#11
|
||||
|
Quote:
This is ridiculously easy to replicate. Haven't tried it on the gobs though. | |||
|
#12
|
|||
|
There is something seriously wrong with flee on green at least. Didn't pay enough attention or see it happening on blue though. Stuff just isn't fleeing when it should. Simple as that. Not fleeing at all or needing to be dropped to .0001 % life to "flee".
Charm breaking mobs in flee HP range is similarly buggy and they often ignore their flee AI until they run 40 feet and wack you in the face with a round or two of combat. | ||
|
#13
|
|||
|
Everything is fine for me. Maybe you should play better.
__________________
Current Games:
Naw | ||
|
#14
|
||||
|
Quote:
| |||
|
#15
|
|||
|
In regards to HHK guards, it has something to do with whether or not there are other guards in the area of the guard you are killing (xyz axis).
When the zone is being cleared of guards as they respawn, guards will start to flee when low. When there are guards up all over, they will not flee when low.
__________________
- Ferahgo the Rogue -
- Klitch the Magician - | ||
|
#16
|
|||
|
But the goblins were doing it too with the whole basement cleared. Especially the seers.
| ||
|
#17
|
|||
|
Never seen this happen with any of the mobs in highkeep unless it was guards and they were not fleeing because directly underneath them on the floor below there were other guards. I think the fact that you said you can run away some and then the AI kicks in just further confirms that its due to proximity to a social mob in my opinion. That's EXACTLY what they do when they're too close to a social mob. You move them away and it triggers their flee. Even if both mobs are on y our aggro list you can root the high health one then move the low health one away from its friend and it'll start fleeing.
| ||
|
#18
|
||||
|
Quote:
Astuce | |||
|
|
|