Guardian NPCs (the Defenders) spend nearly every recast timer casting Armored, with an occasional taunt. The NPCs spend nearly the entire combat casting spells on each other, rather than fighting. There is enough physical contact where the enemy eventually dies, but I feel these spawns are casting far too much. I would propose maybe adding a column to the spawn_npc_spells table where an admin can set a percentage of chance the NPC will use the given spell when it comes up to cast.
Example, Gut Kick is rolled as the next spell the NPC might try to invoke. But the Admin set the Gut Kick NPC spell to only fire off on a 25% chance. So a second random is generated to see if now Gut Kick will invoke. If so, the NPC Gut Kicks their foe. Otherwise, no action is taken and the next cast timer starts again.
Second problem we have here is that NPCs should not be allowed to cast certain spells in (or out of) combat, just like players. I saw Goblin's casting Pathfinding while getting their asses beat on by Defenders. I doubt that spell would be of benefit to the scout
Another issue is the "ai_strategy". I think it's a little loose when in Balanced mode. Spawns that are doing combat (tanking) should probably spend less time trying to buff themselves and more time being offensive... but these are settings I will attempt to evaluate closer.
Lastly, NPCs not in combat can cast spells, right? Don't we ever see a group of spawns standing around, casting pets, buffing each other, anything like that? (if not, it sure would be cool!) I mean, shouldn't NPCs that are scouts be able to cast pathfinding on themselves before being murdered by the guards? I am not sure if this is an EQ2 Live feature or not, but I believe I recall seeing out-of-combat spawns casting spells before.
Scatman and I talked about a current BUG too, where spawns try to increase their stats, but cannot due to restrictions on spells that only land on Players. Scat said he can fix that, so we'll wait to see what he does before calling it an official bug
Any thoughts?