#1
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Brain pain; research time: Uninterruptable
My memory was jogged earlier. I would like some research help on finding out if this needs to be a flag for NPC casters.
Uninterruptable The kick in the brain pan was caused by this http://web.archive.org/web/200109032....shtml?id=6168 The above I know to be factually correct because I laughed at my guild once as we spent almost 20 minutes trying to kill one. And it immediately didn't seem 'wrong' that mobs couldn't be interrupted; as a matter of fact it seemed OK that all mobs over 58 should have that flag. But I need help tracking down proof. Velketor was another example. He gated when low on health so you couldn't pull him far.
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I have walked my way since the beginning of time. Sometimes I give, sometimes I take & it is mine to know which and when.
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#2
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I want to say that all giant sized npcs in velious were, wurms, giants, dwagons, golems, not because of their level but because of their size flag.
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#3
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I don't think anything was classed "uninteruptable". I can remember fighting the white wurms in West ToV, they would both Complete Heal and Gate. Everything was pulled to the zone out so you had to stop their Gates or you were in for a very long CR.
I *think the units that an NPC could be moved by "pushing" it was directly related to their size. A large NPC will cover a lot more units moving from location to location than a smaller NPC. For instance if you have an NPC that is 1.0 size each hit could have gave a push of .01 units (100 hits to move it 1 unit). If you have another NPC that is 5.0 size each hit could have gave a push of .005 units (500 hits to move 1 unit). I think this is the most plausible, it would give the impression that many large NPC's were "interruptable". Perhaps the rate of push for an NPC/PC was specifically related to their size. For instance say a typical player (1.0 size) has 1 unit of movement leniency to be interrupted. An NPC (Golem/Dragon/etc) that was 5.0 size could have had 5 units of movement leniency to interrupt. | ||
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#4
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Ok brain loosening up some. Cleric shrooms in OS were unstunnable, 55+ mobs to be succinct. You had to push them across the floor for like a mile to get them to interrupt. Bash & slam wouldn't do it. However, it currently appears like that isn't the case? I'll be investigating ways to make mobs harder to interrupt, some by a significant amount.
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I have walked my way since the beginning of time. Sometimes I give, sometimes I take & it is mine to know which and when.
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#5
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Just remember that stun-immune mobs still generated agro when stun spells were cast upon them =)
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Lagaidh Smif
Proud Paladin of the Rathe | ||
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#6
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Here was a dev post I had about size theory.
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#7
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"Stuns still generate aggro on immune mobs" and hope we are on the same page.
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I have walked my way since the beginning of time. Sometimes I give, sometimes I take & it is mine to know which and when.
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#8
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I would say then the cleric mushrooms would rule out NPC size determining push distance due to successful hits.
It must have been some combination of NPC Size and NPC Level that determined the threshold for an interrupt. I would make NPC Level the most relevant though (More leniency from Level than by Size). Those mushrooms are really small compared to a Dragon/Golem/Wurm/etc. Something like: NPC Level 10 - 2 units push leniency NPC Level 20 - 4 units push leniency NPC Level 60 - 12 units push leniency NPC Level 70 - 14 units push leniency NPC Size 17 - 5 units push leniency NPC Size 34.5 - 15 units push leniency A level 55 or so Mushroom would have 15 units of push leniency and a Level 65 Dragon would have 28. These are just made up numbers though, I have no idea the relevance of distance that one unit has in regard to push. | ||
Last edited by Treats; 05-29-2013 at 07:54 PM..
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#9
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#10
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