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View Full Version : Game Mechanics: Trakanon gate


Nirgon
02-22-2013, 01:39 PM
Haven't seen or noticed* him attempt to gate like Hoshkar etc...


Source (http://www.legacyofsteel.net/Archives/Post/2000-10-30) from Legacy of Steel Archive

With all the times we've killed the poison beast of Old Sebilis, he can still manage to whipe out even the seemingly most coordinated effort. Translation: we got owned when the fugger gated. (Dr. Nirgon's note: probably from all the dots on everyone and damage done by breaths while trying to work him back down again!)

I believe he should reset aggro when he gates as well but retain his hate list?



*He is roflstomped on blue in a flurry of "so and so begins to cast a spell"s and other general insanity...

Nirgon
02-22-2013, 02:25 PM
Should go for a gate at 30%

Nizzarr
02-22-2013, 06:27 PM
nothing gates at 30%, you're high.

Nirgon
02-22-2013, 06:28 PM
Post is from 04... but still... shouldn't have changed



http://sigilsmotel.yuku.com/topic/941

he will try to gate at around 30% health

Nirgon
02-22-2013, 06:31 PM
More from

http://website.lineone.net/~alex/eq/raids/raid_old_sebilis_trakanon_overview.html


If Trakanon gates, he will reappear at spawn point in lair and will regain approximately 5k HP. I do not recommend that anyone fights him in bridge area due to a few bad spots where he might repop back into lair regaining HP.



If Trak gates, remain in the lair.




If hate gates? Redo the last 33% hp again, source (http://www.monkly-business.net/forums/showthread.php?t=8958):

Q: What happens if he gates?

A: Then youll have to use stonestance and drag him back into the water, wait 2 minutes for the Protector to move and redo the last 33% of hes hp again.


/shines classic EQ doctorate plaque

Prosecution rests its case against non-gating and at ~30% hp Trakanon.

Bamzal Sherbet
02-22-2013, 08:45 PM
damn nirgon go easy on nizzar

bizzum
02-22-2013, 10:22 PM
Q: What happens if he gates?

A: Then youll have to use stonestance and drag him back into the water, wait 2 minutes for the Protector to move and redo the last 33% of hes hp again.

Sounds like he is gating when he is pulled off his spawn point like most other mobs do. I doubt he would attempt to gate if he isn't far enough from that spawn.

Nizzarr
02-22-2013, 10:49 PM
Mobs gating on live gave them 25% hp back.

Shit only gate under 10%.

8% + 25% = 33%

come again sir.

Handull
02-23-2013, 02:46 AM
mobs shouldn't gate when they are within a certain radius of their spawn point, this was discussed in other threads i believe.

trak is usually killed on/near his spawn on p99

......

profit?

bizzum
02-24-2013, 10:22 AM
Trakanon confirmed to have gated as of 2/24 on Blue. Was pulled out of lair

Ele
02-24-2013, 10:36 AM
Trakanon confirmed to have gated as of 2/24 on Blue. Was pulled out of lair

6% + 25% = 31%

Fraps:

http://www.youtube.com/watch?v=wmhPITcGYNs

Sundawg
02-24-2013, 11:47 AM
6% + 25% = 31%

Fraps:

http://www.youtube.com/watch?v=wmhPITcGYNs


Beautiful, love to see a mechanic like that in action.

Thank you.

Elderan
02-24-2013, 12:22 PM
mobs shouldn't gate when they are within a certain radius of their spawn point, this was discussed in other threads i believe.

trak is usually killed on/near his spawn on p99

......

profit?

This is the key part here. He would only try and gate if you killed him out of his lair.

I also remember it being around 10% and not anywhere near 30% when he tries.

Ambrotos
02-24-2013, 12:40 PM
On live people would "place" him in the cubby area on the same side of where the rock is while using DA and adjust him to that area. I could have sworn that was the spot where he spawned, and would gate to. Anyways if a NPC was outside the area of their bind point + radius they would gate, if they weren't they never did.

Maybe the spawn point of Trak on p99 is wrong? I don't know. Why would a NPC gate to a place that isn't their bind point, I don't recall any other npcs doing that. Take npcs that can gate, and they gate back to their spawn point. Why any different for a dragon?

nilbog
02-24-2013, 12:43 PM
http://www.project1999.org/forums/showthread.php?t=85763

Nirgon
02-24-2013, 04:27 PM
OK so he gates here, thanks! Part 1 settled.

I have posted evidence here of him gating around the 30% marker. That seems a tad high from my memory, but I believe I recall mobs that could take at least 3-4 draught of ices before they died in seb at their gate marker.

Meaning you'd save your disciplines to blow him up around that point, not almost immediately at engage.

Trak gates just fine.

http://www.youtube.com/watch?v=wmhPITcGYNs

^ From other thread, and again, it makes me very happy to see this. However, I clearly recall mobs trying to gate once before flee mode and continuing to fight a bit after before fleeting, not just when critically wounded. As far as the images I've linked... they pull him against that back wall for a very, very good reason.... not to make it harder.

From raid guide:

The positioning group will rush in and try to pull Trak deep into lair. Either to NE or E. Once in position, they will attack. The first person who attacks Trak will be teleported deep into the mushroom area. Ideally a monk is sent in first, as they can then FD and then they are CoH'd back. The goal is to kill Trak before he ports the next person.

^ Deep into lair as many of us remember, I believe his spawn point is incorrect.

Nirgon
02-24-2013, 08:31 PM
More (http://www.monkly-business.net/forums/showthread.php?t=4949)


Trak isn't static. He roams around his lair.



Use a DApally if ya got one or somone who can survive a few hits to rush trak and pull him to the back of his lair. Everyone else needs to run in right behind him. Make sure people understand not to heal right away until they join up in traks lair otherwise Trak will run out to whoever is healing.

^ Needs to be pulled to the back of his lair.. check that screen shot. That's where this experienced, classic guild pulled him. I recall EXACTLY the same.

None of this stuff changed between Velious and PoP.

http://sigilsmotel.yuku.com/topic/963#.USq3WldNtRc

he will try to gate at around 30% health, which is why we will be charging at him in his lair

Nirgon
02-25-2013, 04:14 PM
More on 30% gate marker

http://www.councilofdragons.com/index.php?name=PNphpBB2&file=printview&t=2183&start=0


. This should be basic knowledge top any melee and at times I think I take it for granted that it is. EQ watcher is helpful but not necessary as you should be adherring to the above tactic regarless starting at 30%.


They should start to WANT to gate at 30%, but not necessarily immediately do it every time.. it can happen as early as 30%.

Melee push is a way to stop NPC from casting confirmed, hence in my other Trak image you see main tank in front, all melee on side (very classic and certainly recall this):

Mainly on a gater all melee push on once said to move the mob and interrupt his gate


This is also the point mobs that cast CH (hi2u white dragons) should start trying to do so. If they already are? Well, this is quite consistent and should be at least applicable when considering an NPC "defensive cast point".

Nirgon
02-25-2013, 04:20 PM
Rak in CoM confirmed to gate at 20% hp previous... we're getting warmer

http://everquest.allakhazam.com/db/npc.html?id=4514

RAK GATES! When Rak is down to about 20% of health, he WILL GATE back to his original spawn spot. Be prepared for this event. If he gates, he will call in re-inforcements, so if it occurs, be prepared for multiple adds, from golems, ghosts, and Black Reavers.


I'll give you 20%, but I'm sure I can find 30% (bear with me, I feel like this 30% marker is obvious)..

Nirgon
02-25-2013, 05:09 PM
From Veksar, but this mechanic hasn't changed

http://everquest.allakhazam.com/db/zones.html?zstrat=94

The vessels will gate at around 30% or so and will train you with their buddies

Nirgon
02-25-2013, 09:51 PM
Last piece of info to consider.

If mob gate was at 5-6%, I shoulda just been able to kill a krup wiz/sham the second they tried it with a draught and it would have been no issue at all.

The truth is, back in the day, I had to help stun esp if a stun kick or bash missed... and they'd resist. Mob gate was a real pain.

30% they should be in range to try it, next spell they cast if they try to cast one will be a gate. Mobs can also try to gate multiple times.

Leaving this for Nilbog to decide now, 5-6% gate range is crap :P and classic players know it :P.

Nirgon
03-05-2013, 04:29 PM
More NPC gating:


Raid force on him, he's taking 1452 out of his 19k hp, shot is taken before it says he begins to gate..source (http://translate.google.com/translate?hl=en&sl=ja&u=http://www.e-douguya.com/eq/wiz/epic.shtml&prev=/search%3Fq%3Deverquest%2B%2522dragon%2522%2B%2522y ou%2Bare%2Bstunned!%2522%26start%3D197%26hl%3Den%2 6sa%3DN%26biw%3D1402%26bih%3D768&sa=X&ei=xFM2Ue6FKovv0QHbpYDQAQ&ved=0CGkQ7gEwCDjFAQ) (original (http://www.e-douguya.com/eq/wiz/epic.shtml)):

Tolapumj was hit by non-melee for 726 points of damage.
Tolapumj is caught in a torrent of jagged ice.
Tolapumj was hit by non-melee for 726 points of damage.
Tolapumj is caught in a torrent of jagged ice.
Tolapumj Gates.


Gotta say... last 5% only is way too low..

Nirgon
03-05-2013, 05:29 PM
2003 Harla Dar gate..

Source (http://everquest.allakhazam.com/db/npc.html?id=7056):

does not summon, chanter mob, LOVES to gate around 20% (wiped us after she gated 5 times), drops velious 60 spells *AND* does drop Malo, got a copy off of her today even tho its a Kunark spell

Also note... gated multiple times.

Another quote, same source, multiple gates:

We had 17 people, most level 60, to do this fight. First try, we weren't in the right spot, and she gated 3 times, the 3rd time bringing 2 adds (and we were oom at that point).


Tola gate source (http://everquest.allakhazam.com/db/npc.html?id=4572):

A little advice on killing this frog, FD pull until this guy is left all alone, and this is why....
Tola gates.
Even with 20 people and 5 pets unloading on him, he still managed to gate on us, luckily we had everything else cleared out, so we just went to his spawn point and finished him off. triples for 230ish, don't all you chanters wish you could hit like that? hehe
As for the robe, which I was lucky enough to win, the 10 int and 50 mana sure is nice, and as to the Haste? Too bad it doesn't work on casting time :)

^ 20 people couldn't do 5%? Heh come on now. More like 20-30..

2000 post saying gates at 20% for Gruplinort, source (http://everquest.allakhazam.com/db/npc.html?id=4616):


Which crack pipe you smokin'? <jk> Quads for 180 each, Gates at 20 health, then summons ppl one at a time and kills them... Not tough? OUCH! Oh and when he summons... he seems to summon the evacers first btw. The room is easy to break. Just have a good monk to pull. Holding it is the hard part. Last time I was there totals 12 hours, 3 bone casters, 4 cleric armor pieces, 3 clerics spells, 1 cobalt drop, elder spiritist bracers, 2 evacs, 2 party wipe outs, and half bubble exp even with two deaths and one no rezz. Ya gotta love the disco.


I'll settle for 20, 5% no way tho :P.

koros
03-06-2013, 03:50 PM
Quite certain it was 20%, if not 25%. But it definitely wasn't 30 or 5%

Nirgon
03-06-2013, 04:10 PM
Absolutely, 30% seemed to me like the window they'd start considering doing it.

I'm in favor of a "more classic" 20%, which I believe is pretty solidly supported here, over a 5% which is absolutely trivial.

Again, see 20 people on Tola and him gating with 2 draughts of ice hitting him. You think he'd ever gate with that many people on him from 5% here? Heh.

Mob gate was a pretty serious issue in xp groups, and I never resolved it with just 1 draught :P.

Nirgon
03-12-2013, 11:54 AM
Bump for 20% and range of gate attempts being anything equal to or past distance of Emp Chottal's spawn to his door.

nilbog
03-14-2013, 03:56 PM
Bump for 20% and range of gate attempts being anything equal to or past distance of Emp Chottal's spawn to his door.

Other thread. http://www.project1999.org/forums/showthread.php?t=85763&page=2

Anyways, people are telling me is there is nothing wrong with the escape distance. It's already set. If npcs continue to gate ~200 distance of their spawn, give me one in particular so I can replicate and post it in the other thread linked above.