Corp authenticity improvements
What has been done in this MR?
- Fix #1925
- Slightly adjusted attack max hits. Source: https://runescape.wiki/w/Corporeal_Beast?oldid=876068.
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changed the "drain stats" attack style from MAGIC to RANGED. Source: https://runescape.wiki/w/Corporeal_Beast?oldid=876068.-> the wiki was wrong about this. See the bottom of https://runescape.wiki/w/Corporeal_Beast?action=history&limit=500&offset=20120807015716%7C6054576 explaining this - Made protect from magic block the big dart attack by 40% rather than none. Same source as above.
- Made corp resummon the dark core when it dies, instead of having it respawn via the respawn timer. Fixes a bug found with kira where the core spawns in the wrong place and immediately starts leeching life.
I also looked into our current dark core spawn mechanics. YT evidence suggests that they may not be completely authentic - points 1 and 2 below corroborate our implementation, but point 3 contradicts it. In any case, however, I cannot satisfactorily offer an alternative implementation to our current spawn mechanics (which, by the way, have qualitative support from the above wiki reference), so I'm just not touching it in this MR. Still, for any future contributors, here are the sources I found:
- https://www.youtube.com/watch?v=QpVH_A7m2-g, https://www.youtube.com/watch?v=mspeCr0SVgo - spawns at about 2/3rds dead (1 player), does not respawn
- https://www.youtube.com/watch?v=cM6a_kwWCec - many players, spawns early
- HOWEVER: https://www.youtube.com/watch?v=mzNGnd7rrRQ, https://www.youtube.com/watch?v=kOd6q5Q5ZKI - 1 player, but the dark core spawns almost immediately! This suggest that we're currently not completely authentic, but it's not enough info to change our spawn algorithm off of, especially because the above cases ARE very much in agreement with the way we do it.
- OSRS suggests: "1/8 chance, rolled: when it attacks if its HP is under 1k; when it has received a large hit [claimed to be >= 32 elsewhere]". THIS INFORMATION MUST BE IGNORED: it contradicts the RS3 wiki that the spawn mechanics are dependent on player count. This makes sense considering that OSRS corp was written FROM SCRATCH. I'm leaving this out here since it offers some insight in how Jagex might generally approach implementing stuff like this, but it should be ignored for the specific corp mechanics. The corp in this source is not our corp.
What should testers check?
- #1925 is fixed.
- Max hits are correct. Protect from magic reduces the dart max hit to 39 and the AoE attack to 25.
- Dark core does not respawn like a normal monster, but is instead resummoned by corp.
- Check that the fight feels fair. The main difference as opposed to current live should be that his max hit has been significantly reduced, because it will now correctly be partially blocked by mage pray. Confirm that this is the case. Especially if you feel the dark core is now extraneously more active than it is on live, let me know - I might need to hide him behind something like OSRS's 1/8-every-attack roll after all. My own experience with live corp is a bit lacking to make balance judgments of this kind.
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I have tested these changes thoroughly. -
I used the relevant Zaros tool for any JSON edits where possible, and have attached screenshots of any changes.
Edited by Player Name