View Full Version : Mezzed Mob Health Regen
Coriolis
12-18-2012, 05:04 AM
Hey guys, just want to clarify something. When a mob is mezzed, it begins to regen hp at the non-combat rate right? Something like 5% a tick etc. So this isn't a viable option for effectively "pausing" a fight as an enchanter to med up a bit etc. Might as well just mez/blur it and start again fresh?
Sinadin
12-18-2012, 06:03 AM
mezz has a small chance to memblur the mob, that means if memblur kicks in, the mob regenerates at a non combat rate.
just root after mezz to prevent that
gotrocks
12-18-2012, 07:33 AM
mezz has a small chance to memblur the mob, that means if memblur kicks in, the mob regenerates at a non combat rate.
just root after mezz to prevent that
This.
Also, the chance to memblur is fairly small. it does happen, but its rare. Mez is an incredibly effective way to, as you say, pause a fight. Plus, with breeze and/or clarity, you can indefinitely mez a mob while still regaining mana. Very handy.
A1551
12-18-2012, 10:26 AM
Just want to clarify, at least in my experience, the chance to blur is not small, quite the opposite actually. Usually I can get a mez blur on the second or third try -- often I can dump aggro after really pissing a mob off by just chaining whatever mez I have memmed on it. Additionally this does not seem connected with the level of the mez, the level 4 one works pretty well for it.
as far as I understand it from my personal observations here -- the mob won't go into super regen mode (ie fully wipe) if it is kos to someone and they're still in their aggro range, or a mob it is social with is still in its assist range. Essentially it blurs and immediately reaggroes. So if you're fighting 3 orcs and you mez 2 and they both happen to wipe, neither will regen at out of combat rates, unless one of them is very far away from the fight -- in which case you'll see it do funny things like walk away nonchalantly if no one attacks it or goes near it. This is in the same manner as when you memblur a kos mob that is close to you and it still jumps you -- you need to lull it or walk far enough away beforehand. It may have forgotten about the time you tashed and slowed it, but it still wants to attack you.
So when you are fighting non social, non KOS mobs you very well may find they heal up rapidly on mez. But for the most part it's not an issue as long as you understand the mechanics. I remember the succulents in OT doing this sometimes (baseline indifferent, social, but only with their own kind, and surrounded by kos mobs)
Despite the high success rate the reason mez is a more limited blur is it also counts as an aggressive action. If you have a mob and mez it and can't tell by consider if it blurred, repeated chain mezzing won't improve the chances -- each new mez, if the memblur fails, would reaggro the mob. The actual memblur spell line, which has much higher mana costs and recast times, may fail, but repeated casts won't reaggro prior successes.
Probably a bit more than you wanted but I hope this was of assistance. The exact chance of a blur from mez is one of those things I've always wanted to test, but were I to make an estimate I'd say it is about 1 in 3, and does not appear to vary based on the version of mez.
-Propo Fol
Nirgon
12-18-2012, 10:28 AM
Charm breaks, mez/memblur pet -> full health pet again in no time
This was news 13 years ago
gotrocks
12-18-2012, 10:41 AM
Just want to clarify, at least in my experience, the chance to blur is not small, quite the opposite actually. Usually I can get a mez blur on the second or third try -- often I can dump aggro after really pissing a mob off by just chaining whatever mez I have memmed on it. Additionally this does not seem connected with the level of the mez, the level 4 one works pretty well for it.
as far as I understand it from my personal observations here -- the mob won't go into super regen mode (ie fully wipe) if it is kos to someone and they're still in their aggro range, or a mob it is social with is still in its assist range. Essentially it blurs and immediately reaggroes. So if you're fighting 3 orcs and you mez 2 and they both happen to wipe, neither will regen at out of combat rates, unless one of them is very far away from the fight -- in which case you'll see it do funny things like walk away nonchalantly if no one attacks it or goes near it. This is in the same manner as when you memblur a kos mob that is close to you and it still jumps you -- you need to lull it or walk far enough away beforehand. It may have forgotten about the time you tashed and slowed it, but it still wants to attack you.
So when you are fighting non social, non KOS mobs you very well may find they heal up rapidly on mez. But for the most part it's not an issue as long as you understand the mechanics. I remember the succulents in OT doing this sometimes (baseline indifferent, social, but only with their own kind, and surrounded by kos mobs)
Despite the high success rate the reason mez is a more limited blur is it also counts as an aggressive action. If you have a mob and mez it and can't tell by consider if it blurred, repeated chain mezzing won't improve the chances -- each new mez, if the memblur fails, would reaggro the mob. The actual memblur spell line, which has much higher mana costs and recast times, may fail, but repeated casts won't reaggro prior successes.
Probably a bit more than you wanted but I hope this was of assistance. The exact chance of a blur from mez is one of those things I've always wanted to test, but were I to make an estimate I'd say it is about 1 in 3, and does not appear to vary based on the version of mez.
-Propo Fol
Thanks, this clears things up for me. I now know why i thought the chance to memblur was so low, as I don't have a ton of enchanter experience (my enchantress is only lvl 20, and most of those lvls my girlfriend did). good post.
This was new 13 years ago
Lol you are so harsh sometimes - poor guy just didn't know and couldn't take the time to read a single enchanter guide online.
actually, i take that back. totally appropriate =P
Coriolis
12-18-2012, 02:37 PM
Thanks for the replies, much appreciated. That being said I did read multiple guides (read: 2 :P) but neither mentioned this in any direct form. The mez-blur solves what I was wondering about mostly, I had forgotten that, and I imagine in the guides I read (which were from EQ, not P99 where the memblur chance on mez was significantly smaller I assume) didn't feel it was worth putting in directly.
That being said, I typically just mop up both mobs after getting them low and breaking charm, however given this approach to regen the pet perhaps I'll hold on to it a bit longer, even with the penalty you get for solo pet kills (which is rather noticeable) it would be much simpler than worrying about mopping up two mobs after each fight.
I suppose that brings me to a second question... I've noticed what appears to be diminishing returns on charming the same mob repeatedly, is this simply a figment of my imagination? And if not, does the memblur wipe remove this problem?
Thanks again, even you snarky ones :P
A1551
12-18-2012, 08:03 PM
Thanks for the replies, much appreciated. That being said I did read multiple guides (read: 2 :P) but neither mentioned this in any direct form. The mez-blur solves what I was wondering about mostly, I had forgotten that, and I imagine in the guides I read (which were from EQ, not P99 where the memblur chance on mez was significantly smaller I assume) didn't feel it was worth putting in directly.
That being said, I typically just mop up both mobs after getting them low and breaking charm, however given this approach to regen the pet perhaps I'll hold on to it a bit longer, even with the penalty you get for solo pet kills (which is rather noticeable) it would be much simpler than worrying about mopping up two mobs after each fight.
I suppose that brings me to a second question... I've noticed what appears to be diminishing returns on charming the same mob repeatedly, is this simply a figment of my imagination? And if not, does the memblur wipe remove this problem?
Thanks again, even you snarky ones :P
Figment of your imagination - I've certainly felt this way too! For charms the median duration is substantially lower than the mean -- i.e, charms tend to break early and often, but the longer any given charm lasts, the more likely it is to keep lasting. The streaky nature of charming (where duration is weighted to early breaks) can make it feel like a mob that has been a good pet all night suddenly becomes more resistant. Another thing to check is make sure your CHA buff hasn't fallen off -- in a long night of grinding all those buff icons start to look the same. For more info on charisma and charm durations see this thread: http://www.project1999.org/forums/showthread.php?t=86390
Some mobs seem more magic resistant than others for a given level, but generally the best way to tell if a pet is "appropriate" is to look at its max hit. I have a dedicated window setup just for my pets hits. At any given level you're going to get a lot of experience with what mobs ended up being reliable pets and which aren't and eventually you can just look at the pet's max hit and immediately tell if it's going to give you trouble. This isn't an absolute as some mobs appear to have better innate resists, and some mobs appear not to follow the normal max hit/level formula, but these will be the (fairly rare) exception to the norm.
Finally, as to the pet exp penalty when soloing, exp will certainly be faster doing the get both low eat pet, eat other mob style of charm, but it is more work. The memblur to heal thing really comes in handy when you're grouped (and there is no pet exp penalty) -- you find that perfect pet, get it equipped, and just let it heal itself to full every now and then. Or bring along your favorite cleric and let them CH it!
-Propo Fol
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