Trinitycore: [3.3.5] Feign Death (and possibly other spells) ending combat wrongly.

Created on 5 Jun 2018  路  6Comments  路  Source: TrinityCore/TrinityCore

Description:
Feign Death ends combat.

Current behaviour:

Feign Death, and possible some similiar spells like Vanish/Invisibility/etc, are ending combat entirely.

Expected behaviour:

In the case of Feign Death at least, it should not end combat at all. What just happens is it drops aggro, and mobs end up no longer being able to target you as a valid target because they think you're dead.

As it's currently coded, it allows you to drop combat entirely (and thus use numerous potions, change gear, even mount up, etc).

https://www.youtube.com/watch?v=6BmavoCqpk0

At 1:37 and 6:43, if the video is played at 0.25x speed we see the described behavior. Combat doesn't end when FD is used.

Feign Death
PvE: If you are in party, raid, or have a pet out it will only drop your aggro. Unless you are the last one alive. (All party and raid members need to be dead along with your pet to drop the combat.)

Example you are in raid fighting a boss an the leader calls a wipe as a hunter if you can survive dismiss your pet(if still alive) and be the last one alive then feign death only then can you drop combat.

These links have some interesting info: https://github.com/Atlantiss/BugTracker/issues/6684
https://www.engadget.com/2007/11/15/hunters-no-longer-have-fd-drink-in-2-3-bug-fix-or-nerf/

Branch(es):

3.3.5a, Sub-spells

Branch-3.3.5a Comp-Core Sub-Combat

Most helpful comment

wut

Okay, so what it currently does:

  • Feign Death will exit combat outside of dungeons
  • Feign Death will reset threat to zero inside dungeons, but not exit combat
  • Your threat entry is also suppressed while feigning, so if you're the only thing on the mob's threat list it will reset

10 second resetting is not a thing in dungeons, and is also not really related to FD. If you are the sole person on the mob's aggro list, behavior inside and outside dungeons is identical. If you are not (it's a raid boss and someone is tanking it), you will exit combat outside, but won't exit combat inside (so you can't double pot with it).

All 6 comments

Seems there are conflicting opinions. Two descriptions from two different patches both say that Feign Death exits combat:

According to this:

This effect clears the hunter's threat and can be used to end combat

And this

Feign Death can be used in the event the hunter has a bad pull, assuming no one else has generated threat against the mob.
Using feign death exits the hunter from combat, allowing for such things as eating, mounting, or other activities not possible while in combat. This can also be helpful if needing to afk for a short duration, due to the fact that passing mobs will act as if the hunter is dead.

I think the problem is that Trinity in 3.3.5 doesn't properly handle aggro. Feign death should reduce Hunter's threat to 0, allowing the mob to target the pet or another player. If those targets aren't available, the Hunter should remain in combat but not attacked by the mob (unless resisted) until the mob resets.

The key is until the mob resets. On 335 retail, mobs would reset if they received no damage within 10 seconds. Last I checked, my patch to handle this was removed from Trinity and a replacement wasn't added.

Bottom line, Hunters should drop combat with Feign Death but not instantly.

I wouldn't take Wowwiki at it's word. The combat ending probably happens as a side effect of the mobs resetting and you not being in combat with anything else.

I've yet to see it happening in a party or raid scenario.

wut

Okay, so what it currently does:

  • Feign Death will exit combat outside of dungeons
  • Feign Death will reset threat to zero inside dungeons, but not exit combat
  • Your threat entry is also suppressed while feigning, so if you're the only thing on the mob's threat list it will reset

10 second resetting is not a thing in dungeons, and is also not really related to FD. If you are the sole person on the mob's aggro list, behavior inside and outside dungeons is identical. If you are not (it's a raid boss and someone is tanking it), you will exit combat outside, but won't exit combat inside (so you can't double pot with it).

Not to say, FD must have chance to fail (unless this changed now it works always).

10 second resetting is not a thing in dungeons

Right, I should've mentioned that. If anyone in your party is in combat, you immediately enter combat when exiting FD. But outside, FD should not be an instant reset. It should reduce your threat to zero but the mob should only reset after not taking 10 seconds of damage so if you pop up too soon it will aggro onto you again. As far as I know Trinity 335 does not handle this 10 second deal properly.

From my original evade patch: Kiting mobs

This issue is fixed

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