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Braizo

New Member
Joined
Dec 18, 2015
Messages
13
Hey guys,

posted this in routines as well not sure where the right place is.

been getting a lot of deaths to ground AoE....namely the bot just standing in it until it detonates. I think its mobs with the volatile affix for fire/ice where after you kill them glowing balls of fire/ice appear and after a timer they detonate.

bot seems really happy just hanging out in the AoE until he gets one shotted on the explosion instead of getting the hell out of there. Its pretty much only thing my bot dies to right now.

Have I just not flipped a setting or something or will the bot simply never avoid this type of mechanic?
 
You basically need a CR that implements logic to avoid them (none exist that I know of yet).

The idea is, if you're ranged, you can move backwards towards the starting point in the area, AreaStateCache.Current.CurrentAnchorPoint until you're out of range of the effect (a little tricky to determine, exact ground size isn't easy) and then you have logic to make sure you wait for the effect to go away before moving forward again. You will run into problems in areas with walls or narrow passageways and not having LoS, so you do have to wait before trying to attack again or you'll just run back into it.

If you're melee, things are a little more tricky because on one hand, you don't want to sit and fight mobs in it, but on the other hand if you fall backwards, you might run into troubles with ranged mobs attacking you. Such an implementation is about as quick and easy as it gets. If you wanted to try and move around those things without falling back to a predetermined point, you have a lot more to do in terms of calcs and trying to avoid moving into a different room/area that is more dangerous. As mentioned with the range issue, you have to be careful not to lockup your CR so it doesn't get enough attacks in and takes too much damage trying to avoid the floor hazards.

Lastly, you need to be mindful of the area you're in. If you're in an area where those hazards are part of an area mod, then you'd not want to execute the avoidance logic since you'd never be able to progress. These things fall under advanced CR design and that's outside the scope of our basic face-tanking routine we provide. Kiting is another thing that is pretty similar to this issue. For the best results, you need a tailored CR and logic that works under one set of guidelines.
 
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