Bots barely take any Damage

Issue #98 closed
Maxxgold created an issue

Ok. What I'm seeing is that the bots are not taking damage correctly. I just fought Baron Devonshire and I started with 4 bots. Then I removed one leaving 3. They were barely getting hurt so I removed one more leaving 2. I could just sit there and watch the fight. So I removed one more leaving 1 bot. Same thing the bot barely took any damage and we were able to beat the boss. I tried removing the last bot and boom I got killed pretty fast. The bots are not taking the correct amount of damage.

Comments (16)

  1. Maxxgold reporter

    Bot Mana Regeneration is not correct. I watched a priest bot yesterday continually give itself mana while it was fighting 2 elite's it never died and just kept running around and magically regenerating mana.

  2. trickerer repo owner

    Warning! Wall of maths.

    Yeah, actually, many abilities have reduced cooldown for bots (by 5-70% if I remember correctly) especially if used on non-players (pets, other bots).
    Another case is when spell cooldown reduces on higher levels.
    If you check the code you can find that:
    Intimidating Shout - 45 sec cooldown,
    Innervate - 1 minute cooldown on players and 20 sec on bots.
    Hammer of Justice - 64.5 sec on level 1, 25 sec on level 80 (talents/passives make it 30 sec), "65 - (0.5 * lvl)"

    Yes you can ask me "why the hell is that?" but I don't remember when I did it already. There are many of such spellwork manipulations in the code and IF it becomes an issue that it WILL be fixed.

    Maybe it is because of my server rates?

    Rate.Creature.Normal.Damage = 1.7
    Rate.Creature.Elite.Elite.Damage = 1.25
    Rate.Creature.Elite.RARE.Damage = 2.1
    Rate.Creature.Elite.RAREELITE.Damage = 2.1
    Rate.Creature.Elite.WORLDBOSS.Damage = 1.0

    Rate.Creature.Normal.SpellDamage = 1.0
    Rate.Creature.Elite.Elite.SpellDamage = 1.0
    Rate.Creature.Elite.RARE.SpellDamage = 1.5
    Rate.Creature.Elite.RAREELITE.SpellDamage = 2.0
    Rate.Creature.Elite.WORLDBOSS.SpellDamage = 1.0

    Rate.Creature.Normal.HP = 1.75
    Rate.Creature.Elite.Elite.HP = 1
    Rate.Creature.Elite.RARE.HP = 5
    Rate.Creature.Elite.RAREELITE.HP = 5
    Rate.Creature.Elite.WORLDBOSS.HP = 1

    Since 2010 or so

    Here is an explanation about mana. Mana gain consists of:
    1) base creature mana regen (out of combat)
    2) mp5 (mana per 5 sec)
    3) food/drink
    4) potions
    5) direct mana resoration triggered spells such as Replenishment, Judgement of the Wise (paladin) and others

    Base regen is shit and comes from spirit + minimal base amount (0-2% of base mana).
    Food/drink is only OOC (5% of total mana every 2 sec).
    Triggered spells restore fixed amounts as pct from base mana and not really useful.
    Now to the problem.
    First: Mp5 comes from You (your FULL mana regeneration), bot's equips (2 x mp5 and 1 x sprit) and level bonuses (200-400 mp5 at 80 level). Average bot can get 600+ mp5 at 80 level without problem (for top geared players it can be 1.5k+ mp5 without equips). Second: Bots have no incombat potions restriction so they can use mana potions by cooldown (which is defined in bot_ai.h as 'POTION_CD = 60000'). At any level mana potion restores incredible 25-50% of maximum mana (ex. any stat of 4000+ gives druid bot like 30k+ max mana).

  3. Maxxgold reporter

    It's an issue for me. Can we put the cool-downs at the correct times ? I'm not sure why we would want the bots to be able to use their abilities faster than they are allowed to ? Is there a way to limit the combat potion use of the bots. These are game breaking on my server because the boss fights are just not very much fun and there is no risk of death. I love the bots but it's just to unfair right now to let anyone use more than one.

  4. trickerer repo owner

    The main reason for reducing cooldowns is that bots use their abilities not only on players. At least that was the original idea. There is a way to allow only one potion per combat, I couldn't imagine some potions can cause a disaster (because bots are only for low-populated servers I must remind you).

    P.S. I guess in new version people will never be able to get more than 2-3 bots at once.
    P.P.S. I don't like how you mix issues one with another, and vice versa (!)

  5. Maxxgold reporter

    Sorry about that. I was just trying to figure out whats going on.

    1. Bots don't take Damage Correctly
    2. Mana Regenerations is in-correct
    3. Cooldowns are in correct
  6. Maxxgold reporter

    Are you going to fix these problems ? From reading all your posts I get the feeling that you are not able to fix the addon. Would that be correct ?

  7. trickerer repo owner

    I am too lazy about addon, don't feel like working on bots right now either (not the main thing in my life afterall). If you want this to be fixed right now you better do it yourself (you will also learn something about C++/bots code). I can give you any directions you may need, if you're interested.

  8. trickerer repo owner

    You mean current version of bots? I don't think so. I am finishing a new one. Alpha is almost ready. It will close absolute most of the issues existing currently.

    I am going to script W3 classes

  9. trickerer repo owner

    NPCBots v4.0.16a

    Make bots static in world (Closes #77, Closes #72, Closes #89, Closes #90, Closes #68, Closes #96, Closes #101, Closes #104). Drop 4.3.4 branch support (Closes #74, Closes #75, Closes #85, Closes #87) Add basic honor for bots (Closes #30). Bots' stats are no longer depend on players (Closes #83, Ref #97, Ref #98). Convert equips from ItemTemplate from Item and make bots use real items and benefit from all items properties except certain class ability improvements (increase damage, decrease cast time, etc.) (Closes #51). Add Auto-equip option, allows to quick-equip items with simple item comparison algorithm (item level) (Closes #63). Add 'Unequip all' option, allows to unequip all items (Closes #95). Make npcbots' stats fully player-like (Ref #97, Closes #98). Disable custom cooldowns (Closes #97, Closes #100). Modify bots' formation to never spread too much (Closes #99). Allow bots to attack neutral units (Closes #107). Allow npcbots to queue into Dungeon Finder with master (Closes #20). No manual yet

    → <<cset 82d2382ad8bd>>

  10. trickerer repo owner

    NPCBots v4.0.16a

    Make bots static in world (Closes #77, Closes #72, Closes #89, Closes #90, Closes #68, Closes #96, Closes #101, Closes #104). Drop 4.3.4 branch support (Closes #74, Closes #75, Closes #85, Closes #87) Add basic honor for bots (Closes #30). Bots' stats are no longer depend on players (Closes #83, Ref #97, Ref #98). Convert equips from ItemTemplate from Item and make bots use real items and benefit from all items properties except certain class ability improvements (increase damage, decrease cast time, etc.) (Closes #51). Add Auto-equip option, allows to quick-equip items with simple item comparison algorithm (item level) (Closes #63). Add 'Unequip all' option, allows to unequip all items (Closes #95). Make npcbots' stats fully player-like (Ref #97, Closes #98). Disable custom cooldowns (Closes #97, Closes #100). Modify bots' formation to never spread too much (Closes #99). Allow bots to attack neutral units (Closes #107). Allow npcbots to queue into Dungeon Finder with master (Closes #20). No manual yet

    → <<cset 82d2382ad8bd>>

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