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View Full Version : What the heck does this mean!? 1 : Frenzy Radius (1/55)


iruinedyourday
06-25-2015, 08:39 PM
What do those like (1/55)'s mean?

cant figure it out for my life!

thanks!

Luminious
06-25-2015, 09:59 PM
No sources other than observation.
Frenzy radius is agro range, reaction radius is assist range. The first number is range reduced by in feet and the second number is the max level of the mob it affects.

iruinedyourday
06-26-2015, 01:14 AM
No sources other than observation.
Frenzy radius is agro range, reaction radius is assist range. The first number is range reduced by in feet and the second number is the max level of the mob it affects.

ahh very interesting.. this is your theory?

Luminious
06-26-2015, 01:42 AM
Hmmm.... Well it made sense considering the descriptions also note the max level of the mob but...

Just tested this in Dreadlands... Just used Level 1 Lull on a level 35 drolvarg snarler. Spell lands and takes affect. Wonder if this works else where... why would I use higher level spells...

iruinedyourday
06-26-2015, 01:59 AM
Hmmm.... Well it made sense considering the descriptions also note the max level of the mob but...

Just tested this in Dreadlands... Just used Level 1 Lull on a level 35 drolvarg snarler. Spell lands and takes affect. Wonder if this works else where... why would I use higher level spells...

Ive always just used calm, but duration I think is the main reason to use other ones? maybe also recast? I really havent spent the time messing with the different lulls testing them all though.

kaev
06-26-2015, 02:45 AM
Ive always just used calm, but duration I think is the main reason to use other ones? maybe also recast? I really havent spent the time messing with the different lulls testing them all though.

The level caps were from the Lull-line revamp which was post-Velious (PoP iirc, but lol memory.)

Lull itself doesn't reduce agro radius enough to be very useful, and Soothe isn't all that good either. Calm works very well on dungeon content here. Too well really, these spells were little used prior to the revamp because people really didn't enjoy summoning trains down on their own heads. If you were high enough above the mobs to use Lull-line with little risk you didn't usually need to lull the mobs anyway.

williestargell
06-29-2015, 12:48 PM
Lull line of spells have alot of uses imo.

For enchanters, the primary use would be to ninja past mobs that see invis. You pass the mobs that you can with invis, get out of their range, lull the see invis mob, re-invis and go on your way. Places like seb this allows you to move around solo, and if you're good there's not that much risk.

The obvious use for pulling is also there. It does work, I'd somewhat ignore those frenzy range numbers personally, it will in most cases reduce the frenzy range of the mob enough to get it solo. Know the pathing of the mob you are going to pull - if it's going to path almost on top of another mob then that mob will agro, otherwise you're safe.