#21
|
|||
|
also note on live with fd that when the mobs got back to their spawn point there was a certain chance (or full%) of forgetting, also there was a chance for full mem wipe on fd and it was per mob.. Sometimes I would pull 5 mobs fd, let them wonder back (mob return to home timers where not always the same, so sometimes 3 would stay, 1 would return instantly and a few would be between instantly returning and awaiting the 'max' time to go home)
anywho I could stand, insta invs, break invs for reagro on nonmemwiped, invs and let the 2 or so come back, re fd...rinse and repeated till 1.
__________________
-----------------------------------------
OG Moustache, respect... Xadion Von'Darkborn - Shadow Knight Cory Von'Darkborn - Ranger Brezner Von'Darkborn - Bard Watermelons Siliconmelons - Corpse/Shaman | ||
|
#22
|
|||
|
> November 16th, 4:30pm
> --------------------- > > Feign Death was recently changed by the Tuning Team to reflect evolving > gameplay issues. Since two of the three classes that get Feign Death get it > through spells, I thought this might be a good place to explain the changes. > > Previously, when you used Feign Death (and assuming you cast the spell > successfully or, in the case of the Monk, made your skill roll) hostile > monsters would decided that you were dead and wander off. When you later > got up, they would still remember that they were angry with you. If you > were within sight, they would immediately come after you. If not, they > would come after you at some later point. This might happen within a few > minutes, or could happen even a few hours later. The only way to be > absolutely sure that a monster had forgotten about you was to zone. > > With our new changes, about a third of the time that you successfully Feign > Death, the monster will immediately forget about you, similar to an > Enchanter casting Memory Blur. If they do NOT forget about you, they will > immediately come after you when you stand up. No more monsters coming back > at irregular amounts of time - it should be immediate or not at all. > > This is a change - the old way, if you Feigned Death a SINGLE TIME, the > monster would ALWAYS remember you. This way, they remember you about > two-thirds of the time. > > Using the old Feign Death, you could Feign Death multiple times to try to > confuse the monster. After about seven or eight times doing this, most > monsters would eventually forget they were mad at you. > > With the new Feign Death, if you Feign Death once the monster has about a 65 > percent chance of remembering you. Twice and the monster has about a 50 > percent chance of remembering you. Four times means about 20 percent, and > six times means about 8 percent. This is very similar to the old Feign > Death. > > Another addition to the new Feign Death involves a monster "going home." > When you Feign Death, most monsters will return to where they were before > the fight. If a monster returns to its initial location, it will > immediately forget about you greater then 90 percent of the time. > Therefore, if you Feign Death and stay down long enough for a monster to "go > home," you should be safe when you stand up a majority of the time. If the > monster IS still mad at you, it will return immediately, rather then > wandering back later at some irregular interval. > > > *FEIGN DEATH UPDATE* > > After further testing and watching these changes on the Live verses the Test > Server, we will bechanging Feign Death again on the next patch. > > New changes will make it so that if the creature is less than level 35, the > monster will always forget about you. If the creature greater then level 35, > then the monster will use the changes detailed above. > > - The EverQuest Team
__________________
| ||
|
#23
|
|||
|
Yeah....what dalliant lover of ice cave techno dancers said!
whats the date on that Nov patch? see: my thoughts above are not random shit :-P I remebered stuff correctly gold star for me! lolz
__________________
-----------------------------------------
OG Moustache, respect... Xadion Von'Darkborn - Shadow Knight Cory Von'Darkborn - Ranger Brezner Von'Darkborn - Bard Watermelons Siliconmelons - Corpse/Shaman | ||
|
#24
|
|||
|
Pretty sure its from Nov 99
__________________
| ||
|
#25
|
|||
|
It was 1999. It actually went live with the dec 1st patch though:
------------------------------ December 1, 1999 7:00am ------------------------------ The following changes and enhancements have been introduced with the latest patch: *Monk Enhancements* -The Feign Death changes which were mentioned on November 16th are now live. | ||
|
#26
|
|||
|
ahh thanks, so...when this gets pushed it should function as posted and ref in the above patch notes.
__________________
-----------------------------------------
OG Moustache, respect... Xadion Von'Darkborn - Shadow Knight Cory Von'Darkborn - Ranger Brezner Von'Darkborn - Bard Watermelons Siliconmelons - Corpse/Shaman | ||
|
#27
|
|||||
|
More info here also from a Q&A that Gordon did:
https://groups.google.com/forum/?fro...st/SsveEiscx_c Quote:
Quote:
| ||||
|
#28
|
|||
|
This was a super hot topic re: charmed/summoned pets and necros solo'ing the ghoul lord room in classic (FD->keep pet).
| ||
|
#29
|
||||
|
Quote:
| |||
|
#30
|
|||
|
Part of it was that you could just charm something, throw it at lord, watch it die while FD'd so yes.
Part 2 was how murderous the 49 pet was when wielding fine steel daggers. It took the delay from the daggers but not a change in damage. It was spamming out stupid dmg. So that was another fix. I won't even get into the mage vs necro vs wizard raid debate when wizards didn't have ice comet. Simply put, pet classes were just too godly, the necro having charm (for a time not undead only) was ridics. | ||
|
|
|