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🐛[BUG][Combat] Extremely inconsistent Aspidochelone behavior #1833

Open cairthenn opened 6 months ago

cairthenn commented 6 months ago

What does this bug affect?

Aspidochelone currently seems to have two modes:

The pacing for the fight is very different depending on how it is behaving, and there doesn't seem to be a clear trigger to push it from one mode to the other.

It seems likely to me that "mode 1" is the correct Aspidochelone behavior, and then something happens to cause it be stuck in "mode 2", which is actually just a bugged state.

Steps to Reproduce

Expected behavior If Aspidochelone script is intended to mirror the old script/KS99 script, it should probably behave as per "mode 1" for the entire fight.

cairthenn commented 6 months ago

So, after the discussion, I'd imagine the script is mostly working as intended. The point of contention (and confusion), I suppose, is when damage counts towards each threshold.

It seems there is no grace period on enter/leave, so a burst in its shell that does almost double the necessary damage will leave it prime to enter its shell again after a few melee swings.

Similarly, a turtle that has freshly exited its shell can take ~4k from a SC/MB and then immediately exit after its entered.

If this is the intended behavior, it is likely not "bugged" and simply requires groups to be extremely precise about how many people are bursting when.

cairthenn commented 6 months ago

My outstanding concern here is, despite the script probably working as intended to be written, is the fight acting in the way that is intended?

Currently, the strength of BLM tends toward two scenarios:

Basically, a successful kill with the current design of the fight should never see a group planning for the mob to enter its shell, but simply doing enough damage to ignore it.

One potential "fix" would involve a slight grace period after entering or exiting, where damage is not immediately counted toward the new threshold.

If the fight is acting as intended, and people are expected to monitor overflow damage on the shell in/out and only do extremely controlled amounts of damage, then this can likely be closed.