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The event "The Assault on Taekir" is beginning in 1 day, 5 hours.

Swing bug fixed

 
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Davairus
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Joined: 16 Jan 2004
Posts: 10344
Location: 0x0000

PostPosted: Tue Oct 05, 2010 2:09 am    Post subject: Swing bug fixed

For those of you that don't know, the "swing bug" is a problem for charmie classes, and also pets of late. What happened is that a mob will seem to randomly bug out and do a dozen or so attacks on the target.

Burzuk and Stryth have both advocated this as a "feature" and means for hampering a charmie classes ability to take down giant mobs. This feature seemingly keeps the character "honest" in that the large swarm of mobs will end up getting owned and getting the master owned with it.

However, I argue that these guys don't know what the hell they're talking about. First of all, out of all the mobs in AR where we should probably give a damn about the swing mob, they are split between a cabal guardian and giant eq mobs. In my opinion both cases are handled well by the large swarm of mobs causing quick redirects anyway. There is no need for the TOBLEROWN swing bug to "balance" a class.


So far, what I offered is probably just a matter of one person's opinion against another. In order to fully appreciate the really nasty nature of the "swing bug", one needs some inspection of what makes it arise. This is the part where you will say, after seeing explanation, Stryth didn't know what the hell he was talking about. That's no slight meant against him, he's a very good coder..with great knowledge about AR and generally a good sense of what's right for the game. But this instance is a mistake on his part.

What happens with this bug is that each time an NPC hits a charmie, the NPC will have a "chance" to redirect to the master and execute a free round. Normally, this would occur because the NPC was being tanked by a charmie for whatever reason, and then obviously you want it to redirect rather than have mobs get cheesed. However, what happens is with mobs that "swing", or area-attack with their melee strikes, they'll hit additional mobs that they AREN'T tanking. Then those mobs provoke them to multi-hit the master anyway (there's no tanking-player check), and, as if that wasn't screwed up enough, each additional charmie is another chance to multi-hit. And each multi-hit creates another "swing. So, with just a few charmies (I think its 6) then this becomes a 100% guaranteed event, and the mob will simply scroll attacks until fighting is ended by a (usually player) death. Obviously, broken.

So that's it for the swing bug. It is gone.
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Tepesh



Joined: 07 Jan 2010
Posts: 123

PostPosted: Tue Oct 05, 2010 2:45 am    Post subject:

....Wow...*bows down* you are GOD!!!!!
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Nakachi



Joined: 08 May 2006
Posts: 221

PostPosted: Tue Oct 05, 2010 4:34 am    Post subject:

new winter group: shaman, illu, necro, anything else need not apply
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Xerties



Joined: 24 Feb 2006
Posts: 484

PostPosted: Tue Oct 05, 2010 6:24 pm    Post subject:

So will swinging mobs still increase the number of attacks on the main tank with more people in combat?

For example, when fighting a swinging mob, it's common practice to just have your tank in the fight with a cleric standing by healing. Then the mob gets it's attack against the tank for the round. If you add another damage dealer to the fight, the swing mob would have two attacks against the main tank and one against the added damage dealer. Two extra damage dealers and mob gets 3 attacks against main tank and one against each damager, and so on.

Is this no longer the case?
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Arishel



Joined: 07 Nov 2006
Posts: 417
Location: Alpharetta, Ga.

PostPosted: Tue Oct 05, 2010 7:06 pm    Post subject:

*I'm dreaming....DON'T PINCH ME!*

Resatimm, after so long...you finally can see that cursed bug fixed! @Resatimm *HIGHFIVE*
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Resatimm
Takes the Cake


Joined: 23 Jan 2004
Posts: 980

PostPosted: Wed Oct 06, 2010 5:59 am    Post subject:

in shock
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Davairus
Implementor


Joined: 16 Jan 2004
Posts: 10344
Location: 0x0000

PostPosted: Wed Oct 06, 2010 8:23 am    Post subject:

Nakachi wrote:
new winter group: shaman, illu, necro, anything else need not apply


The way to do winter used to be get 7-8 people and overwhelm mobs with damage before the healer ran out of mana. Now its get 3-4 people and pray you can get the mob down a damage condition before the tank is almost dead (healer will still have mana) ..... good luck with that group. Winter hasn't been the same since Denadlyr came back out of retirement from WOW and went and buffed it to like raid boss status.
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