Feign Death Reliability Fix - Pet Fix - Feign Memory Overhaul
Feign Reliability Fix
Feign was failing outside our control. client_process.cpp In Client::Process Change Code:
#ifdef REVERSE_AGGRO Code:
#ifdef REVERSE_AGGRO Change Code:
inline bool GetFeigned() { return(GetAppearance() != eaDead ? false : feigned); } Code:
// EverHood 6/16/06 Now that pets don't die when we feign, this stops us from inheriting any hate the pet does while we are fiegned. i.e. If someone trains my pet with 20 mobs and I feign, when my pet dies the mobs should return home. Pre-Fix when my pet died the mobs would begin attacking me even though I am feigned. attack.cpp In Mob::AddToHateList Change Code:
if (owner) { // Other has a pet, add him and it Code:
if (owner) { // Other is a pet, add him and it The current feign memory only allows an NPC to remember a single attacker and the attacker was being remembered 100% of the time. When the NPCs feign memory was being processed, the dice were thrown and the attacker got a chance to be forgotten and if he lost the roll enough times the attacker was eventually removed from feign memory. This was a problem since Necro A could aggro then feign then Necro B could aggro and feign overwriting Necro A in the feign memory allowing Necro A to get up when he shouldn't be able to yet. This did not follow live feign memory functionality in any way. I've replaced the single slot feign memory with a feign memory list to hold multiple attackers. I've changed the code so that when you feign, if the NPC is level 35+, the dice are thrown and there is a 3 in 5 chance you will be added to the NPCs feign memory list. When the NPC processes its feign memory, any attacker on it that has stood up will be added back to that NPCs hate list. If the NPC reaches it's guard point (spawn point) it will clear all attackers from it's feign memory. If the NPC is on a grid and reaches waypoint 1 it will clear all attackers from it's feign memory. npc.h Change Code:
void SetFeignMemory(const char* num) {feign_memory = num;} Code:
// EverHood 6/14/06 Code:
const char* feign_memory; Code:
// EverHood 6/14/06 In NPC::Process Change Code:
//Feign Death Memory Code:
// EverHood - 6/14/06 Code:
// EverHood 6/14/06 - Feign Death memory Change Code:
void EntityList::ClearFeignAggro(Mob* targ) Code:
void EntityList::ClearFeignAggro(Mob* targ) In NPC::AI_DoMovement Change Code:
{ // are we there yet? then stop Code:
{ // are we there yet? then stop Code:
mlog(AI__WAYPOINTS, "Reached guard point (%.3f,%.3f,%.3f)", guard_x, guard_y, guard_z); Code:
mlog(AI__WAYPOINTS, "Reached guard point (%.3f,%.3f,%.3f)", guard_x, guard_y, guard_z); I saw no code to handle this. When a client is feigned for 2 minutes, clear client off all feign memory lists in zone and let client know it is clear to stand up. Client.h Change Code:
Timer fishing_timer; Code:
Timer fishing_timer; In Client::Client Change Code:
fishing_timer(8000), Code:
fishing_timer(8000), In Client::Process Change Code:
OnDisconnect(true); Code:
OnDisconnect(true); Change Code:
void ClearFeignAggro(Mob* targ); Code:
void ClearFeignAggro(Mob* targ); Add Code:
// EverHood 6/17/06 |
Continued...
At the moment there are a couple issues left...
I can't be sure, but I didn't see any code to handle feign death actually failing. I saw nothing to generate the "player has fallen to the ground" message to a client which is what you see on live when a feign has failed. As it stands it appears feign will succeed 100% of the time. Feign failure chance should be based on skill for monks and for necro/sk it should be based on which feign death spell they cast, the higher level the feign spell, the lower the chance of failure. When a mob is snared and I feign, he is able to walk. On live when a mob is snared with any necro snare Dooming Darkness or higher, an NPC cannot walk. The NPC can run at the reduced speed but the reduction in walkspeed from the snare should put the NPCs walkspeed at 0 or less leaving the NPC in essence rooted. I don't know if this is because walkspeeds in the database are too high or if the snare speed reduction is not high enough or if the speed reduction is not being applied to walkspeed etc. Perhaps FatherNitWit can point me in the right direction :) |
please make a unified diff of this so I can look at it for inclusion.
feign should be based on skill when it is not cast by a spell, see: Client::Handle_OP_FeignDeath as for snare, the spells apply a percent decrease in movement speed: http://lucy.allakhazam.com/spell.htm...52&source=Live and as such, will never result in a true 0 walk speed... Can you provide a 3rd party source to back up your claim of no walking when snared? |
The only way a necro's snare acts as a root is when the mob is super low on HP 10% or less. Otherwise it went to the redused percentage.
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What I am referring to is when a mob is snared during combat but then loses all hate and attempts to return home (or to its grid) at which point the mob is walking not running. Therefore walkspeed - snare reduction = stopped mob. This is very very easy to reproduce on live. Log on a necro that is high enough level to use at least Dooming Darkness (lower level snares don't mitigate speed enough). Cast Dooming on any mob and snare it. After it walks to you (mob is actually running but snare reduces runspeed to a walk) feign death. You will notice that the mob will stand there NOT moving an inch until Dooming wears off at which point it will walk NOT run home. This happens with any mob including those buffed with SoW and uber fast running mobs in OOW like Ukun. Also I would think just about any experienced player knows that groups have a designated snarer in groups to stop runners because a snared fleeing mob can't move. So again this is walkspeed being mitigated to 0. This is key to split pulling. You see two mobs standing next to each other. You snare one and they both come at you, one running, one walking. You feign and the unsnared mob walks back home while the snared mob can't move and stays put. Once the unsnared mob reaches home and forgets all about you, you stand up, the snared mob remembers you either via feign memory or a tick of dmg from the snare and resumes it's attack only now his buddy is back home and out of aggro range leaving you with a single pull. Any experienced Necro or SK who has done any split pulling can verify this. On a side note, how many hps a mob has to get down to before it flees isn't a fixed percentage per say. My observation on live is that a mob will flee when the mobs hps reach a certain ratio to your own. I noticed this because while soloing with my necro, if I was buffed with conviction mobs would begin to flee with a higher amount of hps than they would if I were only self buffed. If I were still subscribed to live I would do a series of screenshots to demonstrate both these points but for now I'll rely on the experienced necros in these forums to back me up since it's doubtful anyone here knows of the legendary necro Bodob of Club Fu on Bristlebane haha. I started reading up on how to use TortoiseCVS to do a diff so hopefully I'll be able to post one shortly for Fathernitwit to review. |
Just hypothesizing here, but perhaps on live the amount snare mitigates runspeed is applied to walkspeed as follows:
Mob has a runspeed of 100 and walkspeed of 50 (just to make the math simple) Snare is 50%. This would reduce his runspeed to 50 and as it sits now would reduce his walkspeed to 25. My thinking is that because snare reduced runspeed by a value of 50, it also reduces walkspeed by a value of 50 therefore if the mob were to attemp to walk while snared his walkspeed would be 0. Just trying to figure out how a percentage reduction could cause the behavior observed on live. |
I use to fear kite and dot / FD kill on live for 6 years, mobs do walk back to there camp when snared and the necro is FD'd.
To test this so I didnt blindly state it from memory I logged on and tried it, here is how it went. Code:
Cast darkness, |
tested on veeshan with a 70 necro in FG by the way.
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with my sk, pull with snare.. FD let other mobs path back, the one that is snared is locked in place.. once others are back at spawn point stand and snared mob follows you.
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My account on Live is no longer active so I cannot possibly test any of this, but from memory as a necro...
When I would snare and then FD, mobs with a static spawn point would linger a moment (a predictable amount of time according to the specific mob involved) and then return. Occasionally there are specific mobs that want to "hold hands" for a little (or a lot) longer before they give up. A relevant instance of this, from memory, was hunting the guards in Felwithe, specifically the first split. Snare one (with Dooming Darkness). Both guards always came. FD in the entrance hall once they were nearly on top of you. They both linger a moment and then they both turn to leave, but one of them moves far faster then the other. (Note: Occasionally the snared mob would stay just a little longer than the unsnared mob before attempting to return to spawn.) This enabled one to be back at spawn before the other ever reaches halfway back. Stand. Kill the snared one who immediately comes back for you and you've got your mobs split. Having said all of that, I have also had instances where static spawn mobs still taking damage would refuse to go back at all. They wouldn't attack me, but they'd just stand there for quite some time after their buddies had all gone back home. They would usually return to spawn after my snare ran out. I believe (and have absolutely no facts to back this hypothesis up) that this phenomenon is related to the fact that our snares are also DOTs and that they stick around because of the damage and not because of the snare itself. Or maybe a combination of the two? But this was a rare occurrence on static spawned mobs. Nearly all of them after a period of time give up and go back home. The same cannot be said for "roaming" mobs. Don't confuse this with "patrolling" mobs. Roaming mobs nearly always stayed right on top of me after a snare followed by a FD. This was useful for soloing in places like the Grey where most of the mobs around the perimeter of the zone roam around. I could snare one and it (usually a few) would come running. I could FD and whichever mob I had snared would stay put while after a few moments its friends would begin to roam around again. The bad thing is that the roaming mobs don't like to forget you as easily as patrolling or static spawned mobs, so I usually had to wait until my snare had worn off to stand back up and even then the mob's friends would sometimes come back to haunt me, seemingly from clear across the zone even! Patrolling mobs would sometimes stay with me, but most often not and they tended to be a little slower than the other types of mobs about returning to their patrol when snared. They behaved much like statically spawned mobs. From memory, there were also entire zones (or segments of a zone) that seemed to behave just a little different from what I would expect. Mobs that took significantly longer to forget about me or mobs that liked to cuddle longer than what I would expect. There are places where "mob mentality" rules and no matter what you do, you're coming home with multiples. It was all very complex and involved character level, pathing in that location, terrain (or line-of-sight), mob assist, and so on and so forth. There have been a million guides written up about the nuances of leveling whichever character in this or that particular place. Anyhow. This is all from memory and having not played in a couple years that memory could be a little rusty. It will nonetheless give those who still have live accounts something more substantial to test on, rather than testing on a few mobs in very specific (unique) locations and calling it the night. |
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It made for a nice revenge when a monk tried to FD train a skeleton on me. I positioned myself on top of the monk, rooted the skeleton, cast Ensnare on it, then backed up and proceeded to sit and begin camping out. While the countdown was in progress, I informed the monk that once I was camped out of the picture, the skelly would be on walk speed, and my Ensnare would effectively make the skelly stand still. I then informed Mr. Monk that the Ensnare was 14 minutes long, so he'd best get comfortable. Ain't I a stinker :D |
Unified Diff
Code:
--- C:\Code\EQEmu800\zone\attack.cpp Wed Jun 07 18:29:26 2006 |
Unified Diff (Cont)
Code:
--- C:\Code\EQEmu800\zone\npc.cpp Wed May 31 21:13:32 2006 |
Above are the diffs for the Feign Death changes. I just resubscribed to live to do testing on the issue of "can snared mobs walk". I will be testing several mobs in several zones and will post my results. Should we start a seperate thread for this debate since it's not covered by the proposed fixes listed in this one? (The FD fixes in this thread do not effect movement speed in any way)
I used WinMerge for the first time to generate the unified diff so if I did something wrong , let me know. |
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