The script logic that determines which MotM buff to use for these NPCs looks sound. I spot checked a few of the bosses and they had MotM II as expected. if (g.geometry_id() == zone_fieldofbone|| g.geometry_id() == zone_warslikswood || g.geometry_id() == zone_droga || g.geometry_id() == zone_cabwest || g.geometry_id() == zone_swampofnohope || g.geometry_id() == zone_firiona || g.geometry_id() == zone_lakeofillomen || g.geometry_id() == zone_dreadlands || g.geometry_id() == zone_burningwood || g.geometry_id() == zone_kaesora || g.geometry_id() == zone_sebilis || g.geometry_id() == zone_citymist || g.geometry_id() == zone_skyfire || g.geometry_id() == zone_frontiermtns || g.geometry_id() == zone_overthere || g.geometry_id() == zone_emeraldjungle || g.geometry_id() == zone_trakanon || g.geometry_id() == zone_timorous || g.geometry_id() == zone_kurn || g.geometry_id() == zone_karnor || g.geometry_id() == zone_chardok || g.geometry_id() == zone_dalnir || g.geometry_id() == zone_charasis || g.geometry_id() == zone_cabeast || g.geometry_id() == zone_nurga || g.geometry_id() == zone_veeshan || g.geometry_id() == zone_veksar) { // Kunark era NPCs if (spell.target_type(47488) > 0) { MITIGATION_BUFF = 47488; }
Why not ... if (isKunarkEra(g)) { ... and then take that eye-sore of a conditional and put it into a one-line helper function that you can re-use elsewhere? It makes it self documenting. Oh wait .... it ... 47488? No constant defined? You guys have my deepest sympathies for maintaining this stuff.
Heh, each zone should have an expansion property and correctly categorized, so you'd just say "if(zone.expac == kunark)". But yeah that code is amateur hour. Pretty sure we've heard from ex-employees what a nightmare EQ code is.
Usually I scoff at people who try to show they know something by posting stuff like this. You, however, obviously do know something and your code review is spot on.
Thanks. I have only raided like 3 times since they added this and just recently returned to the game. Didn't realize it was actually a buff which appears on the raid mob.
MotM will usually be the first buff icon on the boss, looks like a STR buff icon. MotoW will look like the fear icon in your pet's window. There is a third thing we forgot to mention which is the newer debuff "Presence of the Mighty" (PotM) : it's an aura raidbosses radiate and which will lower resists. You'll see its icon on you and on your pet.
Yeah, if the zone's ZONE_SKU (the expansion it's associated with) were exposed to the scripting system, we could clean the logic up on the MotM scripts quite a bit using the method you suggested. We'll look into this. There would still be special cases for revamps or bosses that were added to zones later. Thanks for the sympathy and understanding! Definitely. The data does exist, but there is no function in our scripting language to retrieve it. This is a snippet of the scripting language used by design. It is not code. It cannot do everything, and what it can do it can't always do cleanly.
The amount of dev work involved.......the amount of nerfing involved.........the amount of making bosses more difficult........would have all been a lot easier solved by just limiting the number of people allowed in an instance at a time. These buffs on mobs just makes things take longer due to needing zergs vs good play.
Since you are clearly looking at improving this anyways,.. can you please do us mages a favor and rethink the double nerfing? I understand Mage bot armys need to be stopped. On Phini tho,... how many people are running xx PCs? And even IF some do, why the extreme messure that screws over legit MAINCLASS players way more then a boxer? A boxer will just change his boxes, a mage player won't change his beloved class that easily. Right now Pets on raids are not only useless, but also LOWER a mages dps. Using an epic pet? It does agro almost on par with some warriors. And all that agro is transfered to the mage. So nuking twice at 50%? Instant agro. And that is with a pet hitting for 3-9 damage per swing. A freaking epic pet. Most of the time it is actually a DPS upgrade to don't summon that pet at all. But it should be a big junk of our damage. Seriously, pls reconsider this bit fat nerf or at least disable it on Phini / change it to with main mages less. It is enough that mage nukes don't even hit the higher raid targets at all (ST anyone? Tunare?). At least let us use our class defining skill on raids.
We now have a script function that returns the zone_sku associated with a zone, allowing us to clean up the script significantly by replacing the conditional spam with a single check. if (g.get_zone_expansion() == expansion_kunark)
I'm very sympathetic to your resource constraints and the issues of maintaining a very old code base, but there have been several serious Luclin issues pointed out in another thread in a very helpful manner. I think we would all appreciate if these could get put on the list to be worked when resources allow: https://forums.daybreakgames.com/eq/index.php?threads/luclin-issues-round-2.234506/
If anyone is interested, Motm4 on the luclin mobs don't result in horribly long fights. A raid of 50ish was turning in 10-11min fights on most VT named for example.
Motm will continue to exist on any outdoor raid content on TLP servers for one simple reason - it prevents those mobs from spawning in a /pick. Not sure where you got "not supposed" from, but they tone it down every expansion. On Quarm, outdoor raid mobs in OoW had Motm fyi. Also, having done all of PoP on that server, there's alot of super trivial gods.
Prathun, I have a quick question for you about the Motm. I was wondering how it was going to effect pet classes such as beastlords in Luclin. Is the pet agro still going to transfer fully to the owner? Or is that going to be getting toned down also. It really makes it hard to play the class if all your pet damage is just going to get you killed.