Closed gapple closed 9 years ago
The problem with bosses is that the number steadily rise as more players switch to the lane
Perhaps if you checked the dps in each lane combined (minus what the abilities contribute), then assume something like ~75-80% of that will be coming to the boss lane?
The boss's health meter was stalling frequently, so I don't know if network or server load were affecting it, or maybe it's just that the DPS really isn't high enough to kill bosses quickly without items, but I was getting extremely large numbers even when the boss levels were completed within a minute, and after plenty of time for people to switch lanes.
From some recent logs of boss levels:
g_Minigame.m_CurrentScene.m_rgLaneData[ g_Minigame.m_CurrentScene.m_rgPlayerData.current_lane ].friendly_dps / g_Minigame.m_CurrentScene.GetEnemy(g_Minigame.m_CurrentScene.m_rgPlayerData.current_lane, g_Minigame.m_CurrentScene.m_rgPlayerData.target).m_flDisplayedHP
Run 1 | Run 2 (1:23) | Run 3 (0:33) |
---|---|---|
2.80 | 1.29 | 214939 |
6.33 | 176514 | 198838 |
5.49 | 176513 | 208256 |
10.30 | 199698 | 298684 |
0.83 | 150598 | 99427 |
433744 | 203636 | |
0.37 |
If the boss is below 30% health, attempt to trigger Treasure in addition to Metal Detector.
Since treasure has a short cooldown (5s), it may trigger it multiple times on the same boss.
I also attempted to estimate the time till the boss will be defeated, to do a better triggering condition for bosses that may take longer than the 20 second effect time, but just calculating
health / dps
was usually not very correct.