Iirc this was a mechanic added to make root rotting and snare kiting more difficult. If a mob is engaged with a PC in melee range, or fleeing, the mob will take full damage (seems the mob must be engaged on melee). If not moving (no melee in range), or chasing a PC, they will take 1/2 or 3/4 dot damage.
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It was added on live to discourage necros from solo kiting, 66% damage from dots while moving and 1 tick of added duration. Rooted and/or tanked mobs took full damage, the extra tick of damage was added as compensation for eventual pingpong aggro (the same or more damage if the mob moved for less then 3 ticks of dot duration)
The implementation here is bugged, mobs doesn’t always agree that they’re stationary when rooted. But they get convinced that they are when someone enters melee range. |
This is a pretty detrimental bug to several classes when they are dotting without a player or pet always in melee range and not aware of the bug and how to mitigate it!
Thank you friends for bringing up this important issue. :cool: |
This should be fixed pending update after we rule out any secondary bugs from the fix.
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You don't need to get wacked, just step aside a bit, so the mob needs to change direction and it should register that it is rooted-->give full dmg.
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I miss seeing the DoT dmg. Made root/rotting a little more interesting when you could actually see how much dmg the mob was taking ever tick.
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This is fixed, pending update.
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