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  #21  
Old 12-06-2021, 01:35 PM
Ooloo Ooloo is offline
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Originally Posted by JDFriend99 [You must be logged in to view images. Log in or Register.]
The root thing isn't a bug also. it was laid out around 2013 or so on blue. Was even backed by old info. They made non moving or non feared mobs take less DMG on dots to make you root them for full effect. This has been in place on green since day one.
Right but we were saying that apparently if a mob breaks root, and starts running at you (and thus taking less damage), it *still* takes less damage even *after* you re-root it. Meaning, all the remaining dot ticks are weaker, even though you rooted it again.
  #22  
Old 12-10-2021, 12:43 AM
kaev kaev is offline
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Originally Posted by Ooloo [You must be logged in to view images. Log in or Register.]
Right but we were saying that apparently if a mob breaks root, and starts running at you (and thus taking less damage), it *still* takes less damage even *after* you re-root it. Meaning, all the remaining dot ticks are weaker, even though you rooted it again.
If you root a moving mob it will not be flagged as non-moving for the dot damage. This includes rooting an unagro'd pather. To work around this you can momentarily engage the rooted mob in melee. (This can be fun when that L40 dual-wielding guard maxes out on your druid and stuns you as well so he gets a second round, obviously can be even more fun with an SK mob introducing you to the joy of eating a harmtouch.) Another player has stated in the relevant bug thread that stunning the rooted mob also works (this makes sense as mobs stop moving when stunned), although that too can be problematic if all your stuns do damage and thus risk breaking the root (yay DruidLife.)
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  #23  
Old 12-10-2021, 01:16 AM
Trexller Trexller is offline
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Originally Posted by Ooloo [You must be logged in to view images. Log in or Register.]
Right but we were saying that apparently if a mob breaks root, and starts running at you (and thus taking less damage), it *still* takes less damage even *after* you re-root it. Meaning, all the remaining dot ticks are weaker, even though you rooted it again.
brad mcquaid hated kiting, like it was EQ herecy
  #24  
Old 12-10-2021, 01:46 AM
Swish Swish is offline
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Originally Posted by JDFriend99 [You must be logged in to view images. Log in or Register.]
Wiki is 100 percent user made. There are many errors or wrong info. The seafurries have the right HP sadly. It's deigned to not be easy till 57plus. Only solid gear or click sticks made it easy at 52-57.
The wiki was imported data and corrected when people see errors. If you see an error and you're sure beyond any doubt, correct it.
  #25  
Old 12-10-2021, 11:22 AM
cd288 cd288 is offline
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Originally Posted by Ooloo [You must be logged in to view images. Log in or Register.]
Gotcha, well, yeah I think it's just their regen rate counteracting the dots. I actually did used to think that dots in EQ stop natural regen completely but they don't. That's always ticking away in the background.
Yeah I thought if they're effected by a DoT they're not supposed to regen? But I guess that doesn't make sense...probably easier from a coding perspective to just always have regen going on server tick for NPCs as well as players
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