mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-13 00:58:33 +00:00
Implement Magtheridon strategy (#1721)
I'm marking this as a draft for now because I haven't done a detailed review of the code, but I'm posting it now in case anybody wants to give it a try. Here's what the strategy (should) do. ### **Channeler Phase** While you can probably AoE down all five Hellfire Channelers, that's more dicey with IP nerfs and it's no fun, so the strategy takes what would have still been considered an aggressive approach back in the day by (1) assigning the Main Tank to the first Channeler, (2) having Hunters misdirect two more Channelers to the MT, and (3) one Off Tank picking up each of the fourth and fifth Channelers and dragging them out of Shadow Volley Range from the main group. Sometimes the pull gets a little wonky and one of the OTs might end up with one of the Channelers that was intended for the MT, but it should work out in the end. DPS will move through Channelers from Square -> Star -> Circle -> Diamond -> Triangle. Once Square, Star, and Circle are down, the MT will go sit by Magtheridon and wait for him to become active instead of helping with the last two Channelers. I could have made the MT help with the fourth Channeler too, but it's not needed, and positioning to pick up Magtheridon after the third Channeler is a failsafe for low DPS groups that aren't able to get four down before Magtheridon breaks free. The top priority for Warlocks is to banish/fear the Burning Abyssals, and they will continue to do so even after Magtheridon becomes active (you are not supposed to kill the Abyssals; they have a gazillion HP and automatically despawn after a minute). Their next priority is to put Curse of Tongues on the Channelers. ### **Magtheridon Positioning** The MT will pick up Magtheridon and pull him (moving backwards because Magtheridon kind of hits like a bus) to a position up against the far wall. Ranged DPS will spread out from a point roughly in the center of the room, and Healers will spread out from a point that is a little closer to Magtheridon. I have not built in aoe avoidance (except for cube clickers, see below) because the general avoid aoe strategy seems to work fine for this fight. ### **Clicking Manticron Cubes** Now, the fun part. Bots will be assigned to clicking cubes by standard group selection order (reverse join order), but assignment is done via two passes. The first pass will look to select five ranged DPS bots that are _not_ Warlocks. This is because Warlocks may still be needed to keep Abyssals banished/feared and because Warlocks of all three specs put out by far the most damage of all ranged DPS at level 70 in pre-raid/T4 gear. If there are not five non-Warlock ranged DPS bots available, then the logic goes to the second pass, which can pick any bot that is not a Tank. Cube clicking works on a timer: 1. 48 seconds after Magtheridon breaks free, assigned cube clickers move near their cubes (but a few yards outside of interact distance). During this time, they should move around still to avoid Debris (by maintaining distance from the triggering NPC) and Conflagration (by maintaining distance from the triggering gameobject). Blast Nova is on a 54.35s to 55.4s timer, and I found 48s to always be ample time to get to the cubes, but YMMV so this is a good thing to test. Going to a cube too early not only takes away DPS but also risks more hazards appearing on/around the cube that will then cause problems when the cube needs to be clicked. 2. Blast Nova is a 2s cast, followed by a 10s channel (if not interrupted by the cubes). As soon as the cast begins, bots will move into interaction range and click the cube. Well, there is a randomized delay between 200ms (about the fastest possible human reaction time to visual stimuli) and 1500ms. It didn’t happen to me in a few runs, but it may be possible that the delay causes the raid to eat one tick of Blast Nova (I’m not sure if the first blast comes as soon as the channel starts). Again, another good thing to test, but also one tick is not going to kill anybody, and it’s arguably good to introduce some degree of imperfection. 3. Once Blast Nova stops channeling (i.e., all five cubes have been clicked and channeled simultaneously), bots will interrupt their cube clicking and go back to regularly scheduled activities. Again, I’ve introduced a randomized delay, this time between 200ms and 3000ms. Note that bots can easily be perfect at this—if I don’t do the randomized delay, they click and let go so fast that you can barely even see the beams appear. It’s so atrocious for immersion that I consider the lack of any randomization to be totally unacceptable for this strategy. 4. 48s after Blast Nova, bots will go back to their near-cube positions, rinse and repeat. If an assigned cube clicker dies, another bot should be immediately assigned. All bots in the raid track the same timer so the new bot should step into the prior bot’s shoes. Of course, if Blast Nova is about to go off and a clicker dies next to a cube, you’re probably wiping because I didn’t assign backups to stand in place. That’s too much of a dad guild-level strategy even for me. And that’s about it. Figuring out the cubes was a tremendous pain in the ass, but I’ve really enjoyed the learning process. --------- Co-authored-by: bash <31279994+hermensbas@users.noreply.github.com>
This commit is contained in:
@@ -1534,6 +1534,8 @@ void PlayerbotAI::ApplyInstanceStrategies(uint32 mapId, bool tellMaster)
|
||||
case 533:
|
||||
strategyName = "naxx"; // Naxxramas
|
||||
break;
|
||||
case 544:
|
||||
strategyName = "magtheridon"; // Magtheridon's Lair
|
||||
case 565:
|
||||
strategyName = "gruulslair"; // Gruul's Lair
|
||||
break;
|
||||
|
||||
Reference in New Issue
Block a user