Quote:
Originally Posted by Night Shade
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Mobs in OT are not social to other mobs types. So a tiger is not social to a rhino, so they don't transfer hate to each other and cactus are not social at all.
Also, yes in an open zone there is a bigger chance of mobs not being close to each other. Unless you are trying to gather them together by moving in a circle.
Your level VS the mob level also determines mob aggro range and hate transfer range, also line of sight and if your are in sneak mode or if the mobs can no longer see you (invis.) all effect aggro and hate transfer range.
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I don't think you addressed what Topgunben said? Topgunben said if FD success was calculated per mob in the swarm--like 90% chance to succeed each--then the more the mobs the less likely it'll succeed. Yet Topgunben might have 100 mobs in OT and consistently make a successful FD. So either FD success isn't calculated on a per mob basis, or it's much easier to FD in OT per mob.
Per mob checks go like this for a 1-mob swarm and 70% success rate:
1) 70% chance to succeed
2-mob swarm:
1) 70% chance to succeed
2) .49% chance to succeed
3-mob swarm:
1) 70% chance to succeed
2) .49% chance to succeed
3) .343% chance to succeed
Are you saying instead of doing a success check per mob it's adding up the "aggro threat" of the swarm? The way it might create the aggro threat is by summing up these factors:
1) Your level versus the average level of the swarm
2) The average social-ness of each member of the swarm to the other members
3) The average proximity of each member of the swarm to other members in the swarm
Once it creates the aggro threat, it compares this to the overall FD success rate (based on FD skill and class). This is similar to comparing the level and class of a npc caster to a player's level and resists to compute a hit.
When you get up after a successful FD, you might still get aggro:
4) LOS to the swarm, player sneak mode or player invis effect(s), proximity of swarm members to spawn point