Project 1999

Go Back   Project 1999 > Server Issues > Bugs

Reply
 
Thread Tools Display Modes
  #1  
Old 04-22-2012, 08:22 PM
Slave Slave is offline
Banned


Join Date: Mar 2011
Posts: 2,339
Default

Quote:
Originally Posted by Yondiloons [You must be logged in to view images. Log in or Register.]
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. [You must be logged in to view images. Log in or Register.]
Reply With Quote
  #2  
Old 04-22-2012, 10:32 PM
Nuesnada Nuesnada is offline
Aviak


Join Date: Sep 2011
Posts: 58
Default

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.
Last edited by Nuesnada; 04-22-2012 at 10:39 PM..
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 11:25 AM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.