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  #31  
Old 08-19-2010, 08:57 AM
Messianic Messianic is offline
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Originally Posted by Lazortag [You must be logged in to view images. Log in or Register.]
How is it different from classic then? Were PC's slower in classic too? What best describes the run speed of PC's/NPC's in classic?
Mobs in classic, as a general rule, were about 5-10 percent faster than you. Here, they're about 15-20 percent faster. sow has a base run speed increase of 34-55 percent, based the level of the caster (not the recipient).

Some mobs were slower. I know for a fact that beetle-type mobs were a hair slower than PC's in classic.

As has already been mentioned, jumping made you faster as long as your stamina held. A neat trick is to jump from hills to get more air time on the jump and get a greater boost - but don't do this on too steep of a hill, because you'll take fall damage - sometimes quite a bit of it (i.e. sand dunes with steep dropoffs in Nro/Oasis/Sro).
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  #32  
Old 08-19-2010, 09:03 AM
UrsusMajor UrsusMajor is offline
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Originally Posted by Lazortag [You must be logged in to view images. Log in or Register.]
You can still do this on p99. In the words of plato: ur doin it wrong.

No you can't. Just yesterday running my 36 necro from Neriak to EC Tunnel through Nuktolos I agro'd a skeleton. The only way I could stay ahead of it was by constantly jumping. If I jumped just once, I would get ahead of it for a second until it cought up with me.

In order to stay ahead of the mob you have jump non stop but you can't do this because you'll run out of stamina.
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  #33  
Old 08-19-2010, 12:13 PM
qwrtish qwrtish is offline
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Strafe running was enough to run as fast as mobs on live if you were ahead of them. You only had to jump and strafe if you were fighting then decided to run and needed to put distance between you and them. I'm not sure why so many people are getting that confused -- you never had to constantly jump, although everyone probably did because they were terrified (I know I did).
  #34  
Old 08-19-2010, 02:08 PM
Lazortag Lazortag is offline
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Originally Posted by UrsusMajor [You must be logged in to view images. Log in or Register.]
In order to stay ahead of the mob you have jump non stop but you can't do this because you'll run out of stamina.
Exactly - this is classic.
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  #35  
Old 08-19-2010, 02:10 PM
Overcast Overcast is offline
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Originally Posted by qwrtish [You must be logged in to view images. Log in or Register.]
Strafe running was enough to run as fast as mobs on live if you were ahead of them. You only had to jump and strafe if you were fighting then decided to run and needed to put distance between you and them. I'm not sure why so many people are getting that confused -- you never had to constantly jump, although everyone probably did because they were terrified (I know I did).
Yeah, it just seems the natural way. I guess jumping once or twice and getting out alive is a good way of developing that habit.

But most of the time, if I'm not overweight - I can get away if I strafe + jump, but yes - I wish they ran a bit slower so I could just do a straight run + jump to get away.
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  #36  
Old 08-19-2010, 02:54 PM
Gamkek Gamkek is offline
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Originally Posted by UrsusMajor [You must be logged in to view images. Log in or Register.]
In order to stay ahead of the mob you have jump non stop but you can't do this because you'll run out of stamina.
Ding, ding, ding! We have a winner.

This is always the way it was in classic. p99 may not have it *exactly* 100% right, but that's the nature of the beast.

Even though they might be a cunt hair faster than they were on live, you can still run faster than mobs by jumping. The trick was always having a high enough combination of health (to take hits) and stamina (to stay ahead with jumping) to make it to the zone line.
  #37  
Old 08-19-2010, 03:23 PM
Lucrio40 Lucrio40 is offline
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Mobs were not faster than Players on live, with the exception of some named mobs or mobs that cast SoW.

The way Classic worked was that mobs ran EXACTLY the same speed as a player, thus if you were in melee range of a mob and you keyboard turned and ran in a straight line without strafing then the mob would stay within melee range of you. If you rooted a mob, stunned a mob, jumped, strafed, or did ANYTHING to gain any sort of a lead on the mob you would keep that lead because the mob was moving at the same speed as you.

I have somewhere in this house (I look for it occasionally) my EQ collectors edition book that tells you to pan your camera out while fighting a mob and to jump to outrun a mob. If I find it I would scan it and put this to rest.
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  #38  
Old 08-19-2010, 03:32 PM
Lazortag Lazortag is offline
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Originally Posted by Lucrio40 [You must be logged in to view images. Log in or Register.]
The way Classic worked was that mobs ran EXACTLY the same speed as a player, ...
How can this be true? Different players have different agility and thus move at different speeds.
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  #39  
Old 08-19-2010, 04:29 PM
Lucrio40 Lucrio40 is offline
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Originally Posted by Lazortag [You must be logged in to view images. Log in or Register.]
How can this be true? Different players have different agility and thus move at different speeds.
Unless I'm mistaken, agi worked for movement speed in that low agi gave you a penalty, but high agi didn't give a bonus for movement.
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  #40  
Old 08-19-2010, 04:31 PM
Itchybottom Itchybottom is offline
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Originally Posted by Lucrio40 [You must be logged in to view images. Log in or Register.]
Unless I'm mistaken, agi worked for movements speed in that low agi gave you a penalty, but high agi didn't give a bonus for movement.
Correct. Agility never influenced top run speed, only when you were low on hit points, or weighted down would it affect movement rate. Mobs were always easy to out-run on live, by diagonal strafing as has been discussed into the ground. You didn't have to continuously jump, that's just something players tended to do in a panic.
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