Weak Hero Class Phần 2

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Chris Richard

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Aug 3, 2024, 4:59:59 PM8/3/24
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You can configure Phan's analysis via various command-line options and via the config file .phan/config.php which Phan will look for from the directory in which it's run or in the directory passed in via the --directory CLI option.

Take a look at Phan's own very strict configuration for analyzing itself at .phan/config.php to see how configs work and to see what can be tuned. You can also take a look at the default configuration to see what an analysis without configuration looks like.

When you first begin analyzing your code base, you may want to consider starting with the following configuration (saved to .phan/config.php) that only looks at the most critical issues and allows for a reasonable degree of sloppiness.

In a project set up to use the composer autoloader (including for its own subdirectories), this may also be done via vendor/bin/phan --init --init-level=5, where 5 is an weak analysis, and 1 would be a very strong analysis. (This probably won't work if autoloading starts at the root of the project instead of a subdirectory.)

PHP will handle that code without failing, so perhaps it's not the most important thing to focus on initially. Once you've taken care of the most critical issues in your code base, you can start incrementally strengthening Phan by updating the configuration values to get to the point where the above code would cause the following issues to be emitted.

If you are still using versions of php older than 5.6,PHP53CompatibilityPlugin may be worth looking into if you are not runningsyntax checks for php 5.3 through another method such asInvokePHPNativeSyntaxCheckPlugin or phan --native-syntax-check php53(see .phan/plugins/README.md).

As you ramp-up your analysis, you'll often be confronted with an overwhelming number of possibly legit issues that by some miracle aren't destroying your product that you just don't have time to fix individually.

This is going to feel gross, but if you want to get to a place where you can prevent new issues from being introduced in new code, you're going to want to add @suppress annotations to existing issues. The world isn't fair, nothing is perfect and you have much more important things to work on.

Once you get a clean run for a new issue type and can enable the analysis, you'll want to let folks know that adding new @suppress annotations is uncool, and that true heroes remove existing @suppress annotations.

The easiest way to speed up Phan is to use the --processes command-line option to choose how many CPUs the analysis phase runs on. A good number of processes to use is one or two less than the available number of cores on your machine, so long as you have a good amount of available memory.

To this end I thought I would shine a light into the dark corners of card combinations, investigator choices, player number, and the myriad of decisions that can assault you when it comes to deck building. This article will assume that you understand how the game works but not that you have any experience with building decks for a game like this. Where I can I have made the examples in this piece use cards from the core set

On top of that you can also find introduction decks straight from Fantasy Flight Games which can be constructed from one core and the deluxe for whatever campaign you are playing. This is a great way to get started and although those decks may not be the best, they will get you going with a minimum of effort.

Before we get specifically into the different classes and different approaches to deck building, I think it is worth looking at some fundamentals of a card game of this type that might not be immediately obvious.

On the flip side of that coin too many weapons will clog up my deck, leaving me without room to put in cards that might help me with healing, moving and getting clues, some of which I will want to do. Getting a balance between consistency and clogging is a real trick in good deck building.

This is fundamental in a lot of card games so it is worth taking a look at here. If I have more cards I have more options, more possibilities for actions and in the case of Arkham, more icons to commit to tests. Cards that get me cards more efficiently than the basic Action: draw a card, can be great. This means the skill cards that come in the core are good as they not only boost an action they give me a card to replace the one I just played without having to take an action to do so.

Imagine a tug of war competition. On one end are the mechanics of the scenario, pulling and tugging you towards failure. At the other end are the players and their decks trying to win. Advantage is how much you are winning the tug of war.

Advantage is created in Arkham by another concept, Board State. This will be different for each investigator and scenario but is basically what it says on the tin: how much of your investigators tools do you have in play to allow them to do what they are good at. For the scenario it is how many monsters, treacheries, and the stage the agenda and act are at.

As the investigators build their board state and can handle more of what the scenario throws at them, they gain advantage. As the scenario advances and things spiral out of control it gains advantage. Handling changes in advantage is key to becoming a good Arkham player.

Almost at the good stuff, but I wanted to handle this first. The question of what cards you can use to build you deck comes up a lot, usually in relation to using cards from later campaigns in earlier ones. The short answer is, use what you want. There is absolutely nothing stopping you using Investigator cards from The Dream Eaters in the Dunwich Legacy campaign.

That said, most card games that fall under the model of release that AH:TCG does are subject to power creep. This is when cards that are released later in the games life are a bit more powerful than those released earlier. Arkham is no stranger to this phenomenon so you might find that if you use cards from later expansions in earlier campaigns that the scenarios in that campaign are a little easier than originally intended.

If you really want the campaign experience as it was originally intended, as the expansions came out, you can just play with the card pool up to the point you are playing. It is also worth noting that the campaigns are intended so that they can be played with just the core set and that campaign, though some of the investigators will definitely suffer from a restricted card pool.

Even before we get to your choice of class we should consider what role you are going to play in your party. There are 3 main roles in the AH:LCG and each investigator will occupy one or more of them depending on their abilities and the deck you build for them.

These investigators are going to take the fight to the enemy, doling out damage and taking hits whilst the rest of the group gets on with solving the case. As they level up they can put out tremendous amounts of damage, even getting to the point where they can take on an Ancient One. Most Guardian investigators have Combat as a focus, but you can find this role across all the classes where there is a high Combat stat.

The majority of scenarios revolve around clue gathering, so someone in the party needs to take this role on. The really powerful clue gatherers tend to be a bit weak when it comes to taking on monsters, so they often need protection from the enemies the encounter deck is going to throw at you. This role needs a good Intellect, or a high Willpower to dabble in the Mystic arts of clue seeking. All the Seeker investigators excel at clue gathering, but you also see this role in the Mystic class.

The support role tends to be a secondary one for most characters, allowing the investigator to heal mental and physical damage. The support class can also be one that allows other investigators to do their jobs easier, either by setting up hits, making clue finding easier or lending help in tests.

The main fighters of Arkham, Guardians tend to have high Combat and access to lots of weapons and gear that helps them survive fights. They are not without access to investigative cards and can be an excellent backup clue gatherer. As the Guardian class has evolved over the campaigns we have seen the introduction of more cards that allow them to act as tanks, taking hits for other people. This is a subset of the fighter class we looked at above and can be a very useful role to fill in the right party. Their cards tend to be a bit on the expensive side so resources are a concern for them.

If you want to do crazy card combos, fly by the seat of your pants, and make things up as you go along then Survivor is probably the class for you. They are a very diverse class and can really fill the fighter and clue gatherer roles pretty well depending on who you plump for. They are less good as a support class. Their strengths really rely on card manipulation and sometimes complicated timing, so maybe not one to try out straight away if you are a new player. Survivor cards tend to be very cheap, with their true potential brought out by combining them with other cards.

THE clue gathering class, Seekers tend to have high lore, decent will and are fairly weak when it comes to fighting. For reasons best known to FFG pretty much every card the community considers overpowered ends up in seeker (yellow cards were also powerful in Netrunner, so maybe someone just likes the colour). Their cards are extremely efficient at sucking up clues in a variety of ways, and they frequently dive into the occasional spellbook with their cross class choices.

If Guardians are the physical brute force of the classes, then Mystics are the arcane wielding, forbidden knowledge seeking equivalents. Capable of all sorts of spells from clue gathering to monster blasting, they can be a very diverse class capable of filling in the gaps much like Survivors. Their cards tend to be a little dangerous, with negative effects if any of the symbol tokens are pulled from the chaos bag, and fairly expensive.

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