View Full Version : Feign Death Mechanics in 2018
Teppler
12-23-2018, 11:34 AM
How does it work exactly?
Right now when someone FD's they have a chance at mem blur.
It seems if the mob resets the chance of mem blur is much higher.
I suspect level difference between mob and FDer matters as well. As in level 60 mobs are harder to blur than level 1 mobs.
I don't believe line of sight, distance or time feigned makes any difference in terms of a successful blur. I suspect as soon as they reset back to spawn or pathing points, you always have the same % of success.
Am I wrong about any of this.
CodyF86
12-23-2018, 11:56 AM
It blurs 100% if they reset to their spawn point. Seems like at lvl 60, it's somewhere between 15%-30% chance to blur as they walk back.
Jimjam
12-23-2018, 12:16 PM
Get a monk to 40 and try it out on white + mobs (mobs around 35 or below just auto memblur on FD).
Also look into 'walk timers' and resetting them...
Carry around a mana battery and box to maximise your use of your ring if you are willing to sacrifice a bag slot.
Teppler
12-23-2018, 12:36 PM
It blurs 100% if they reset to their spawn point. Seems like at lvl 60, it's somewhere between 15%-30% chance to blur as they walk back.
Not true. I've been doing a camp over a couple weeks and even when 5-6 high level mobs sit at their spawn points for minutes, they have a good chance of aggro when the person(whether its a monk/SK/necro/shaman) gets up.
And it's been like this for a while.
I remember months ago I FD on my necro and it was a success and I thought I was safe. I waited in fd for like 10 minutes then got up and AFK'd and a mob ran back at me and killed me.
Teppler
12-23-2018, 12:40 PM
Get a monk to 40 and try it out on white + mobs (mobs around 35 or below just auto memblur on FD).
Also look into 'walk timers' and resetting them...
Carry around a mana battery and box to maximise your use of your ring if you are willing to sacrifice a bag slot.
Me and my friends have been testing around over the past couple weeks. The monks aren't even really sure. As for a shammy FD, each charge costs me a couple hundred plat and a pain in the ass trip to plane of sky every 4 charges.
There's definitely a very noticeable difference in that they blur a lot more when they reset to spawn points or pathing. Not sure if I was ever clear about that. I'm wondering about everything else.
Pringles
12-23-2018, 01:57 PM
First successful FD is roughly a 35% chance to blur a mob above level 35+. Seems to increment up around 15% per FD so by third successful FD you have a 65% chance to blur. This is all for the Skill feign death not the spell mind you. Static mobs reset their hate list when they reach their spawn coordinates. Pathers retain theirs indefinitely unless blurred.
Spell FD seems to have a much smaller chance to blur as I tested a necromancers FD on a pather once and he never blurred even after 30+ casts. Eventually had to /q to clear the agro. This was two years ago and I'd be curious to see someone take a crack at it again.
Nibblewitz
12-23-2018, 02:46 PM
This is 2018. You don't rely on mem blur when feigning death. You rely on path timers.
CodyF86
12-23-2018, 04:50 PM
Not true. I've been doing a camp over a couple weeks and even when 5-6 high level mobs sit at their spawn points for minutes, they have a good chance of aggro when the person(whether its a monk/SK/necro/shaman) gets up.
And it's been like this for a while.
I remember months ago I FD on my necro and it was a success and I thought I was safe. I waited in fd for like 10 minutes then got up and AFK'd and a mob ran back at me and killed me.
You had aggro on a roamer then; Mobs at their spawn point reset aggro when FD.
ScaringChildren
12-23-2018, 04:59 PM
You had aggro on a roamer then; Mobs at their spawn point reset aggro when FD.
This is true.
You will absolutely memblur if the mobs reset.
plzrelax
12-25-2018, 09:35 AM
About FD and roamers - I’ve noticed that when the mob starts wandering away, it will return back to where it was when it originally aggoed you along it’s path. Then it will resume its original pathing. It should be safe to stand after that.
I have a question about the mem blur on multiple mobs - once the mem blur works, will it work on all the mobs at once or does each mob have to fail a “mem blur check”?
Teppler
12-25-2018, 09:37 AM
I've had different experience, consistently, from what other people say is fact here. I've had static placed mobs not memblur many many many times.
Jimjam
12-25-2018, 10:38 AM
The 'men blur' works on a mob by mob basis; you'll sometimes see a bunch pathing back then the one which did not forget reaggroing the others as he runs back.
That's an interesting observation Teppler. Did you have a pet up, any dots etc on the mob?
Did you give it a little time to finish spinning round after it returned to its spot?
Bardp1999
12-25-2018, 10:40 AM
First successful FD is roughly a 35% chance to blur a mob above level 35+. Seems to increment up around 15% per FD so by third successful FD you have a 65% chance to blur. This is all for the Skill feign death not the spell mind you. Static mobs reset their hate list when they reach their spawn coordinates. Pathers retain theirs indefinitely unless blurred.
Spell FD seems to have a much smaller chance to blur as I tested a necromancers FD on a pather once and he never blurred even after 30+ casts. Eventually had to /q to clear the agro. This was two years ago and I'd be curious to see someone take a crack at it again.
This seems to me how it works at least at level 60. Under level 60 FD is not as reliable on the blurring side it feels like, but its also been a long time since the sneak/FD changes and most of my experience is from before that.
I have been playing a level 57 SK recently and I can confirm mobs reset 100% of the time when they get back to their spawn point. I have been pulling and splitting a ton and never once has it not reset when they successfully get back to their home.
Back in my day we would sneak while FD sonny...
Teppler
12-25-2018, 12:05 PM
The 'men blur' works on a mob by mob basis; you'll sometimes see a bunch pathing back then the one which did not forget reaggroing the others as he runs back.
That's an interesting observation Teppler. Did you have a pet up, any dots etc on the mob?
Did you give it a little time to finish spinning round after it returned to its spot?
I'm well aware of how FD works and DOTs will keep aggro. Often times I regain HP on my necro by Lifetap DOTing and then FD. The situations I'm talking about, which I've seen on many occasions, is without a pet and without DOTs. I've seen it happen to me personally(non monk) and with monks I group with. I can give you a specific location where if you try it, you will clearly see it yourself. Try splitting Tolapumj and the Juggernaut golems around him. I've had this discussion with numerous monks, while it was happening, and a few have asked me what exactly goes into blurring them which prompted me to make this topic.
I'll give you a story of what happened once in crypt when I used to camp there. I would use the Baron PH to clear the entire camp. Then I would place the baron on his camp spot then FD in the safe corner and wait for things to respawn. One time I put baron back, I went to safe corner, FD waited MINUTES and he came running at me after. This has happened more than once. After the first time I started keeping my awareness up.
aaezil
12-25-2018, 12:12 PM
Wandering mobs dont work like static mobs thats what youre experiencing
feniin
12-25-2018, 12:14 PM
Mobs' pets generally don't ever reset and you have to /q out to clear agro. Could be why they're attacking you after returning to their spawn point.
Pringles
12-25-2018, 02:01 PM
Send a wizard in to wand down that animation every time. Think of it as an honorary DT.
Lordgordon
12-25-2018, 02:13 PM
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Yup.
Nirgon
12-25-2018, 02:29 PM
didnt play a monk but I know it was incorrectly OP here for a while (might still be) at the direction of scummin bluebies
Pringles
12-25-2018, 02:47 PM
didnt play a monk but I know it was incorrectly OP here for a while (might still be) at the direction of scummin bluebies
sorry you never got to play musical trains with sneak blur on red then, very fun.
Sneak blur shouldn't have been in whatever hate list manip sneak had was gone by the time kunark rolls around. Sneak and calls for helps though was definitely a thing. Perhaps not in the way I once hoped but pretty telling that rogues aka highest sneak skill would come up with some weird throw--->throwing broke sneak---->Reappply sneak----> hope you dont get unlucky technique which then got picked up by monks, balzy rangers, and stupid hobbits.
They then went and buffed that mechanic but I suppose not quite in the era remembered. Oh well still give me some classic borderline bug pull finesse please!
Teppler
12-25-2018, 03:09 PM
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Yup.
I wasn’t expecting people to say static mobs 100% memblur. I’ve had the opposite experience, many times. As have people I’ve played with. And across different camps.
I’m sorry but if you tell me the sky is red and I look up and it’s blue, I’m going to make a comment.
I’m just letting people know. No need to get annoyed.
I don’t think Tolas pet is causing a bug because some times resetting them does memblur. Some times it doesn’t. If the pet was causing the bug I don’t believe it would work at all.
I’ve had many monk partners have to /q out aggro because it’s often so hard for them to lose it on these static spawns. Am I imagining this?
elwing
12-25-2018, 03:16 PM
Do you get up as soon as they get at spawn? As a SK I experience the same, near 100% reset when they get back, now a potential difference is that I wait a few seconds more... No idea if that can explain the difference...
Pringles
12-25-2018, 03:23 PM
The only concrete example you've provided has been a super edge case. Would not surprise me if any pet that the owner lacked direct control over screwed with the hate list clearing. You can see it on display in skyshrine key click ench's pet in there will not let go of agro.
show me the monks
Teppler
12-25-2018, 03:29 PM
The only concrete example you've provided has been a super edge case. Would not surprise me if any pet that the owner lacked direct control over screwed with the hate list clearing. You can see it on display in skyshrine key click ench's pet in there will not let go of agro.
show me the monks
I’ll ask them to come to in this topic later. Some I’ve worked with recently-
Azaleaus from aftermath
Lennox from paradigm shift
Kautin from Tempest
It happens to me at that jugg camp but it also lines up with experience I have at crypt camp as well. I’ll even try to figure out how to host a video of it later.
Bardp1999
12-25-2018, 04:18 PM
I am not sure why i have this in my Imgur but I do. Merry Christmas
https://i.imgur.com/8tqWSfD.gif
Tuurin
12-25-2018, 04:23 PM
Unless it’s camp specific, I would agree with the people who say 100% mem blur on static spawns if they return to spawn point and are allowed to reset. That is assuming they are not in the agro range of another agroed mob- for instance, splitting fe’dhars in SS. 3 within range, darkness one, they all come, then you FD. Darked one stays still and two others return to spawn point. You then stand and darked one starts walking toward you again (cause dot’d). The other two might re-agro though if either are still close enough to dot’d one to chain agro. You again have to fd and let non-dot’d return to spawn to reset. Once they do though and dot’d one walks far enough to avoid chaining them, 100% of the time they mem wipe and stay split.
Literally done that very same thing hundreds of times and never had a blur fail. Unless there are camps that work differently, that is definitely my experience on spell fd (necro). Identical experience on every camp I’ve tried, although that’s obviously not everywhere. In my experience if you’re getting re-agro, you’re chaining somehow with a pather or something.
CodyF86
12-25-2018, 04:46 PM
Some advanced FD techniques if you ever want to give it a shot.
You want to pull mob X out of a group of whatever. Aggro the merbs, let them get a bit away from their spawn point and flop. Wait for them to start pathing back to their spawn and when one of the mobs has hit it's spawn point but the others haven't stand back up. Let them run at you again and flop.
The mob that hit it's spawn point will have a new delay in walking back, while the others will path back immediately.
Teppler
12-25-2018, 04:48 PM
Some advanced FD techniques if you ever want to give it a shot.
You want to pull mob X out of a group of whatever. Aggro the merbs, let them get a bit away from their spawn point and flop. Wait for them to start pathing back to their spawn and when one of the mobs has hit it's spawn point but the others haven't stand back up. Let them run at you again and flop.
The mob that hit it's spawn point will have a new delay in walking back, while the others will path back immediately.
We also utilize root nets with feign death.
Teppler
12-25-2018, 04:55 PM
Unless it’s camp specific, I would agree with the people who say 100% mem blur on static spawns if they return to spawn point and are allowed to reset. That is assuming they are not in the agro range of another agroed mob- for instance, splitting fe’dhars in SS. 3 within range, darkness one, they all come, then you FD. Darked one stays still and two others return to spawn point. You then stand and darked one starts walking toward you again (cause dot’d). The other two might re-agro though if either are still close enough to dot’d one to chain agro. You again have to fd and let non-dot’d return to spawn to reset. Once they do though and dot’d one walks far enough to avoid chaining them, 100% of the time they mem wipe and stay split.
Literally done that very same thing hundreds of times and never had a blur fail. Unless there are camps that work differently, that is definitely my experience on spell fd (necro). Identical experience on every camp I’ve tried, although that’s obviously not everywhere. In my experience if you’re getting re-agro, you’re chaining somehow with a pather or something.
What level are the mobs you’re referring too? I’ve had almost 100% success with mobs under level 50 and more problems blurring with mobs when they reach mid to upper 50s and 60. This might be where the difference in experiences is stemming from.
I’d like to hear from some monks that frequently do king camp. I would expect, due to the level of mobs, they might have a similar experience to me.
Jimjam
12-25-2018, 05:48 PM
It may be to do with when a mob hits its spawn point and starts chain casting spells/buffs it won't mem blur properly...
I may have seen something similar to what you are mentioning at Juggs too.
Pringles
12-25-2018, 07:07 PM
Well yeah they need to completely stop their circle dance or they will not blur. They do not fully complete the little dance if you watch close enough until they stop casting. That's a monk problem not a mechanic one.
mattydef
12-26-2018, 01:40 AM
Mobs 100% memblur when they reach spawn point. That has been common knowledge for many years now.
Swish2
12-26-2018, 06:45 AM
I am not sure why i have this in my Imgur but I do. Merry Christmas
https://i.imgur.com/8tqWSfD.gif
Nice typo
Teppler
12-26-2018, 08:23 AM
Here you go-
https://vimeo.com/308272354
The monk confirmed to me he experiences this at King camp too.
kjs86z
12-26-2018, 08:34 AM
sweet fraps
CodyF86
12-26-2018, 08:52 AM
The one that aggroed from the far right looks like the roamer that follows the protector. I double checked on a test server and there is one static and one roamer over to the right.
CodyF86
12-26-2018, 09:05 AM
https://imgur.com/xUBBCEW.jpg
CodyF86
12-26-2018, 09:29 AM
In the video a 5th jugg comes in from the stage right that isn't part of that group of 4. If it wasn't one of those two then it was one of the other roamers that go up and down the ramp to Trak.
Err a 4th jugg comes in from stage right that isn't part of the group of 3...sorry I can't count.
Teppler
12-26-2018, 09:35 AM
In the video a 5th jugg comes in from the stage right that isn't part of that group of 4. If it wasn't one of those two then it was one of the other roamers that go up and down the ramp to Trak.
You're right, I might be mistaken but I was pretty sure I cleared the roamer then Kkobe solo'd the one by rock just to see if he could do it but I'll take the video again later.
It's not like this is a 1 off thing. I often clear the prot roamer first, one by rock then Tola roamer next. The procedure is to kill the roamers first, and then we still have the same challenge with the static spawns.
In the video I posted, Tola was down for over 2 hours so I think we can eliminate Tola having the effect.
CodyF86
12-26-2018, 09:38 AM
Wasn't saying I didn't believe you; Was just trying to figure out where that one came from. I've had things reaggro after everything reset, but it's usually the exception.
If a mob has an extra garbage pathing point / node for it's spawn that is right on top of the other one, so it gets considered a roamer, although it doesn't move, that may cause that I think.
Teppler
12-26-2018, 09:54 AM
Wasn't saying I didn't believe you; Was just trying to figure out where that one came from. I've had things reaggro after everything reset, but it's usually the exception.
If a mob has an extra garbage pathing point / node for it's spawn that is right on top of the other one, so it gets considered a roamer, although it doesn't move, that may cause that I think.
You’re right to be skeptical. I’m still skeptical I’m missing something but I’ve had too much direct experience to show me mobs returning to static spawn don’t 100% memblur.
When I would charm Baron ph in crypt, can anyone explain why he would sometimes attack me after I planted him back into his spawn point?
I’m open to any idea of there being a bug or it’s just part of the mechanics. Your idea at the end could definitely be true. Does that happen in other camps?
Bbeta
12-26-2018, 10:07 AM
IMO if you want more detailed answers you need to be more specific in what you're doing. "Plant" the baron on his spawn point. What do you mean? Are you pathing a charmed pet to its spawn? Then breaking charm. Rooting or mezzing, directly on its spawn? Then getting reaggrod? I think your questions are legitimate but the way you're asking I don't think you will get the right answers.
Teppler
12-26-2018, 10:17 AM
IMO if you want more detailed answers you need to be more specific in what you're doing. "Plant" the baron on his spawn point. What do you mean? Are you pathing a charmed pet to its spawn? Then breaking charm. Rooting or mezzing, directly on its spawn? Then getting reaggrod? I think your questions are legitimate but the way you're asking I don't think you will get the right answers.
I would clear crypt with the baron then FD in safe spot and let him reset on his spawn point. No root or mezz. I’ve hit FD while he’s in the middle of the camp and I’ve FD while putting him right on his spawn point. Done both, didn’t seem to have a difference. It was something like a 25-30% chance of him re aggroing after I FD charm break.
Kalamurv
12-26-2018, 12:37 PM
Btw.....if you're pulling those juggs / protector / froggy in traks lair, get levy / dmf, float over to the ledge furthest away from bridge. With antontonian javelins you can pull and split every jug from there with ease (also while trak is up)
Teppler
12-26-2018, 01:07 PM
Btw.....if you're pulling those juggs / protector / froggy in traks lair, get levy / dmf, float over to the ledge furthest away from bridge. With antontonian javelins you can pull and split every jug from there with ease (also while trak is up)
Whattttt?? Never seen anyone attempt this. I gotta try.
Kalamurv
12-26-2018, 01:53 PM
Send Wisling a tell when you wanna try, I'll come down there and show you exactly where to pull. I mained a monk on Ragefire TLP in Twisted Legacy guild (top guild on server...at least until I quit mid velious). Its how I was shown to pull the juggs to avoid aggro'ing Trak, especially since he takes so damn long to reset. Basically if you're going up that bridge and around the corner, you're doing it wrong.
Bbeta
12-26-2018, 02:18 PM
Send Wisling a tell when you wanna try, I'll come down there and show you exactly where to pull. I mained a monk on Ragefire TLP in Twisted Legacy guild (top guild on server...at least until I quit mid velious). Its how I was shown to pull the juggs to avoid aggro'ing Trak, especially since he takes so damn long to reset. Basically if you're going up that bridge and around the corner, you're doing it wrong.
Have you tried this on p99 while trak is up? His aggro radius is massive and I'm having my doubts. Anything pulled while in LoS of trak will aggro. his aggro radius is like 300 locs
Bbeta
12-26-2018, 02:21 PM
Send Wisling a tell when you wanna try, I'll come down there and show you exactly where to pull. I mained a monk on Ragefire TLP in Twisted Legacy guild (top guild on server...at least until I quit mid velious). Its how I was shown to pull the juggs to avoid aggro'ing Trak, especially since he takes so damn long to reset. Basically if you're going up that bridge and around the corner, you're doing it wrong.
Have you tried this on p99 while trak is up? His aggro radius is massive and I'm having my doubts. Anything pulled while in LoS of trak will aggro his aggro radius is like 300 locs.
You'll even just body aggro him if your along the back ledge and come into LoS. 100% aggro trak if you pull any of the tola jugs or pathers when they are in LoS of trak
Kalamurv
12-26-2018, 04:03 PM
I haven't tried on p99, but I do know that on live you had to wait for him to path furthest away from ledge (back ledge closest to Tola, furthest away from trak spawn basically, across the water up on that ledge)
RaMaR
12-26-2018, 08:58 PM
I also experencied the not memblur bug on static merbs. I think it's a bug because mobs dont correctly reset on their spawn spots (bad pathfinding?) and you have to repeat FDs or /q. Last time it has happened in chief room (ABC, sebilis, 5 static mobs)
ineubis
12-27-2018, 02:45 PM
Related to FD topic.
I was in Skyfire and pulled a mob. Got an add. Cast FD (SK) and split them. Pulled one back to my pet and killed it then sat down to med and went AFK in a safe place. Came back dead. I had gotten sitting agro from the other mob that had left me alone several minutes ago (long enough to fight/kill the other one).
This was maybe 1 month ago.
ScaringChildren
12-27-2018, 03:03 PM
https://i.imgur.com/HquUyId.png
fastboy21
12-27-2018, 08:51 PM
Related to FD topic.
I was in Skyfire and pulled a mob. Got an add. Cast FD (SK) and split them. Pulled one back to my pet and killed it then sat down to med and went AFK in a safe place. Came back dead. I had gotten sitting agro from the other mob that had left me alone several minutes ago (long enough to fight/kill the other one).
This was maybe 1 month ago.
This sounds more like a pathing issue. Splitting higher lvl mobs in an outdoor zone with roamer mobs is sketchy. It is very hard to tell for sure, especially with pathing issues, if you have really lost all aggro or not. This is why you typically have to /q or zone to be certain.
Could be possible that lazy aggro mechanics could cause this to happen in a large outdoor zone also?
As for the static mobs that reset to their spawn and continue to reaggro when you stand up some possibilities:
1. The mob only appeared to path back to its static spawn point, but was actually still roaming due to a pathing bug of some kind (this seems possible).
2. Some mobs don't get blurred when they reset. I seem to recall some mobs in classic that did not ever forget you, no matter what until you zoned or /q'd out. I didn't play a monk on live so I'm not positive if this actually happened, but I definitely recall folks talking about some nameds that behaved this way.
Since FD has changed several times on p99 and there has always been debate here about "how it worked" on live it is hard to tell what is working as intended or is buggy when it comes to FD on p99.
elwing
12-28-2018, 01:42 AM
Were you killing in the zone tunnel to OT? Cause the pathing is really buggy there, mobs are frequently stuck under the tunnel and they just can't get you... That is until they just pop up later...
planarity
12-28-2018, 04:19 AM
I've had different experience, consistently, from what other people say is fact here. I've had static placed mobs not memblur many many many times.
Did the mobs have pets? I bet they had pets.
planarity
12-28-2018, 04:28 AM
also, if you're trying to reset a pet as a necro just calm the mob before you flop it, and you can stand up immediately without getting any aggro, even before it gets home at all. Shoutouts to Butchh for teaching me that years ago
ineubis
12-28-2018, 11:18 AM
This sounds more like a pathing issue.
Were you killing in the zone tunnel to OT? Cause the pathing is really buggy there, mobs are frequently stuck under the tunnel and they just can't get you... That is until they just pop up later...
Yeah, pretty much this. Sucked because the AFK was literally 60 seconds to take a leak, that stuck mob sure had impeccable timing.
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