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Handle high level mob on tthe way #637

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lionaneesh opened this issue Dec 14, 2024 · 2 comments
Open

Handle high level mob on tthe way #637

lionaneesh opened this issue Dec 14, 2024 · 2 comments
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feature request This is a request for a new feature, or an expansion of an existing feature.

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@lionaneesh
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Is your feature request related to a problem? Please describe.
Sometimes while the bot is following a farming path there could be elites/high level target spawning randomly. Make sure when we target it we turn back and not get in the way of the elite or else very high probability of dying.

Describe the solution you'd like
I would like the bot to turn back or avoid going in the path of the elite at all costs.

Describe alternatives you've considered
N/A

Additional context
N/A

@lionaneesh lionaneesh added the feature request This is a request for a new feature, or an expansion of an existing feature. label Dec 14, 2024
@Xian55
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Xian55 commented Dec 14, 2024

Gooday

I'm not sure how to tackle this issue, simply just not enough information what could be exposed from the blizzard API calls.

  • You cannot calculate npc movement direction.
  • For range there could be only approximation made with 5 yard error.
  • Aggro range is based on many variables like player current level and the target level.
  • I guess you could extract the rare/elite mob walking path and could made educated guesses, but it seems like an awful lot of work to do.

Regarding to that issue there's already a recommendation among the Tips.

You should only move to farm location what your character power allows this will ensure higher success rate.

Also worth only killing green level difficulty - 3 level lower - mobs to ensure success rate.

@Xian55
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Xian55 commented Dec 21, 2024

I think with

The situation can be mitigated, however its only possible when the player actually targets the elite. Currently there's no support to let the backend know in the CombatLog.DamageTaken list by what kind of NPC(NpcID) is hitting the player.

The CombatLog uses 24 bit encoding to fit in 32bit GUIDs. There are already ways to have collisions. Later on this can be further expand upon. Not a limitation just worth to mention.

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