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Dynamis - Xarcabard Animated horn not meleeable #5813

Open ehose opened 7 months ago

ehose commented 7 months ago

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Fighting the Animated Horn in Dynamis - Xarcabard with melee resaults in not being able to see/hit message once it is on the ground, we have tried to fight it during two different runs and received the same message. Ranged attacks do land on the Animated Horn though. client version: 30181205_0 Picture of message: image

Era video of it being meleed: https://www.youtube.com/watch?v=-TPejraQizk&ab_channel=scp187

Mozzy4Ever commented 7 months ago

For the record: It is meleeable. Best to let it come completely off the wall and path a little bit to a flatter area. Does have a tendency to get in a bugged spot like other mobs.

eartsar commented 7 months ago

This is the second attempt wherein this has happened. It also exhibits questionable pathing behavior on the ledge.

It seems that downing this requires funky strategies or finicky pathing work-arounds to deal with, both of which eat into the encounter time, which has an outsized impact on animated weapon encounters specifically. In the case of this animated weapon, perhaps we're unlucky, but it certainly feels suspect. My guess is that the spawn location on the ledge, and the uneven elevation of the landing, leaves this mob even more prone to these issues.

Ultimately, after an unlucky song cast on the ledge, and funky pathing to come down, there remained something around 12 seconds left of encounter time. That's not a lot of time to finagle!

Our next attempt will do something unconventional, as in-era strategies to deal with mob are hit-or-miss here. Short of a systematic change on whatever is causing z-axis movement to be so funky on Eden, it might be worth considering adjusting the warp window, spawn location, or having some recourse process to abate the frustration on the animated weapons specifically.

Mozzy4Ever commented 7 months ago

We've done it twice now by treating it like the other animated weapon fights. THF w/ Flee RA's it and runs away. Everyone waits for it to come down from the ledge and out of it's little alcove, then engages.

eartsar commented 7 months ago

Yup. Same strategy. This era tried-and-true strategy is extremely simple and obvious. I don't think this bug ticket is indicating the encounter as impossible to clear, of course.

Our group simply got unlucky twice. The root cause is probably more tricky to address, and is rooted in well known quirks on this private server with regards to elevation and line of sight, and all that stuff. But taking a few seconds to reposition a monster, one that's a caster and prone to wasting time in those compromised positions, for a fight that lasts less than 30 seconds, is perhaps a little too prone to bad luck, and the bad luck is perhaps more impactful here than it would be in any other type of encounter.

DeuceFFXI commented 7 months ago

This is ultimately a navmesh issue that affects mobs in various zones I believe. The navmesh and/or pathing logic needs to be worked on as a whole to fix this sort of issue. I'm sure others have noticed mobs on uneven terrain cause players to have this same issue of "out of range" when they're right next to the mob.