ArcEmu: 5-player Heroic Mode Confusion - ArcEmu

Jump to content

Toggle shoutbox Lastest Announcements

dfighter  : (07 December 2014 - 12:06 PM) Arcemu is in hibernation mode, please read
dfighter  : (01 January 2013 - 05:56 PM) Arcemu wishes you all a happy new year!
Hasbro  : (12 September 2012 - 10:01 AM) Please excuse our outage from the web! Our web host had a major malfunction!
dfighter  : (01 September 2012 - 04:05 PM) Since the spam bots just don't want to stop, I've enabled admin verification when registering.
dfighter  : (23 January 2012 - 09:56 PM) Please note that from now on you will need to confirm your email on the wiki in order to edit it!
Hasbro  : (31 December 2011 - 12:50 PM) Happy New Years all!
Navid  : (26 December 2011 - 04:09 AM) Merry Christmas !!!!!! Happy holidays all :)
WAmadeus  : (24 December 2011 - 03:54 PM) Merry Christmas to all!
dfighter  : (24 December 2011 - 11:05 AM) The Arcemu team wishes y'all a Merry Christmukkah!
Hasbro  : (05 October 2011 - 12:53 PM) Looking for web designers for upcoming web related project. If you're interested in designing user interfaces contact me
dfighter  : (02 September 2011 - 03:47 PM) So who here wants vehicles in Arcemu? :P
Hasbro  : (14 August 2011 - 03:25 PM) Join us on irc, grab an irc client and connect to join channel #arcemu /server /join #arcemu
jackpoz  : (03 August 2011 - 05:33 AM) to all Lua Engine (old one) users: please check
Hasbro  : (20 May 2011 - 05:27 PM) Looking for people experienced with CMake configuration and setup! Contact me asap
Hasbro  : (15 May 2011 - 05:03 PM) ArcEmu is recruiting C++ programmers, contact Hasbro if interested.
paroxysm  : (03 May 2011 - 06:26 PM) Updated luabridge gossip example to describe the whole gossip creation process rather than just how to create menu. Gossip tutorial
paroxysm  : (23 April 2011 - 11:35 AM) Lua writers can refer to the Luabridge Tutorials section in the Wiki to learn how to write gossip code correctly.
Hasbro  : (20 April 2011 - 05:22 PM) Thank you for your continuous contribution of bug reports, we are working on them.
Hasbro  : (17 April 2011 - 03:20 AM) Please consider donating to support our bills. Donations can be sent using PayPal to - Thank you for your support.
paroxysm  : (10 April 2011 - 12:43 AM) Refer to the Luabridge Tutorials section in the Wiki to learn the new syntax of luabridge.
Resize Shouts Area

Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic

5-player Heroic Mode Confusion

#1 User is offline   Tiramisu 

  • Member
  • Pip
  • Group: Members
  • Posts: 13
  • Joined: 19-June 08

Posted 25 November 2011 - 11:06 AM

Not sure where to post this but it's sort of research before creating a bug report (or not) at least. =)

Just created a fresh build of ArcEmu (2011-11-25) using WhyDB rev 157 and did some heroic dungeon tests.

I just tested Hellfire Ramparts and The Nexus in heroic mode and noticed that all mobs and bosses have the same level as in normal mode. In ramparts the level should be 70+ for mobs and bosses and 80+ in The Nexus, right? Loot seems to be OK though. Tested some of the bosses and they dropped loot as expected for heroic mode.

Not sure where the bug is here though. A quick assumption would be the DB, but then again that would require a design with different creature_protos depending on mode, which doesn't seem to be the case. In the burning crusade days of ArcEmu, heroic mode worked fine with level 70+ mobs in every heroic instance in Outlands, so that indicates that the server core handled this level difference, at least back then.

So before I create a bug report for this, please help me sort out some of my confusion here, regarding the heroic mode rules and if it's a core related issue or not.

#2 User is offline   salamanda 

  • Enthusiast
  • PipPipPip
  • Group: Members
  • Posts: 161
  • Joined: 10-July 08

Posted 11 January 2012 - 06:57 AM

As far as I am aware, ArcEmu does not support HeroicMode health/damage changes for creature_proto.

Loot drops is handled within the loot_creatures table, hence why it is all working fine.

Scripts can call a function to get the dungeon difficulty, and have different AI dependant on the returned result.

You can set the units health/damage etc manually through a script, but it would be a lot easier if ArcEmu implemented a way to manipulate it through the creature_proto or a predefined algorithm to increase it.

So yes, you can submit this as a 'bug' I guess.

#3 User is offline   sanctum32 

  • Occasional Poster
  • PipPip
  • Group: Members
  • Posts: 118
  • Joined: 28-November 10
  • Gender:Male

Posted 11 January 2012 - 01:33 PM

hm, to handle trashes npcs health, mana, damage is not so hard and via scripts, it would take maximum 100-300 lines of code (+ adding new table to load all data with loop).
Posted Image
Posted Image
Sorry for my bad english

Share this topic:

Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users