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Yehonal avatar Yehonal commented on September 25, 2024 1

we discussed it here: azerothcore/mod-solocraft#5 (comment)

solocraft boost the player and it's for single player

the autobalance module instead modifies the stats of the creatures in a flexible way, so you can play solo or with X other players, it doesn't matter, the system will fix the difficulty dynamically

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BarbzYHOOL avatar BarbzYHOOL commented on September 25, 2024

and what happens when there are 2 players of different level ? xD

autobalance allows to have a "challenge" in lower level dungeons too it's cool imo

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BRNKR avatar BRNKR commented on September 25, 2024

thanks. i have to play around with the config. actually it was very easy to go through an instance. it should be still a challenge ;)

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BarbzYHOOL avatar BarbzYHOOL commented on September 25, 2024

i also tried lvl 10 going into wailing caverns and it was very easy

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Yehonal avatar Yehonal commented on September 25, 2024

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Yehonal avatar Yehonal commented on September 25, 2024

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BarbzYHOOL avatar BarbzYHOOL commented on September 25, 2024

Consider that when you go with 5 level 10 in wailing caverns, it's very easy too :) you can benchmark it, just try to kill the same creature with 5 ppl without autobalance and then again on solo with autobalance. You should see a small difference. Otherwise, I can check the formula again > Anyway, I don't suggest to change the inflection conf, but the minplayers instead

good point :P

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BarbzYHOOL avatar BarbzYHOOL commented on September 25, 2024

@Yehonal

Ok i made some serious tests in wailing cavern with default settings.
I took a green gear on my lvl 16 druid, and then i pull two elite lvl 18

They do 3-4 damage with each attack instead of 30 to my bear form.
An enemy druid who casts a spell does 8 damage instead of 70
They have 100 HP which means I can kill them in 4 attacks or something like that.

I really feel like something is off. Of course, I can change the playeroffset from 0 to 1 but then it's still super easy. I can change to 3 but then what happens for a group of 4 people?

I can also change these rates:

AutoBalance.rate.global = 2.0
AutoBalance.rate.health = 1.0
AutoBalance.rate.mana   = 1.0
AutoBalance.rate.armor  = 1.0
AutoBalance.rate.damage = 2.0

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Yehonal avatar Yehonal commented on September 25, 2024

Those rates shouldn't be touched because it implies that even with a full party the difficulty is doubled.

The playeroffset is the best way to do it if you want to increase the overall difficulty without touch the normal experience with a full party, because it's a simply offset, when the number of players is lower of the offset, the autobalance uses the same values as you are with that "offset". When the number of players is equal or higher, then the autobalance will just scale in relation of the number of the players.

Anyway, the game experience is different because you must consider many cases...it's not just a matter of a single battle but the capability of a single player to complete the entire instance without die and in the same time of a 5 player group (talking about a working dungeon without particular mechanics)

For example, when you're with 5 people you can manage more mobs, you can be healed easier and faster, you can recover while other people are fighting etc.

In solo you cannot do it

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BarbzYHOOL avatar BarbzYHOOL commented on September 25, 2024

the player offset I don't see any interest in it and i don't even understand your explanation about it (I tried to set it to 1 and of course it was like doing 2-man run in solo...)

so like everybody else (4 users told me so) I modified the inflection points and i'm kinda satisfied

but my tests also showed me that all low level dungeons bosses have wrong stats in creature_template (at least for damage) so that really doesn't help in testing

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