[MOBILES] Training Constructs

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Alitar
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[MOBILES] Training Constructs

Post by Alitar » Thu Sep 06, 2012 12:25 pm

Training dummies and golems(seemingly undead as well, but not certain) seem to be dropping significantly faster than normal. Three strikes to kill them at SPH and about a third of the typical time that my lowbie takes for the ones in HoJ. I noticed this yesterday morning at approximately this same time(immediately following a reset). If an imm was on, they might recall me tossing an osay on the topic not long after it started.

I get the impression that they're much lower on HP than usual.
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Tarven
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Re: [MOBILES] Training Constructs

Post by Tarven » Tue Sep 11, 2012 7:22 am

I know that there have been some modifications to racial files lately. I wonder if these mobile types have had their con set to 0, as is proper. I believe previously there was some issue with this, as animated dead were ending up with crazy negative movement.

More specifically, undead and constructs have no constitution score at all, due to their lack of 'life'. They're tireless, have no system to be poisoned or diseased, etc. Where a con score of 0 would normally put you at -5 to all stats (And, well, dead technically), lacking a con score means you get neither bonus nor penalty to hit points.

Point being, if they adjusted it appropriately, constructs might no longer be getting bonuses to hit points from constitution. But that's pure speculation.
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Re: [MOBILES] Training Constructs

Post by Harroghty » Sun Sep 23, 2012 9:54 pm

I set a few to RACE_GOLEM (as opposed to RACE_DUMMY) and lowered their levels by 20 each. They instantly became (sometimes more than) a match for a level 50 fighter; a battle became about as rough as two level 50 fighter PCs going against one another.

I have only done this in a relatively out of the way place that once was FK's equivalent of the X-Men's danger room.

Clearly there is an issue with RACE_DUMMY, and switching to RACE_GOLEM is not the answer.
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