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Tried to solo scion in local world, because the W.A.R.B.O.T was killed near the shore (2 legs were right on the edge), in order to not let the damaging field cover the only one leg that left away from the edge, my tactic was to lure the scion to the opposite side of the island.

But ridiculously, when scion's hp was dropped to around 10000 and started to release supernova, I quickly teleported to that leg, and when it finished, the scion recovered all the hp (damaging fields were also disappeared)! 

And this happened ENDLESS times!

The battle zone detection of this boss fight must be set too small to cover the full island, depending on the W.A.R.B.O.T defeat location. Or maybe there is a bug lingering around.

PLEASE FIX IT!

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2 hours ago, _null_ said:

I quickly teleported to that leg, and when it finished, the scion recovered all the hp (damaging fields were also disappeared)! 

This is something I noticed was happening too, and I was even watching a friend stream their fight and witnessed it in real time.

It does seem like teleporting can cause Scion to instantly replenish its health if done too far away.

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Somebody made a post about why this was happening, it's something to do with the tags you get assigned when teleporting If I'm remembering right (take with a pinch of salt as it was a while ago) - From what it looks like it's that it can't find a viable target so assumes there isn't one, which means there's nothing fighting it, so it resets.

It's something thats very fixable though by the sounds of things

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For what it seems... Is kinda to prevent a softlock it you die in the fight at a corner it resets cus no agro. But if it agro even if you're at a corner you will die instantly in a never ending loop

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While it does use the standard aggro mechanics and there is little benefit to staying too far from the legs (only makes it take longer for you to get behind them) a full reset is not good, especially when most of the window of opportunity to regain aggro is used on waiting out an attack.

Because there is a dedicated arena, a special case can be made to check that everyone in it is dead, possibly with a larger window if they want to give a solo player an opportunity to revive.

Edited by Popian
8 hours ago, -Variant said:

This is something I noticed was happening too, and I was even watching a friend stream their fight and witnessed it in real time.

It does seem like teleporting can cause Scion to instantly replenish its health if done too far away.

scion has the attention span of a tiktok user

I think they lowered the Scion's aggro range some time during the beta, since people complained that they couldn't pick up their items after death without the Scion immediately re-aggroing on them. Not sure if the deaggro problems started there or if it happened even before then.

Regardless, the Celestial Scion should probably not suddenly fully heal with no indication after like, 5 seconds of no aggro. I feel like it should enter some kind of regeneration animation where it charges up a full heal.

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1 hour ago, Waywarbler said:

I think they lowered the Scion's aggro range some time during the beta, since people complained that they couldn't pick up their items after death without the Scion immediately re-aggroing on them. Not sure if the deaggro problems started there or if it happened even before then.

This only applies when the fight and barrier are inactive, it has no effect otherwise and it's not the cause of this issue.

 

13 hours ago, Uedo said:

Somebody made a post about why this was happening, it's something to do with the tags you get assigned when teleporting If I'm remembering right (take with a pinch of salt as it was a while ago) - From what it looks like it's that it can't find a viable target so assumes there isn't one, which means there's nothing fighting it, so it resets.

It's something thats very fixable though by the sounds of things

Yeah, this is it pretty much. Teleporting makes you an invalid target, which causes some entities to drop aggro if they update target validation in those few frames of the teleport (worse for Wortox's soul hops as it's longer than a few frames).

 

What happens with the Celestial Scion here is basically that:

  • Loses aggro on someone due to being an invalid target.
  • On losing aggro, a 10-second timer starts.
  • No valid target is in range to gain aggro, so the timer keeps ticking.
  • The duration of the supernova is long enough that the timer might run out as the supernova attack ends, or shortly after.

Something to keep in mind is that, any players that are alive within the active arena are tracked, but there's still a range check to target one, or to switch targets depending on some other logics regarding phase and which attack will be done.

Also, the Scion will never lose a target due to distance, that is just not a thing for its logic. The problem is that when losing a target due to being an invalid target, gaining a new target can be an issue.

 

The issue ultimately lies with the "noattack" or "notarget" tags dropping aggro for very short actions and when it shouldn't be the case. Woby's shadow blink used to do this but it got addressed, but only for that action. Ideally this should be a more common thing used for things like telepoofing, soul-hopping, and any similar actions.

More ideally, the use of both tags should be revised so that "noattack" only results in not being able to be hit, but still be considered a valid target, and "notarget", well, not be able to be targeted (with the option to not be considered an invalid target and drop aggro, but still prevent gaining aggro), and have this be standardized. It would take quite a bit of work going through a lot of code though (so doing the same thing that Woby's shadow blink received in the meantime would at least address it).

 

EDIT: I figure I should link to the comment where I explained this before in more detail, here.

Edited by hoxi
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4 minutes ago, hoxi said:

This only applies when the fight and barrier are inactive, it has no effect otherwise and it's not the cause of this issue.

i'm pretty sure barrier is always active when scion is in the arena though? is there some way to turn it off other than killing it?

4 minutes ago, grem6 said:

i'm pretty sure barrier is always active when scion is in the arena though? is there some way to turn it off other than killing it?

Nope, but the Scion has unique logics if not in the arena or if the barrier isn't active (i.e. spawned through the console). The barrier has to be active for the mechanics to work as expected.

While not relevant here, it's worth noting it in general (plus it's more accurate to what's in the code), in case anyone spawns it through the console to practice.

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