Thread: Game Mechanics: Green NPCs should flee at 50%
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Old 05-15-2018, 08:42 AM
Rygar Rygar is offline
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Join Date: Nov 2015
Location: Minnesota
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Found another mention of 50% life fleeing

2/9/00 Evidence:
Quote:
As a Druid the spell that has always been in my number 1 spot has been
Snare. In a group the spell I always try to cast is Snare, because after
awhle you know the monsters that run when they get below 50%
. However,
I'll only try it twice and after that I give up. Some areas will give
you, or at least me, a high level of resists. Two areas I had problems
with Snare being resisted was Runneyeye and Unrest. Also sometimes
people just plain forget. Heaven forbid people are not allowed to make
mistakes anymore.
I was thinking on this and some previous posts, this is in an exp group about some mobs running at 50%, a link in the OP mentions the mob uses the highest level person to determine when it runs. So could very well be the case where say a level 60 is in the group and fighting a true green con to them (not a light blue), but is grouped with a level 50 that cons that mob blue. In that case the monster would flee at 50%.
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