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Ibeatdungeon last won the day on October 26

Ibeatdungeon had the most liked content!

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About Ibeatdungeon

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  1. Nerf / buff specific spell

    I believe that the spell.dbc for 64709, 64734 are pretty fixed without modification, like any other spell. I don't think you can mess with that in spell_dbc and get that to change for client interaction stuff. I also I don't know a way of: SetDamageModifier(-50%) DoCast(target, SPELL_DEVOURING_FLAME); SetDamageModifier(+50%) You could easily change the fight parameters and make the Razorscale cast the spell more or less frequently. https://github.com/TrinityCore/TrinityCore/blob/3.3.5/src/server/scripts/Northrend/Ulduar/Ulduar/boss_razorscale.cpp#L585 You could always drop different spellids entirely instead 64709, 64734 of like Elder Moonstones 21745 or something. Finally: https://trinitycore.atlassian.net/wiki/spaces/tc/pages/2130124/Spell+system
  2. Compile or cmake problems

    You are welcome, I was not aware of the CMAKE -DNOJEM switch at the time, sadly that would have saved some time. Looking at Travis, it's compiling on Trusty (v14) with that flag just fine for master and 335
  3. Compile or cmake problems

    It seems that jemalloc has been upgraded. I couldn't get it to work with ubuntu 16, the contributor got it working with ubuntu 17. I am not sure if this is a requirement change or a temporary gap. This link details the issue (skip to the bottom, rather than the changes themselves) https://github.com/TrinityCore/TrinityCore/commit/92cd9bd70db460fdce4af0596cf9d8ee3c3abad5
  4. WTF indeed, that's a pretty narrow reading of "bad for business" and pretty explosive reaction to a common idiom.
  5. I read Killyana closing 20917 in favor of 15182 as just what it "says", its assigned and accepted to Killyana in an existing effort. Rushor sort of makes me feel, in brief, that the right person is working on it. I assume when 15182 is closed, a new ticket like 20917, created thereafter, would be accepted as there would be no assigned an accepted effort that. That said 20917 being closed without comment, canned or otherwise, is rough/confusing. I think Issues like 20917 would serve these new issues better with a commentary a kin to "issues closed related to this are done so to ... [explaination continues]" It is extremely "bad for business" to create thousands of tickets for wip quests, npcs, items; the raw count makes the product look overly issue ridden; when it's actually a project that is wip.
  6. NaXX10 Patchwerk!

    Seriously, login yourself or use a few target dummys with billion health and you get your answer on how the script works. Skada will break down the hatestrikes clearly for you. The issue I was able to create where when the soak target can just leave melee range and the hatestrikes stop seems like a bug, but I likely didn't explore all that I should have. But at a glance it looks like you can walk patchwerk away from the off tank soak and the hatestrikes stop entirely. I am sure a combat log will suffice for a bug if you recreate it (noting that no more hatestrikes occur after time index so and so) I don't see the script in HEAD how the fight is easy if you dont dork with the encounter, hatestrikes are occurring every second and the damage he deals out is the same ole rapid fire patchwerk. If you have a lot of dodge or other mitigation the fight is extremely easy ... but the fight is easy (discipline priest op)
  7. NaXX10 Patchwerk!

    Interesting, I just entered naxx and fought patchwerk 10man normal two characters a warrior with 200k health had 100% threat, auto attacking in def stance ... ".cheat god" mode applied priest with ".mod hp 999999999" health and hitting him with her staff, with 23% threat (not god mode but obviously close) the priest eats all the hatestrikes every second (20k hits) ... the warrior doesnt take a single one once the characters are in position the warrior takes all the physical damage hits from patchwerk (patchwerks melee swing hits for 5k physical damage" obviously they both take slime damage I noticed all the abominations respawn super quick so i was taking a look at them .npc info and in the database alt-tab'ed Nothing changed with patchwerk for 2-3 minutes I moved the priest away to ".damage 10000000" the respawns and look at the other room. I noticed: Priest stopped taking hatestrikes when out of melee range (duh) Warrior didnt start taking hatestrike, was still taking physical damage and slime damage I knew if I walk out of the room I get insta-killed, so I jumped over the river and poof: dead priest warrior starts taking hatestrikes When i .revive'ed the priest and got back into range patchwerk ignored her It would seem at a glance if you want to avoid hatestrikes (exploit), the off tank just needs to get into the mix and run away. It seems that hatestrikes are somewhat sticky. His enrage seems very limited (it ends) as does his slime spam. That said seems like you could reproduce this pretty easy, a third character might be ideal data and a combat log.
  8. NaXX10 Patchwerk!

    Fwiw, it seems easy for me as well in 3.3.5 to multibox him down in meh gear as well. It was also this way in retail wotlk that I could hit that boss, noth, and anub before I could clear some all heroic bosses handedly. Not sure what version you are describing, but patchwerk's ability works ... Hateful Strike - Patchwerk will use this ability every 1 second, hitting the person with highest health in melee range for 27,750 to 32,250 (25 Player: 79,000 to 81,000) physical damage, mitigated by armor. As a physical attack, Hateful Strike can be dodged, parried, or blocked. This ability also adds threat to the top 2 (25 Player: 3) people in Patchwerk's threat table. Which seems at a glance to be what is in head. https://github.com/TrinityCore/TrinityCore/blob/a0a158b5b851db7e2c16819ec89e913d914a3aba/src/server/scripts/Northrend/Naxxramas/boss_patchwerk.cpp#L118 Non-HeroicOnly two tanks are needed. One main tank and a Hateful Strike soak tank.HeroicThree tanks are needed. One main tank and two Hateful Strike soakers.
  9. Environment Variables In Config

    Not natively, bit how much customization do you want to do? I used perl templating quick to modify conf.dist into conf on compile. It would be pretty easy to sed/awk some minor changes.
  10. World of Warcraft Classic

    I cannot find Coke Classic in the store anywhere. IMHO, I cannot imagine the retail player base wanting to loot classically or any of the other hundreds of lifestyle enhancements that exist today. People say they want to play "vanilla" and then they create an account - login and never log back in. They are lucky to make it through Silverpines before /quit. It's a serious grind to get to 60, and then you are only 25% done with your character. The classic world will have LFG/LFR? Old UBRS/Strat? 40 man MC? These sound like positive things, but the marketplace is much different than the hype. I guess lastly, a lot of hype about "vanilla" from on social media is likely just hype or fake, its always something to throw stones at Blizzard. Remember that when commercial goldsellers were somewhat exposed on private servers and the amount of income the sellers was found out, this was a strong indication of how much money Blizzard is leaving on the table. I can imagine that they are exploring recovering that to a degree. A level 60 sandbox, like guilds that do the same thing in retail now (although with the modern talents, spells, stats, etc) ... seems like it might have an appeal. I would think the bulk of the retail players that actually want that experience (but not the harshness) almost want to scale my existing retail character into a "time walking" mode that emulated "classic" (scaling and spell translations) than actually deal with the grind itself. I have joined servers, leveled vanilla to 60 (most entirely of that is solo ... and such poor bags) and it was just as dreadful as it as years ago. Wow (like most MMO) is about the people you play together with and or the metagames that you can enjoy inside/with the game. Emu is for many people, a metagame, in that respect I don't think it misses a beat.
  11. TrinityCore 7.x client issues

    To be clear, you are suggesting that the wowmortal software (launcher/downloader) does this, not the wow client they are providing. Right?
  12. Creature dungeon difficutly

    Nupper, I believe there is an assumption in your question that the >32 instance difficulties in the/from the dbc are fully implemented. I don't believe this is the case and taking a moment to google and check the github issues that seems to be the case. A quick search for 'trinitycore mythic' got me a lot of clear and solid answers, perhaps dislike is social commentary of the form RTFM or LMGTFY. I am not sure its really something to take personally though.
  13. Anticheat for TrinityCore?

    * hacks / exploits: check out the patches, truly your going to need to do that anyways (or google the topic, plenty of people are discussing or have discussed limiting people from movement hacks and dealing with false positives. * Well, think about it a moment ... what quest id is that (first of the day?) ... perhaps it's id 24788 and if you look that quest rewards item id 49426 (select * from quest_template where id = '24788') * On changing the quests and the DungeonFinding quests, you are going to have to look a bit further. The quests, instances and the manager are very related. https://github.com/TrinityCore/TrinityCore/tree/master/src/server/game/DungeonFinding
  14. Anticheat for TrinityCore?

    Nobody is going to comment on a repack, they will insist that you compile the source/ branch and create issues from that. Like stated above, if you want to drill down into anti-cheat, there are patches to deal with this and you can tune from there. Plus its a good thing to get your head around (patching) if you want the features that some repacks bundle. It's really a question of are the people on the server really people that are going to do that? And then you are quickly into the not supported/commentable if you are running a commercial enterprise of sorts.
  15. Anticheat for TrinityCore?

    For most exploits, that you are likely to encounter, people have some knowledge of and they are likely created as issues for them. So back in the day when you had a repack, you could have made an issue for that specific version and then made an issue/defect to that effect. Examples: https://github.com/TrinityCore/TrinityCore/issues?utf8=✓&q=label%3ASub-Exploit