Thread: Game Mechanics: NPC Fleeing
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Old 11-18-2010, 04:47 PM
Chanus Chanus is offline
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Originally Posted by synchrite [You must be logged in to view images. Log in or Register.]
From what I remember the mobs had to be fairly close together for it to happen so it was much more noticeable in indoor zones. I think it also has to do with whether or not those NPC's will socially agro or not. In Greater Faydark, for example, if you agro one giant wasp drone others will join if they come nearby. Neither will run until they are the last one alive (haven't tested that here). If you were fighting a wasp and got jumped by an orc pawn, however, I'm nearly positive they wouldn't impact whether or not the other one began to flee.

My assumption is that it works based on whether or not they will agro together socially. I'm pretty sure a sand giant wouldn't in itself bring a nearby dry bones into the fight unless you were close enough yourself.

Please correct me if I'm wrong...
On Live it was always basically this.

Some mobs will consider other mobs (same kind or in some cases completely different kinds) allies in a fight and will not run until they are the last one standing... but it's not always the case. A general rule of thumb is if you can't pull one without aggroing the other, they will not flee until the last one is at low health (on P1999 low health seems to be 8-10% as others have mentioned, rather than the 20% seen on Live).

Undead, for the most part, will always aggro, regardless of level, and this could cause other mobs to no longer flee.

A fleeing mob will not stop fleeing if you aggro a new mob after it has started running from you.