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Unusual behavior of running mobs
The other day I was fighting on the Orc hill and I noticed something strange -
orcs run when low on health even when their live friends are still in battle. From what I remember from EQLIVE and EQMAC (RIP!), mobs never run as long at least one of their allies is still alive. Thus, my snaring char (druid/necro) wouldn't have to snare every mob, but only the last one standing. So, the running behavior seems to be different on P99... is this intentional? |
Works the way I remember on live. :p
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http://www.project1999.com/forums/sh...d.php?t=139603
Was someone on aggro higher than the mobs such that they conned green? This is a bug that needs fixing. See that thread. |
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On classic, you could "social root" a mob if it was in proximity to another on its faction. Even if bother were not engaged in the fight, if the other was close, the one mob would not run at low HP. This sort of happens now but it's not quite perfected I believe. It seems that mobs will not run currently provided both are agro. One can be rooted or fighting someone in which case the low HP mob will not run.
I recall using this to prevent runners in places like Blackburrow and Guk back in the day on live. I could fight one mob while it was close to another of its kind (around the corner for example). |
It depends on whether the mob is "social" or not, I believe. Some are, some aren't. If a social mob has a buddy who is fighting with him, he won't run.
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Mobs lose their bottle if there are no xp mobs left in the fight. A level 36 goblin on low health fighting a level 40 and 11 player is not going to think that level 10 goblin wizard also fighting has his back!
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