DMN
10-21-2019, 08:42 PM
When I was messing around with my green characters, I noticed that flee is not working as I recall it working in classic/vanilla. How flee worked:
You get an enemy who is not immune to flee down to critical health. making them run away.
If you chase the enemy it continues to run further and further.
nothing strange so far, but here is were it gets wonky:
If you stand there and do not chase the mob, the mob runs slightly out of spell range but no further then they kind of do a little back and forth dance. Once it regens enough hit points to be no longer in critical health he will run back to attack.
Now if you were to sit down while the mob has reached that "max flee range", the mob will immediately run back towards you unless you stand up, which will then make it flee back to max range.
I distinctly recall having to kill the clockwork XG or whatever it's name is sol a with my druid back in the day by using the sit=aggro method, where I would allow it to continually run back to attack me taking damage from my thorns over and over to kill it.
You get an enemy who is not immune to flee down to critical health. making them run away.
If you chase the enemy it continues to run further and further.
nothing strange so far, but here is were it gets wonky:
If you stand there and do not chase the mob, the mob runs slightly out of spell range but no further then they kind of do a little back and forth dance. Once it regens enough hit points to be no longer in critical health he will run back to attack.
Now if you were to sit down while the mob has reached that "max flee range", the mob will immediately run back towards you unless you stand up, which will then make it flee back to max range.
I distinctly recall having to kill the clockwork XG or whatever it's name is sol a with my druid back in the day by using the sit=aggro method, where I would allow it to continually run back to attack me taking damage from my thorns over and over to kill it.