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Old 09-15-2025, 03:10 PM
loramin loramin is offline
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I'd recommend finding evidence to support the bug ... which is a lot easier thanks to Dolalin's incredible classic research site: https://search.eqarchives.org/

In just a couple minutes I searched for "summon you" and found ...

1)This post, which implies (but doesn't state) that you can be summoned at any distance, and thus the only way to escape is to zone:

Quote:
Originally Posted by https://dbsanfte.github.io/eq-archives/newsgroups/alt.games.everquest-msg-108871.txt
> > If you had gotten very far, you would have just been summoned anyway.
> I've
>
> No, she won't summon you unless you have done a certain amount of damage
to
> her (or somebody else has whilst your on the agro list)

No, Vekis will summon you if you're on the top of his hate list. Only if he
remains engaged with the Firiona wandering guardians will he NOT summon you,
and even then he'll summon you as soon as he's finished...which is usually
pretty quick. Your only chance is if he's engaged long enough for you to
zone
.
2) This post, where one person claims summon is zone-wide, and another disagrees with a different point (implicitly agreeing with them about the summon distance)

Quote:
Originally Posted by https://dbsanfte.github.io/eq-archives/newsgroups/alt.games.everquest-msg-13553.txt
On Thu, 07 Jun 2001 18:58:23 GMT, StanMann wrote:

The Mob WON'T summon you if your X,Y is within Melee of him.(z axis "exploit")

They most certainly *will*. I have been summoned multiple times in the same fight while merrily smacking away at a mob the entire time with my axe. You weren't at the same x,y. You can actually be quite a bit away from the mob and still be meleeing. When you have something as large as a dragon, "max melee" distance can be as big as 30 feet away. Hell, if you've seen the Progenitor in ST, you'll realize "max melee distance" is somewhere in Eastern Wastes by the bridge. Conquest claims that their clerics most certainly were getting summoned (and some killed), which was exactly why they were using CoH on them to yank them back down under the bridge. (Basically, Conquest was engaging the mob in a summoning contest, with the Clerics as the ping-pong balls). They were chain rezzing meleers and tanks to keep the rez effect on them. This also wipes all aggro of them. That means it doesn't take long before the only people on the aggro list are the clerics. They *HAD* to CoH these clerics to wipe aggro. Of course, since it looked like they had only one mage and at least 6 clerics, given the 12 second casting time and 15 second hold time of CoH, this wasn't gonna work.

Summon is zone wide, but if you are already in "melee range" you won't be summoned.

Untrue, it has happened to me many times. Not melee range. At the same x, y coordinates as the mob--try it, it's interesting since the mob will just beat on you, knock you back a bit and then summon you back to the spot (except it will also summon you up the z-axis as well).

Apparently, they were also using CotH as a Mem blur after each Cheal. Mage standing beside cleric casts CotH MoB has chance to forget/move cleric down hate list.

Ahem -- why would there be a *need* to clear the Clerics from the hate list if, as Verant alleges, the Clerics couldn't be reached or summoned anyway? See above. Basically the meleers were being "pre-rezzed". From the sound of it, they had the rez acceptance box up while meleeing. When they gained aggro or res effect poofed, they would click on the Yes and boom, instant aggro wipe and refresh of the rez effect. This was actually a dumb thing to do. Because it removed from the aggro list those folks you WANT on the aggro list, the tanks. Sorry, but having just one tank attempt to hold the aggro isn't safe. One bad lag, one bad proc, one slight mistiming of the heals and the "main tank" is dead. Can't switch to a different tank since none of the other tanks have managed to generate enough aggro--so who gets to tank? The clerics. -- Sang.
Find some more evidence like that and it's much more likely this will be fixed!
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