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#31
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![]() http://www.project1999.com/forums/sh...96&postcount=6
Read this. See how the patch note explicitly states sneak was changed to not drop when you hit. Also how the sneak guide was edited just before and makes note that a new way to sneak pull is available due to the recent changes to sneak. When described its exactly what you describe. You could hold sneak through throwing an item. But that's 2002. Aka never on this server. The change was 5/8/2002 - http://www.tski.co.jp/baldio/patch/20020508.html
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#32
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![]() Brocode, if you read the thread I linked above: there are about 50 quotes talking about sneak, and we even have patch notes stating sneak drops when the player attacks. I also read your quote 'with sneak still engaged' as 'you must keep sneak engage' i.e. click it again. Because it dropping would be common knowledge.
Treats, my suspicion is that when Verant added FD memory, they came up with some sort of hack based on the /consider function. Regardless, if you find some evidence for this would you mind making a separate thread? This thread is for two very important things that we know 100% are incorrect and have a huge impact on pulling at the moment. | ||
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#33
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![]() Thanks guys, re read most information and i do agree with you guys, point 1 is proven to break sneak once you do ranged. Also they mention sneak aggro pulling at somepoints instead of range aggroing.
Sorry if i mislead someone then. Nilbog Sneak should break on ranged attack and also if you guys are on it, there was a post about Ele that still wasnt in that you should be able to do quests and talk while in sneak even tho if your kos. | ||
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#34
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![]() Quote:
Need sneak to break when a ranged attack is initiated (it landing is irrelevant) Also need mobs to not blur 100% of the time if you stand while indifferent.
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#35
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![]() Quote:
Sneak should NOT break on ranged attack however, only when the thrown object connects. Using the delay of the object to hit the target was always a part of pulling with ranged items on live. I'm only relying on my memory here but contrary evidence looks circumstantial at best. Regardless, item#1 is game changing for how monks split and makes pulling many difficult camps trivial (i.e. fungi king) Item#2 won't make a significant impact either way, travel time of ranged objects adds less than a second but can make things slightly easier. | |||
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#36
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![]() Sneak SHOULD break when you hit the Ranged Attack button.
That's why flight time mattered. You had to reactivate Sneak while the projectile was mid-flight and have Sneak active by the time it hits your target otherwise you pull everything.
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#37
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![]() Quote:
Sneak only breaks when a character is hit, not when he hits someone. This means that prior to this patch note, sneak broke when a character hit someone. You infer that to mean pressing 'Range Attack' means Sneak should drop. That's not how it reads. As worded by the patch notes, the object needs to travel and hit something, THEN Sneak drops. I agree this is different from the way it is now and should be changed to be Classic. Currently you can jav something and until it runs up and hits you, Sneak is still active. But according to the notes we're referring to, Sneak shouldn't drop when Range Attack is pressed. It should drop when the object connects with a target. | |||
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#38
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#39
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![]() So SKs should be way better at pulling than they are right now, if CoS pulling ever gets fixed?
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Smac - Iksar Grave Lord Mackenze - Human WarderPulsate - High Elf Phantasmist Mackaroni <Seal Team> - Human Monk | ||
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#40
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![]() Quote:
SKs will be nerfed a bit if the CoS no longer blurs, but monks will probably be hit harder. | |||
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