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Flexcraft Dungeon scaling doesn't account for number of players in group #915

Open Kasoo opened 2 years ago

Kasoo commented 2 years ago

It appears that Flexcraft's dungeon scaling (Leech Craft/Combat Rating.Craft/HealthCraft/UnitModcraft/Spell Craft) doesn't take any account of the number of players in the dungeon group.

I appear to get the exact same scaling values when entering a dungeon Solo vs 5 party.

Health Scaling ~2.5x Damage Scaling ~5.0x Spell Scaling ~6.0x

To Reproduce Steps to reproduce the behavior:

  1. Enter dungeon solo
  2. Note Flexcraft difficulty offset in chat
  3. Also note Health/Damage values
  4. Enter dungeon in party
  5. Note identical difficulty offset in chat
  6. Note identical Health/Damage values

Expected behavior I'd expect the the damage/health scaling to reduce based on the number of party members, reducing to 0 scaling when matching the dungeon's expected party size.

Screenshots If applicable, add screenshots to help explain your problem. WoWScrnShot_122321_201126 WoWScrnShot_122321_201133 WoWScrnShot_122321_201649 WoWScrnShot_122321_201643

Additional context I can't find the source code for Flexcraft anywhere on the internet, however I suspect it is based on SoloCraft, as that has the exact same problem.

In ApplyBuffs the numInGroup is passed in, and printed to the chat log, but never actually used in the calculation of difficulty.

Really just passing in numInGroup probably isn't enough too, you'd need to also know the expected number of players and divide whatever difficulty is defined in config by a ratio of numInGroup : maxGroup.