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#6
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Quote:
This is how sk's split pulled most of the time: snare a mob, FD, wait for others to go back, stand up, check agro (re-FD if necessary), then let the snare (which, for sk and necro's, is a dot) hit the mob for the dot tick and return to the group or if they are soloing, just kill it or whatever... Here's what I think the problem is in an example... a snare is... lets say -55%, the mobs run speed is 100%, so in essence a snare on a normal mob not returning to spawn point or low on HP is 100% - 55% which = 45% run speed. Now mobs running back would run back to their spawn or place of origin would run at let's just say it's 50% (close enough to whatever it is), so the reason the snare worked to split them was because 50% - 55% = -5% or in other words 0% or less ultimately equaling a root. Some would argue that it's multiplicative, which if you use multiplicative math on a "returning to origin" mob then 55%(snare) from the 50%(returning to point of origin) = 22.5% (Implicit Percentage... (0.5 - (0.5 x 0.55)) ) The numbers are just an example, the point is the mob is moving slower, but not rooted. Now, that is probably what it's doing on EQEMU servers or at least here on P99. Which is why you don't see a difference on a regular snare on an active agroed mob. The mob is at 100% run speed, so regardless of type of math done it's 45% (on a 55% snare) but this isn't the correct way it should be(or WAS) for "returning to origin" mobs. So it's currently doing the Text implied multiplicative math, when on live they probably just did a simple subtraction. (or addition, depending on how you look at it) Regardless of the math involved... I know for a fact that split pulling as mentioned here, was possible with snares, as I used to do so on my SK without "re-working" just by using the snare as a "root" on those types of pulls. | |||
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Last edited by Migs351; 12-13-2011 at 04:33 PM..
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