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Running away from multiple attackers

Inferno

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May 10, 2010
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I've recently started testing out honorbuddy, and tried a mix of hb1 and the hb2 questing beta with mage/warlock/shaman and I've noticed that none of the cc's seem to just run away if it can't possibly win the fight.

eg. in mulgore in the venture co area or palemane area it frequently pulls more than 1 accidentally, or another mob will pass nearby and agro while it is already in combat, some CC's such as CnG's mage cc have the code to frostnova/blizzard if there are more than 2 attackers, which is fine if you can be sure you're going to kill them, but otherwise a human player will usually try and run away if they are about to die. I haven't seen this in any of the cc's I've used (DarkBen's demo warlock, CnG's mage, xvampx's shamWOW).

Given that it happens reasonably often at lower levels particularly at levels where most classes have no AoE capabilities yet, would it be possible to code support for running away from mobs in, I'm still poking around the code for custom CC's and trying to learn as much as I can about it but it seems like something that could be used in every CC once it was created.

Is it just not needed at later levels and you can afford the performance hit in the earlier levels? or is it just difficult to code in?

Any thoughts?
 
The coding isn't the hard part, its designing the logic. You would have to have some method of deciding if a fight is unwinnable AND escapable. Getting away isn't the hard part, its deciding whether or not you can get away and if you should. A lock at level 10 may not be able to take 3 mobs if they are = level, it may be able to take 3 if they are -3 levels, and a lock at 80 may be able to take 5 even level, and 10 -3 level, and 3 +3 level, etc.
 
Hmm. I suppose whether you can win the fight would be dependent on working out if

YourCurrentHp-(40xlevel)/MobDps > TotalAttackerHP/YourDps

the 40xlevel bit would give you a relatively safe buffer, or perhaps changed to a percentage of your health.

Not sure if its readily available but it shouldn't be too hard to discover the formula that WoW uses to modify the aggro radius of mobs relative to your level so that the bot could plot a safe path through other potential mobs.

EDIT:
http://www.wowwiki.com/Aggro_radius#Formula

Suggests that the formula for calculating aggro radius would roughly be

(PlayerLevel-MobLevel)+20
 
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