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-   -   Spells: Spell: Snare (/forums/showthread.php?t=17819)

dali_lb 09-21-2010 02:17 AM

Spell: Snare
 
The part of Snare, that makes mobs stop fleeing at about 8% health, and stand still is not working.
Tested this on several mobs, especially goblins in Misty Thicket.

Instead of standing still, mobs is very slightly surfing/sliding across the ground.

Edit:

Tested on Willowisps too. Also no effect. Still flee at 1% health

gintu01 09-21-2010 09:50 AM

Bard snare works.

your snare % may not be high enough?

Engulfing Darkness on the SK isn't enough to stop them completely either. Don't remember if it was or not in classic.

VictoryARC 09-21-2010 10:08 AM

Snare and Engulfing Darkness stopped mobs cold when they fled in classic. I'm too lazy to research and provide proof, especially from my phone.

guineapig 09-21-2010 10:10 AM

Yes, bard snare does stop them dead.
High level druid snare stops them in their tracks too.

It's working as intended.

Lower level snares never completely stopped their movement.

dali_lb 09-22-2010 06:37 AM

Quote:

Originally Posted by guineapig (Post 145932)
Yes, bard snare does stop them dead.
High level druid snare stops them in their tracks too.

It's working as intended.

Lower level snares never completely stopped their movement.

It certainly did. The lvl 1 Druid Snare just last pretty short, so it has often run out at the end of fight if you started pulling with it.

Yes, Ensnare has a higher snare value but not very much, and last much longer, but all Snare type spells makes mobs stop moving at around 8% hp. They do this because the snare effect + stat loss (like players under 25% hp) makes them immobile. They are technically still fleeing, but not able to move.
I don't know how it works codewise. It's just a guess that maybe either the snare % is set too low, or mobs may be loosing too little mobility when going under 25% hp.

yaaaflow 09-22-2010 06:49 AM

For what it's worth the best way to get your bug looked at is not to say "this is how I remember it being in classic EQ, please change p99 to match" but to say "here's some evidence I've found that proves it used to be like this in classic EQ, please change p99 to match"

Bargran 09-22-2010 07:08 AM

Probably a side effect of the fact that mobs run faster here than they do on live, so you need higher snare % to stop them when they flee.

dali_lb 09-25-2010 06:51 AM

That might actually a reason Bargran. Never thaught of that

would be cool if someone would look at it tho :)

Gorroth 09-25-2010 01:24 PM

Engulfing darkness is the snare effect on the regent symbol of Innoruuk (clicky snare necklace) for troll shamans. While it doesn't last long and isn't very strong, everyone who had it on live can attest that it forced mobs to a full stop when they tried fleeing.


Quote:

Originally Posted by Bargran (Post 146499)
Probably a side effect of the fact that mobs run faster here than they do on live, so you need higher snare % to stop them when they flee.

This. Here's hoping the devs find a solution for it someday. =/

VictoryARC 09-25-2010 01:32 PM

The effect on the Regent symbol of innoruuk is 'clinging darkness'. Due to the mobs increased runspeed here on p99, a fleeing mob still moves at a decent pace. I wish it was 'engulfing darkness'


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