Quote:
Originally Posted by bad_captain
Wizard nuke code already does somethign similar. It compares the mob's resists, and determines which is lower, but must be a certain amount lower to coose one group of nukes over another. We would just have to determine at which point it's pointless to continue casting a magic or fire based spell. But we would also have to factor in lure type spells, just in case there are custom spells, or spells added later that use them.
I see preventing in the first place as better than tracking how many times a certain spell fails to land. Less to keep track of and more efficient.
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This raises another issue with AOE's....if you are checking your targets stats then you are only checking one target so what about the others? Your target could be more resistant to one specific resist type but the rest of the npc's could be getting hit by that spell. I bring this up because a common tactic for the Corinav event is to pull 20+ mobs into a small space then aoe nuke them to death.
If there is a way to do a resist check for all npc's in close proximity to your target then it would give a more realistic view of what spell needs to be used.