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-   -   Game Mechanics: Snare should stop running mobs completely (/forums/showthread.php?t=72857)

Slave 04-22-2012 07:47 PM

Snare should stop running mobs completely
 
From 1999:

http://groups.google.com/group/alt.g...goblin&lnk=nl&


"As a Druid, EVERYTIME I cast snare, when the MoB hits it's turn and run mode
once it's been beat most of the way, will eventually just stop and stand
there while you finish it off. BUT, it has to get beat down enough for this
to occur. In upper GUK Frogloks have a tendacy to run before most things
normally would, hence they walk off when snared instead of just stopping in
their tracks and doing nothing."

This is also what I remember from Live. Currently, on P99 the mob is merely slowed in run speed until they hit about 12%. They should not move at all once they turn to run and have a Snare effect on them, and I'm pretty sure that includes all levels of Darkness.

Further evidence, same page:

"The only time mobs will go into the "slow run" with snare as opposed to
the "turn and take it" is if they are:

a) Very green.
b) Healed *after* they start to run."

This would indicate that any mob at 20% or lower health would be stopped dead in its tracks by a Snare effect.

MORE evidence, same page:

"And, once snared, when the mob hits the flee
state, it will just stand still and not fight back.
...

Snare:
1) Snare is a fixed duration. Not random. It is predictable
2) A snared mob that wants to flee, will just stand still
3) In groups, used to prevent a mob from fleeing "

Yondiloons 04-22-2012 08:09 PM

Evidence against it - same page


Snare is much better than root. For example, root will break the mob out of
flee mode, so it starts to fight again. Snare will make the mob run so
slow that you can get in a couple of rounds before it's out of melee range,
and once the mob gets really low on health, it stops, and will not fight
back.


"My ranger has snare, but a running mob sometimes will just keep going, even
snared, running ever so slowly away but refusing to go down far enough in
health to stop moving.
Frequently I have seen our wizards get impatient
with snare (time is sometimes of the essence) and root the thing solid. "

"Give me a monster I *know* will be moving slowly over one that might
bolt at full speed at any minute any day of the week. "

"They won't get very far if Snared. And they'll stop as soon as they're
hit hard enough.
If your Snared mobs are getting away and starting trains,
then your "efficient" group can't kill them fast enough to make the grade. "



it seems like some mobs do and some dont, unfortunately that complicates things for us

Yondiloons 04-22-2012 08:17 PM

ok from here - http://www.angelfire.com/games2/eqfo...ruid.htm#snare

it says "This is probably the best facet of snare. When a mob is low on health, it will start running. At lower levels, this isn't a big deal, as you can kill a running mob with a few hits. However, at higher levels, mobs will start running earlier in a fight, and it will take a lot longer to kill them."

could be higher level mobs are supposed to run earlier, therefore not stopping mobs at the required percentage to stop them when an otherwise lower level mob will run later already after the required percentage to stop them

Slave 04-22-2012 08:20 PM

None of your evidence says anything about mobs turning to run at 20%, like a non-green con mob will. That is the point at which a Snare effect automatically reduces them to 0 movement speed. Every quotation on that page reflects that, and that is why I posted those specifically, since just talking about mobs being snared and crawling away without saying whether they are green or not is misleading.

Green mobs run at 25% health or even higher sometimes, as quoted above.

Slave 04-22-2012 08:22 PM

Quote:

Originally Posted by Yondiloons (Post 628280)
ok from here - http://www.angelfire.com/games2/eqfo...ruid.htm#snare

it says "This is probably the best facet of snare. When a mob is low on health, it will start running. At lower levels, this isn't a big deal, as you can kill a running mob with a few hits. However, at higher levels, mobs will start running earlier in a fight, and it will take a lot longer to kill them."

could be higher level mobs are supposed to run earlier, therefore not stopping mobs at the required percentage to stop them when an otherwise lower level mob will run later already after the required percentage to stop them

"Earlier in a fight," that is pretty nonspecific and probably simply means that the higher the hps a mob has, the longer it takes to finish them off. Which actually is what the quote says. It doesn't even mention the mobs being Snared, anyway. Please try to be a bit choosier. :)

Nuesnada 04-22-2012 10:32 PM

First of lets get numbers straight

UKNOWN = set speed of mobs at normal and low health on this server <excluding buffs >

UKNOWN= Set reduction of speeds by various snare type spells on this servers. < no information to be had unless devs reveal this information.

KNOWN = at least prior to this patch mobs on p1999 ran faster at normal speed then live servers. you could test this with druid snare/ensnare, mobs that where both druid ranger snared / ensnared would continue to run if below 20 percent and would not stop till they reached 11 percent health. this implied mobs had a higher set normal run speed. this also implies that a mob would drop to another run speed which we perceived as walking when its heallth would drop from 20 to 11 percent, and stop completely as it run speed was at zero or lower at 11 percent to 0 percent health.

----------------------------------------------

DATA known percentage speed reduction referencing allakazam.

Druid /ranger/ Various items SNARE = 41% to 51 % run speed reduction.

DRuid/ Ranger / Various items ENSNARE = 56 % run speed reduction

Necromancer /sk / Various items CLINGING DARKNESS= 24% to 30% run speed reduction

Necromancer / sk / items Engulfing Darkness= 40% run speed reduction.

necromancer /sk / ?? items ??? DOOMING DARKNESS = 48% to 59 % r.s.r

necromancer /sk/ ?? item ??? Cascading Darkness= 60 % Run Speed Reduction.

------------------------------------------------------------

So unless devs decide to release information of mob run speed of mob through out their health levels we will not known if everything is working as we remember on live.

All we have is PERSONAL EXP. if you are use to just using your lowest snare for mana efficiency then try using a higher level one and see this changes how mobs behave. Necromancer / shadow knight have better set of spell to test this.


I will log in later today and do some personal test on mobs i have killed prior to patch and watch their behavior.

Vohl 04-23-2012 12:05 AM

Fear pathing on live servers seemed to be less erratic than on p99 blue and red. There were points where you could position yourself and time melee attacks to hit running targets. I used to do this in the aviak village in S Karana, for example. Running mobs also ran at a speed that was possible to catch and attack them repeatedly if you were on the ball. SoW allowed a chasing melee combatant to attack fleeing mobs somewhat reliably, especially if they had large hit boxes (i.e. giants, cyclopes).

Not giving yourself enough space, fumbling your timing on attacks on fleeing mobs, or horrible luck with hitting mobs would cause trains. Snare was handy for preventing these from happening, but it was not necessary to solo.

The patch has, through whatever crazy combination of pre-existing inaccuracies and well-intentioned updates (accurate to classic EQ or otherwise) achieved a very non-classic result. Melee in general, and monks in particular, are now 100% group-dependent. There is no longer any capacity for monks, warriors and rogues to solo even light blue mobs.

PLEASE FIX THIS.

I'd like to continue to play on 99 red, but it will not be possible with the current flight AI, NPC pathing and speed rule set in effect.

Nuesnada 04-23-2012 01:40 AM

further information.
 
further information.

Tested with help of lower level friend.

mob snared after friend beats it down by 25 percent meleee/damage shield. <alwasy pulled mob of him and attacked me , seems snare has more agro then I remember>

anyhow things i discovered since patch:

1 ) if i get agro <mob green> and it is at 25 to 14 percent health mob will start to run away at walking speed < ?? % move speed unkown>>. when it drops bellow 11 percent is will stop running.

2) mob is engaging someone else and that person is under 50 percent health when the mob reaches 20 percent did not turn away to run, instead will continued to fight till it reaches 11 to 13 percent health then try to run <so mob was beating on friend and then turn to run away only usualy got 1 step then stoped>

3) mob is engaged someone else and the person is above 50 percent health mob will start to run away anywere from 20 to 13 percent heaLth till it health drops to 11 percent or lower and then stops running.


-------------------------------------------------------

Did not get to test unsnared mobs at it would have meant my friend geting pummmuled into ground from a train.



Thanks for listening.

ps hope this helps with new mob run speeds at low health

Deverell 04-23-2012 03:35 AM

Quote:

Fear pathing on live servers seemed to be less erratic than on p99 blue and red.
Live had "fear nodes" which were invisible thingies spread around each zone. A feared mob would run towards the nearest one, and if it reached it, it would run towards the next closest node. That's why it was predictable and consistent. On p99, the mobs seem to just run around randomly and change direction every few seconds, making it very hard to keep attacking them without missing a swing every time they turn. Either fear nodes aren't on this server or they're placed too closely together so the mob keeps changing direction to go to the next one. If that's the case, I'd estimate they're placed every few meters here while on Live they'd be spread out with like a full spellcasting range between each node at least.

Slave 04-24-2012 03:44 PM

bump for extreme importance with the last patches that have occurred


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