Project 1999

Go Back   Project 1999 > Server Issues > Bugs

Reply
 
Thread Tools Display Modes
  #1  
Old 06-26-2013, 02:52 PM
koros koros is offline
Planar Protector


Join Date: Mar 2011
Posts: 1,127
Default More than 4 npc's shouldn't be able to attack a target at once

Forgot all about this. I forgot when it was changed, Velious/Luclin right? If it was in Kunark just ignore this but, here's proof from a thread Nilbog linked:

http://web.archive.org/web/200101231...ML/000930.html

"PEts are uselss on mobs that fear or when you have more then 4 pet users as only 4 pets can be on a mob at once. So draco,vox, naggy pets are useless as they'll be feared non stop."
Reply With Quote
  #2  
Old 06-26-2013, 03:01 PM
khanable khanable is offline
Planar Protector

khanable's Avatar

Join Date: Apr 2010
Location: The Plane of Rustles
Posts: 2,711
Default

So you mean to tell me bards should be able to get hit by their kite and live?


God dammit
__________________
hello i'm cucumbers
Reply With Quote
  #3  
Old 06-26-2013, 03:03 PM
Ele Ele is offline
Planar Protector

Ele's Avatar

Join Date: Jan 2011
Posts: 5,290
Default

I do recall something like this to the effect that if you had more than 4 mobs on you and they caught up to melee range, that 4 would engage you and the others would start walking away, until you moved out of melee range and then they would pursue again.

Will dig and see what turns up.

This + proximity aggro working correctly would be epic!
Reply With Quote
  #4  
Old 06-26-2013, 03:08 PM
Nirgon Nirgon is offline
Banned


Join Date: Jun 2011
Location: Ruins of Old Paineel
Posts: 14,480
Default

This rings a bell I got nothing solid for you tho
Reply With Quote
  #5  
Old 06-26-2013, 03:08 PM
Sarius Sarius is offline
Fire Giant


Join Date: May 2013
Posts: 592
Default

No proof of this, but I believe it was either late Kunark or Velious. If a target had more than 4 mobs agroed, as the 5th plus mobs approached melee range, that would run away and not engage until one of the original 4 was downed. I think this is where "quad" kiting came from.
Reply With Quote
  #6  
Old 06-26-2013, 03:10 PM
Nirgon Nirgon is offline
Banned


Join Date: Jun 2011
Location: Ruins of Old Paineel
Posts: 14,480
Default

Quad kiting came from pillar / instant targeted aoe type spells have a max of 4 targets, Al'Kabor line which is the exception having 5 (it originally had unlimited and still would work on unlimited targets in PvP after the nerf).
Reply With Quote
  #7  
Old 06-26-2013, 03:17 PM
Sarius Sarius is offline
Fire Giant


Join Date: May 2013
Posts: 592
Default

Then what was the "nerf" to swarm kiting? Was it changing the behavior of mobs when more than 4 are agroed, or was it changing the max amount of targets affected by detrimental songs?
Reply With Quote
  #8  
Old 06-26-2013, 03:29 PM
Ele Ele is offline
Planar Protector

Ele's Avatar

Join Date: Jan 2011
Posts: 5,290
Default

Quote:
Originally Posted by Sarius [You must be logged in to view images. Log in or Register.]
Then what was the "nerf" to swarm kiting? Was it changing the behavior of mobs when more than 4 are agroed, or was it changing the max amount of targets affected by detrimental songs?
Are you referring to swarm kiting as in bard aoe/dot kiting or charming a mob in the middle of a pack so all the npcs beat it down for you?
Reply With Quote
  #9  
Old 06-26-2013, 03:31 PM
Sarius Sarius is offline
Fire Giant


Join Date: May 2013
Posts: 592
Default

AoE/DoT/low hp agro kiting
Reply With Quote
  #10  
Old 06-26-2013, 03:53 PM
Ambrotos Ambrotos is offline
VIP / Contributor

Ambrotos's Avatar

Join Date: Jan 2012
Posts: 2,291
Default

I reported this before, I'll see if I can find it.

Best way to describe this is odd.

On classic, as a wizard I would play around with root. If you tried to root more than 4 npcs, root would automatically wear off one of the 4 npcs you had rooted, and the 5th one would become rooted. Meaning you could only root 4 max. AOE mez and such, there were no restrictions like this if I recall.

After you rooted the 5th npc, the 4th npcs root would wear off and just walk away. Once you killed one of the 4 rooted npcs, it would come back and attack you.

So this is how I found this out on live pre SoV expansion.

I will try and dig for links also. But I hope what I said helps finding some info out.
Reply With Quote
Reply

Thread Tools
Display Modes

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 08:30 PM.


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 - 2024, Jelsoft Enterprises Ltd.