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  #961  
Old 10-22-2014, 01:51 PM
maurilax maurilax is offline
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yea the first time i tried stunning and every single one was resisted. if pet had started at 100% instead of 80% i still would have won.
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  #962  
Old 10-22-2014, 01:54 PM
Walth Walth is offline
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Quote:
Originally Posted by Daldaen [You must be logged in to view images. Log in or Register.]
Classic confirmation pending.

I'm skeptical non-aggro/LoS friendlies in a close radius would prevent fleeing.
I assume the same manner as mobs that heal through walls without adding to agro and such.
  #963  
Old 10-22-2014, 01:56 PM
Man0warr Man0warr is offline
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Quote:
Originally Posted by Daldaen [You must be logged in to view images. Log in or Register.]
Classic confirmation pending.

I'm skeptical non-aggro/LoS friendlies in a close radius would prevent fleeing.
Well it's that mechanic that allows you to PL on non-undead mobs without fleeing [You must be logged in to view images. Log in or Register.]
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  #964  
Old 10-22-2014, 02:07 PM
iruinedyourday iruinedyourday is offline
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Quote:
Originally Posted by maurilax [You must be logged in to view images. Log in or Register.]

haha in fail1, just when you got that shit under control, was efreeti's immediate reaction to dispel your pet? haha that is some smart AI & bad luck [You must be logged in to view images. Log in or Register.]
  #965  
Old 10-22-2014, 02:07 PM
Daldaen Daldaen is offline
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Quote:
Originally Posted by Walth [You must be logged in to view images. Log in or Register.]
I assume the same manner as mobs that heal through walls without adding to agro and such.
This is classic. Mobs heal but don't assist. Think there are some comments about CHing mobs through walls in like Kedge and such.

Quote:
Originally Posted by Man0warr [You must be logged in to view images. Log in or Register.]
Well it's that mechanic that allows you to PL on non-undead mobs without fleeing [You must be logged in to view images. Log in or Register.]
Nah what allows this generally speaking is pulling a big pack and the final one always runs. Which you then ensnare and let your noobling skill up their offensives while its in flee mode.

Atleast, where I pull, they still flee. As is intended.
  #966  
Old 10-22-2014, 02:15 PM
maurilax maurilax is offline
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Quote:
Originally Posted by iruinedyourday [You must be logged in to view images. Log in or Register.]
haha in fail1, just when you got that shit under control, was efreeti's immediate reaction to dispel your pet? haha that is some smart AI & bad luck [You must be logged in to view images. Log in or Register.]
Shit your right he did dispel him...what a jerk.

I was pretty proud of memming and getting that charm off too.
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  #967  
Old 10-22-2014, 02:21 PM
Walth Walth is offline
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Quote:
Originally Posted by Daldaen [You must be logged in to view images. Log in or Register.]
This is classic. Mobs heal but don't assist. Think there are some comments about CHing mobs through walls in like Kedge and such.



Nah what allows this generally speaking is pulling a big pack and the final one always runs. Which you then ensnare and let your noobling skill up their offensives while its in flee mode.

Atleast, where I pull, they still flee. As is intended.
Right, I was using that in reference to mobs using same AI to not flee, as both being classic.
  #968  
Old 10-22-2014, 04:01 PM
Man0warr Man0warr is offline
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Quote:
Originally Posted by Daldaen [You must be logged in to view images. Log in or Register.]



Nah what allows this generally speaking is pulling a big pack and the final one always runs. Which you then ensnare and let your noobling skill up their offensives while its in flee mode.

Atleast, where I pull, they still flee. As is intended.
Right, but that same mechanic that stops all the mobs you pulled from fleeing is the same one that keeps a single mob from fleeing if there are un-aggroed mobs nearby. The mechanic doesn't care if a mob is aggro or not, just that it's within a certain distance.

It wasn't like that on this server until a few months ago - non-undead mobs would flee at low life even if 10 of their buddies were beating on you too. That's why PLing in Befallen/Unrest/Kurns was preferred.
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  #969  
Old 10-22-2014, 04:43 PM
Daldaen Daldaen is offline
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Quote:
Originally Posted by Man0warr [You must be logged in to view images. Log in or Register.]
Right, but that same mechanic that stops all the mobs you pulled from fleeing is the same one that keeps a single mob from fleeing if there are un-aggroed mobs nearby. The mechanic doesn't care if a mob is aggro or not, just that it's within a certain distance.

It wasn't like that on this server until a few months ago - non-undead mobs would flee at low life even if 10 of their buddies were beating on you too. That's why PLing in Befallen/Unrest/Kurns was preferred.
Agreed. Same mechanic and it wasn't like that months ago. Because it wasn't classic back then.

My point is that what we have is *near* classic, but I believe that the check to not flee should occur only when the nearby mob is aggroed or line of sight. Something on the other side of a wall or on a floor above shouldn't prevent fleeing because they are XX feet from the mob. I'd think there would be some comments about specific camps that are tight together that would mention this sort of behavior if it existed.

Atleast that's my assumption.
  #970  
Old 10-22-2014, 05:18 PM
baalzy baalzy is offline
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Quote:
Originally Posted by Daldaen [You must be logged in to view images. Log in or Register.]
Agreed. Same mechanic and it wasn't like that months ago. Because it wasn't classic back then.

My point is that what we have is *near* classic, but I believe that the check to not flee should occur only when the nearby mob is aggroed or line of sight. Something on the other side of a wall or on a floor above shouldn't prevent fleeing because they are XX feet from the mob. I'd think there would be some comments about specific camps that are tight together that would mention this sort of behavior if it existed.

Atleast that's my assumption.
I'm fairly certain the CORRECT mechanic is the mobs either have to also be attacking you, or be really-really close (without necessarily being agro'd, like so close they should agro you but they're pacified and haven't) to prevent a mob from running.

As it is now mobs that are relatively close (but still out of assist range) prevent a mob from running, which is not correct. Snare was super duper important in dungeons because pretty much every single pull would start running and then agro the things right around the corner. Here you'd have to already have a substantial area cleared before a mob will start to flee.
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Last edited by baalzy; 10-22-2014 at 05:39 PM..
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