You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
It appears that Flexcraft's dungeon scaling (Leech Craft/Combat Rating.Craft/HealthCraft/UnitModcraft/Spell Craft) doesn't take any account of the number of players in the dungeon group.
I appear to get the exact same scaling values when entering a dungeon Solo vs 5 party.
Health Scaling ~2.5x
Damage Scaling ~5.0x
Spell Scaling ~6.0x
To Reproduce
Steps to reproduce the behavior:
Enter dungeon solo
Note Flexcraft difficulty offset in chat
Also note Health/Damage values
Enter dungeon in party
Note identical difficulty offset in chat
Note identical Health/Damage values
Expected behavior
I'd expect the the damage/health scaling to reduce based on the number of party members, reducing to 0 scaling when matching the dungeon's expected party size.
Screenshots
If applicable, add screenshots to help explain your problem.
Additional context
I can't find the source code for Flexcraft anywhere on the internet, however I suspect it is based on SoloCraft, as that has the exact same problem.
In ApplyBuffs the numInGroup is passed in, and printed to the chat log, but never actually used in the calculation of difficulty.
Really just passing in numInGroup probably isn't enough too, you'd need to also know the expected number of players and divide whatever difficulty is defined in config by a ratio of numInGroup : maxGroup.
The text was updated successfully, but these errors were encountered:
It appears that Flexcraft's dungeon scaling (Leech Craft/Combat Rating.Craft/HealthCraft/UnitModcraft/Spell Craft) doesn't take any account of the number of players in the dungeon group.
I appear to get the exact same scaling values when entering a dungeon Solo vs 5 party.
Health Scaling ~2.5x
Damage Scaling ~5.0x
Spell Scaling ~6.0x
To Reproduce
Steps to reproduce the behavior:
Expected behavior
I'd expect the the damage/health scaling to reduce based on the number of party members, reducing to 0 scaling when matching the dungeon's expected party size.
Screenshots
If applicable, add screenshots to help explain your problem.
Additional context
I can't find the source code for Flexcraft anywhere on the internet, however I suspect it is based on SoloCraft, as that has the exact same problem.
In ApplyBuffs the
numInGroup
is passed in, and printed to the chat log, but never actually used in the calculation ofdifficulty
.Really just passing in
numInGroup
probably isn't enough too, you'd need to also know the expected number of players and divide whatever difficulty is defined in config by a ratio ofnumInGroup : maxGroup
.The text was updated successfully, but these errors were encountered: