. Perhaps automatic use should be automatically cancelled if the spell fails due to one's own anti-magic skills or eq.

I tend not to use any skills automatically besides sustains, and then only when there are no enemies around. Don't trust them to make the right decision.

Galileus
Posts: 3
Joined: Sat Jan 26, 2013 11:02 pm

Re: Auto-use + anti-magic interruption

#5 Post by Galileus »

I usually make the right decision when it's overdue, so in more cases than not properly set up auto-use saves my skin. When I'm down to 20% I have all set up for quick heal and survivability, in opposition to pre-auto-use just setting it up ;)

I'm almost totally new to the game so I don't even know exactly how anti-magic interruption works, but there should be numerous ways to account for it. For example, keep in memory that certain auto-use thingy "burned" the turn and if it does so on it's two next auto-uses (unless something was changed in auto-use itself) pop-up a message. Or keep a turn-counter when automatic use is active and playing and let player decide how many of them can pass before a breaker jumps in. Best case scenario - detect that interrupable equip is set to auto-use and automatically turn off (totally) auto use for that piece when it's interruption chance gets too high, while giving you a msg of "too unreliable to risk auto-use".

I THINK I've lost a life due to that earlier, when all of a sudden everything got a lot of things going on, but at the time I thought I just got hit by some nasty debuff.

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