🔨 Stop free/easy NM pops in Abyssea
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Describe the feature
Given these abyssea PRs: https://github.com/LandSandBoat/server/pull/2282 https://github.com/LandSandBoat/server/pull/2280 https://github.com/LandSandBoat/server/pull/2271
Should we add some sort of setting/safety to https://github.com/LandSandBoat/server/blob/base/scripts/globals/abyssea.lua#L667 to make sure that people aren't able to spawn punching bags for free loot?
I can only assume that we don't have every NM in abyssea correctly captured and implemented
This is likely correct I hadn't even thought about it for others as I forced all my Aby mobs to scale to 120+ even if the NMs are not scripted they do have basic assigned skill/spells sets for the most part.
However before the custom push I did see many of them coming in as level 1, probably could use the same treatment to force them to natural level range as a minimum.
As for free loot.. the trade NPC doesnt do anything for these seals, cruor doesnt drop, the Stone NPC doesnt work as the cutscenes are not functioning properly so atma and purchases are unavailable.
The only way this PR is of any use loot wise, is under custom circumstances until other adds/audits are complete. Abyssea needs a lot of attention still.
Do those force popped NM's just not have levels assigned or something that makes them "easy"?
Everything else I have dealt with so far has seemed level appropriate... Levels in 70's, 80's... Hedjejet felt every bit as durable as a 105-ish Escha or SoA area mob.
Visitant status is required... Will send you back behind the ward. Atma can be "applied"... Just some issues I've pointed out with Clay (like not getting refresh from one). Lights, TE, Cruor from chests works and scales with lights and all. Some Domain NPC's have been wired up for some functionality.
Yes, a lot of work needs to be done... but the bulk of what has been implemented is more less working as intendeed, with a few glitches here and there. Just keep in mind we are ilevel 117+.
EDIT: Out of curiosity, poked around about Khalkotaur. Lists in our SQL as 85-87, and wiki talk page has mention of it being soloed at 90... a decade ago.
INSERT INTO `mob_groups` VALUES (28,4268,217,'Vuzdei',0,128,0,0,0,85,87,0);
INSERT INTO `mob_groups` VALUES (29,2218,217,'Khalkotaur',0,128,1434,0,0,85,87,0);
INSERT INTO `mob_groups` VALUES (30,3278,217,'Quasimodo',0,128,2061,0,0,85,87,0);
https://ffxiclopedia.fandom.com/wiki/Talk:Khalkotaur
Do those force popped NM's just not have levels assigned or something that makes them "easy"?
Exactly why they pop up as paper shells and cant use any skills/spells, many are technically level 0.
Also:
INSERT INTO mob_groups VALUES (5,4054,15,'Turul',900,0,2502,60000,0,0,0,0);
But how common is that?
As I noted, Khalkotaur is in SQL as an 85-87 mob... and these content addons were initially released to be in line with level 80, 85, and 90 cap eras.
Would note Turul in general is not fully implemented. The timed respawn works and all, but you have to forcibly pull it by AoE on another mob while under him. Not sure if his mods are set either.
It sounds more like it may only be an issue of auditing the mobs for min/max level values? IIRC, the SQL is arranged by region already?
But how common is that?
As I noted, Khalkotaur is in SQL as an 85-87 mob... and these content addons were initially released to be in line with level 80, 85, and 90 cap eras.
Would note Turul in general is not fully implemented. The timed respawn works and all, but you have to forcibly pull it by AoE on another mob while under him. Not sure if his mods are set either.
It sounds more like it may only be an issue of auditing the mobs for min/max level values? IIRC, the SQL is arranged by region already?
I just tested Turul and he came down without AoE any other mobs, aggro to me without been GM status
Same I was playing with him the other night to fine-tune his mods, his aggro point is a little picky but works, ill likely just increase his aggro range for us. I agree though that's what I suggested in my first comment they all need a level range at bare minimum, will still be nothing to a i119 but thats how it is on retail.
here is every lv zero mob presently. feel free to fork the gist and tick them off. https://gist.github.com/TeoTwawki/cc03f06cb774643f5840f4108093df5d
for other mobs that just don't have their correct behavior, open issues for whats wrong with them. multiple mobs in same zone or in same activity (for example, limbus) is fine in same issue.
If it weren't for the whole if it is set wrong no one will fix it later problem, don't think we could get away with setting the aby mobs to randomize at the zones expected mob level cap ranges (90-95, 95-99, 99-105) as a quick fix kind of thing.
Did a little poking around, and the wiki's don't seem to be offering much... likely why they were zeroed out.
So in the short term, may have to disable the pops for the problematic mobs, perhaps append a comment to verify retail level data?
So in the short term, may have to disable the pops for the problematic mobs, perhaps append a comment to verify retail level data?
we can disable them sure - but we'll need to identify which ones that is before any can come back, and what's wrong with them. hence the request for further issues.
I could have been clearer if I wasn't multitasking my rear end off
If we dont have the level data 10 years later on any of the data mining sites or the "PRO" player sites which almost exclusively cover weakness and strategy I doubt we will ever know exactly that "NM #3 is 96 to 100" to punch in.
If you know the zone monster ranges and the typical increase for NMs that may be "tier 1 2 3" from other events a guesstimate may be the best we get. Ultimately I dont believe that content irrelevant to our current level will be life or death if the level is off by 1 or 3. Nor will our blades notice a difference between 93 and 98 unless some server crops up and specifically wants to cap for Abyssea down the line when its complete.
You will need to set level ranges to test these NMs before deciding they are useless though. At level 0 they dont have access to spells or skills and will all look unfinished - the behavior changes at level range.
I think zones was like
Vision of Abyssea 75- 82 and can get up to lvl 90 - La Theine, Konschtat and Tahrongi
Scars of Abyssea 78 - 90 and can get up to lvl 98 - Vunkerl, Misareaux and Attowah
Heroes of Abyssea 90 -99 and could get up to lvl 100+ - Altepa, Uleguerand and Grauberg
From what I remember mobs would increase level depends on how fast killed if I recall, I am not sure of NM lvl only way know that is captures from Retail
Until a form of scaling is implemented, I believe the best bet is to just aim at the highest level in range until such a feature can be implemented.
No one will ever complain if something is easy, so aim high and then adjust later.
Until a form of scaling is implemented, I believe the best bet is to just aim at the highest level in range until such a feature can be implemented.
No one will ever complain if something is easy, so aim high and then adjust later.
Honestly I agree with that. We could have some form of feedback and base on best judgement at the time
Do the NMs "level up" the way the normal spawns do in abyssea, or do they just have random min-max ranges like NMs outside abyssea? I believed it was the later and we can figure out their levels from the exp gains if fought on a job that gains exp from them.
When we don't know the range, or if they do level up than like clay says go with higher level we know they can be. I do have a path to getting us functionality to override mobs level if we need to tho. I needed to do that for something custom at my own server so I can tell you it is very doable.
I wish I would have captured data while farming Audumbla. From an anecdotal standpoint, it didn't feel like he scaled, but that was also at i119. One good think to check would be to see if he is still considered in the same family as Buffalos for bonuses, and start from there.
I think only normal mobs lvl up with how fast they are killed. Far as I know NMs did not lvl up, but you have some NMs that needed Primeval Brew to kill cause of moves they did "Rani, Raja" for examples least when I played
Only have to worry about La-Theine and Kon the two already merged and live now. Should be easy enough to update the NM levels.
My PRs for the other 7 zones didn't work out.