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View Full Version : Miscellaneous: Succulents no longer "social" - classic?


t0lkien
07-14-2013, 08:18 PM
I know there were changes in aggro sharing amongst mobs, but as things are now Succulents in The Overthere no longer act "socially". If I aggro a Succulent by damaging it, and drag it past another Succulent, the second mob does nothing when it should share the aggro and come after me. The changes in the patch were:



Kanras: Added the distinction between direct and indirect hate.
Kanras: Mobs with indirect hate (obtained by another mob yelling for help) on a target cannot yell for help to transfer hate for their target to another NPC.


Was this the intention of the changes?

UPDATE: I did some more research and found this (http://www.thedruidsgrove.org/archive/eq/t-3947.html) from 2001:

OVERTHERE

"Went from 37 to 41 in the Overthere quadkiting. First I did the succulents like everyone said but they will stop after they get so low and not all your lightnings hit for full damage so you need to go back and clean up the stragglers. I then discovered Rhinos and Tigresses don't stop. They pursue you until dead. MUCH BETTER to quad these. Although only do rhinos or tigresses as they move at different speeds. I always found more rhinos avaiablable so stuck to those. Melees avoid them because they hit very hard and never back off. These took almost 4 bubbles of mana at 40 with 180 wisdom. Loot sucked so I couldn't always afford clarity."

-Gaennen

This suggests the Succulents may not have been "social" on live in classic, and raises another issue as right now they do not "stop" and wander off at low HP if there are other Succulents in your swarm, as this post suggests.

kaos057
07-14-2013, 11:11 PM
How does that suggest that they were not social? All I see is that they flee. I seem to remember them being social on live.

kaev
07-14-2013, 11:17 PM
How does that suggest that they were not social? All I see is that they flee. I seem to remember them being social on live.

In general, social mobs don't flee if they have "friends" close by. Exceptions are: mobs that give no XP (i.e. green cons) will flee anyway, although xp giving mobs will count green cons as friends (this sometimes allows some interesting tactics in areas where social mobs have wide level ranges). Also, social mobs do not count mez'd (or charmed) mobs as "friends" for purposes of not fleeing.

Sundawg
07-14-2013, 11:47 PM
Succulents might be a bad example to use in the main point (I think) you are trying to make since:

http://www.project1999.org/forums/showthread.php?t=85589&highlight=Succulent


But I will look into the secondary issue of them staying or not staying in a pack when at low health.

t0lkien
07-15-2013, 12:29 AM
Yeah sorry Sun, I think them *not* being social is right. There was no specific update mentioned (apart from that thread), so I missed the specific change. I love these things in OT because they make AoE kiting simple (they don't run like the skellies didn't in LOIO and were social up until yesterday), but yeah, it looks like that's not "classic".

Sundawg
07-16-2013, 01:27 PM
Ok so everything should be swell with the Succulents now and you should see them break off at low health and go their own way.

Moved to resolved.