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  #1  
Old 10-27-2007, 06:47 PM
gernblan
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Join Date: Aug 2006
Posts: 394
Default Non-combat mob regen

Does anyone knwo how to make it actually work? No matter what I set mob regen to in npc_types, mobs just dont' want to regen when in non-combat (like if a group wipes OR a monk FDs).

Because I cannot seem to get mobs to regenerate fairly quickly when in non-combat, monks, for example, can literally defeat ANYTHING on the server. All they have to do is hit the mob until they are low on health, mend or whatever, and when they need to, just FD, regen back up while the mob DOES NOT... then fight again, rinse and repeat until the mob is dead.

Our most powerful bosses can easily be soloed by monks this way.

HOW can I stop this? Does anyone have any idea?

Thank you.

I didn't post this in bugs because I'm not sure it IS one.. maybe I am just not understanding something.

Any advice is appreciated.

OH, I'd also love to know how to reduce the AC soft cap for a class... is there a way to do it? I mean, if it's in the code (which I am sure it is) could someone please tell me where so that I can tweak it and recompile?
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  #2  
Old 10-29-2007, 11:46 AM
John Adams
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Comment out the FD code. That'll fix those squirrely monks!

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  #3  
Old 10-30-2007, 06:45 PM
KLS
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Ima look into this, I've gotten reports about this from PEQ as well.

I believe if there's a softcap it would be in the calcAC methods, tho the client calcs AC on it's own (hp, atk, endurance and mana too!) so if you change the ac calculations they wont match up to client, not that it really matters.
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  #4  
Old 10-31-2007, 02:46 AM
TheLieka
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Join Date: Oct 2004
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I've been meaning to look into this on my server also. My issue wasn't with monks, as much as normal raid mobs being taken out of persistent groups.

If a group can do 30-40% damage to a mob, then wipe, they can just do that 3-4 times to get the loot. It's extremely annoying when trying to tweak encounters. Once I figured out what they were doing, it made more sense.

So yeah, I'm also very interested in seeing the out-of-combat regen for mobs adjusted. On EQLive, mobs would heal back to full after less than 30 seconds-ish of no aggro, right?

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  #5  
Old 10-31-2007, 05:02 AM
John Adams
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If I remember correctly, long ago (around Luclin time?) mobs didn't regen so fast... since I was in one of those "wipes so often" guilds, and our nemesis were always standing by to engage our mobs after we dropped. I remember vividly the NPC camping our corpses for at least a few minutes before wandering back to it's spawn point, and slowly regenerating it's health.

But lately, you are correct. Combat ends, mob sits there for 30 or so seconds, then runs back to it's spawn point fully healed. At least I think so. I haven't died in EQ1 recently.
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  #6  
Old 11-01-2007, 05:53 AM
Magoth78
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Join Date: Jun 2003
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When I coded the bots's raid, I've tested them on an online server with some friends. I've noticed that defeating any target was doable because of theses non-combat regens. What you had to do is to spawn your bots, create your raid, attack your target while you were hidding around. Then, once all your bots were dead, you spawned them again, created your raid and attacked your target. At the end, you won..

To change that, and to give a real challenge, I've added a WoW like regen. If the mob isn't engaged, it is fully healed. It's easily doable by updating the Mob::AI_Process() function in the "I'm not engaged" part.

Now, as it's giving a real challenge, it's not like Live. I even don't know how it works on Live theses days. When I played, though, I remember that the regens weren't so fast.
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