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Monte Carlo versus "The Math"
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<blockquote data-quote="keterys" data-source="post: 5011176" data-attributes="member: 43019"><p>Suggestions for AI/modeling things:</p><p>If out of temp hp, use an invigorating attack. It's 4+ temp even on a miss.</p><p>Any 'prone' power just make the enemy spend a move to stand up if it has one. So, good for AP CA, or against dazed enemies.</p><p>At 16th+ level, all pushes and prones add Con damage, which is why Tide of Iron gets swapped in. Could technically keep Brash the entire time since it's the same damage, just with +2 attack to both fighter + enemy.</p><p></p><p>Some of this may get tossed for easiness, but:</p><p>1st: If have Knee Breaker, open fight with it. If don't and have AP, open with Distracting Spate and AP Crushing Surge. </p><p>For levels 1-15: Otherwise - If have temp, Encounters then Brash Strike, else Crushing Surge</p><p>2nd: Could use Boundless Endurance on 1st round of 2nd fight. It only heals when bloodied but that way it actually triggers the round you're bloodied. Or use it whenever you are bloodied at the end of a round and have a minor.</p><p>Meliorating = +1 AC on 3rd & 4th fight, +2 AC on 5th fight</p><p>3rd: do Crushing Blow after Distracting</p><p>4th: +1 Con&Str, Change to Craghammer </p><p>5th: Start a combat with Rain of Steel on... very likely to overdo that combat so all kinds of possible ways to do this one, but probably use 1st fight, save knee breaker for the 2nd fight.</p><p>Fencing = If have move action at end of turn, use it to shift for +1 AC & Ref, else if minor at end of turn, use 1/enc shift for +1 AC & Ref.</p><p>6th: First hit that does at least the damage blocked, or would drop the dwarf, use unbreakable.</p><p>7th: Griffon's Wrath before Distracting</p><p>8th: +1 Con&Str</p><p>9th: Use Jackal Strike whenever you bloody the enemy - _could_ make it not bother if you've got rain of steel, tons of hp + temp, but eh. Use Strikebacks on the first hit.</p><p>10th: In theory saving second wind until using this could be good... don't have to, though. If you did, would suggest triggering neither until bloodied, then triggering this first, then second wind the next round.</p><p>11th: +1 all stats, Frontline Surge is the _last_ encounter to use. Remember the post-combat free Con hp from Enduring Warrior. Suggest ignoring Ferocious Reaction's "reduce to 0 hp" bit, but +4 defenses is good stuff <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>12th: Ignore Inexorable Shift until 16th, then use 1st round of every combat for free Con damage.</p><p>13th: Anvil of Doom right after Griffon's -2 AC or Crumpling Slam's prone with AP</p><p>15th: Unyielding Avalanche first round of first combat, don't bother with AP or other dailies in that combat unless desperate. It should make him near invulnerable that combat.</p><p>16th: Iron Warrior if need to make a save or if bloodied. Can now spend a healing surge with AP, which may suggest holding onto APs until have something to heal. If that's a pain to code, maybe swap improved second wind to here.</p><p>17th: Crumpling Slam as 1st attack or combined with an AP against prone target (like anvil). May be some variance on whether Con damage for push stacks with Con damage for prone, whether this is 2x or 3x Con damage.</p><p></p><p>Prolly good enough for now <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="keterys, post: 5011176, member: 43019"] Suggestions for AI/modeling things: If out of temp hp, use an invigorating attack. It's 4+ temp even on a miss. Any 'prone' power just make the enemy spend a move to stand up if it has one. So, good for AP CA, or against dazed enemies. At 16th+ level, all pushes and prones add Con damage, which is why Tide of Iron gets swapped in. Could technically keep Brash the entire time since it's the same damage, just with +2 attack to both fighter + enemy. Some of this may get tossed for easiness, but: 1st: If have Knee Breaker, open fight with it. If don't and have AP, open with Distracting Spate and AP Crushing Surge. For levels 1-15: Otherwise - If have temp, Encounters then Brash Strike, else Crushing Surge 2nd: Could use Boundless Endurance on 1st round of 2nd fight. It only heals when bloodied but that way it actually triggers the round you're bloodied. Or use it whenever you are bloodied at the end of a round and have a minor. Meliorating = +1 AC on 3rd & 4th fight, +2 AC on 5th fight 3rd: do Crushing Blow after Distracting 4th: +1 Con&Str, Change to Craghammer 5th: Start a combat with Rain of Steel on... very likely to overdo that combat so all kinds of possible ways to do this one, but probably use 1st fight, save knee breaker for the 2nd fight. Fencing = If have move action at end of turn, use it to shift for +1 AC & Ref, else if minor at end of turn, use 1/enc shift for +1 AC & Ref. 6th: First hit that does at least the damage blocked, or would drop the dwarf, use unbreakable. 7th: Griffon's Wrath before Distracting 8th: +1 Con&Str 9th: Use Jackal Strike whenever you bloody the enemy - _could_ make it not bother if you've got rain of steel, tons of hp + temp, but eh. Use Strikebacks on the first hit. 10th: In theory saving second wind until using this could be good... don't have to, though. If you did, would suggest triggering neither until bloodied, then triggering this first, then second wind the next round. 11th: +1 all stats, Frontline Surge is the _last_ encounter to use. Remember the post-combat free Con hp from Enduring Warrior. Suggest ignoring Ferocious Reaction's "reduce to 0 hp" bit, but +4 defenses is good stuff :) 12th: Ignore Inexorable Shift until 16th, then use 1st round of every combat for free Con damage. 13th: Anvil of Doom right after Griffon's -2 AC or Crumpling Slam's prone with AP 15th: Unyielding Avalanche first round of first combat, don't bother with AP or other dailies in that combat unless desperate. It should make him near invulnerable that combat. 16th: Iron Warrior if need to make a save or if bloodied. Can now spend a healing surge with AP, which may suggest holding onto APs until have something to heal. If that's a pain to code, maybe swap improved second wind to here. 17th: Crumpling Slam as 1st attack or combined with an AP against prone target (like anvil). May be some variance on whether Con damage for push stacks with Con damage for prone, whether this is 2x or 3x Con damage. Prolly good enough for now :) [/QUOTE]
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