View Single Post
  #6  
Old 12-24-2011, 09:39 PM
DoucLangur DoucLangur is offline
Fire Giant


Join Date: Jan 2011
Posts: 566
Default

Quote:
Originally Posted by nilbog [You must be logged in to view images. Log in or Register.]
Do some research. If you find evidence to support your claim, it will be investigated.

I did one google search.. which yielded results not favorable to your argument.

https://www.google.com/#q=%2B%22summon+every+6+seconds%22&hl=en&prmd=imvnsfd&filter=0&bav=on.2,or.r_gc.r _pw.,cf.osb&fp=4b3c420078196b39&biw=1184&bih=549
That's what I call selective search approach [You must be logged in to view images. Log in or Register.] If you search for "summon every 6 seconds", I am not surprised at the results you get. You can do the same for "summon every 10 seconds" and get results about EQ. Also, in your search results, there is a comment from 2007 on zam, saying "Most mobs these days summon every 6 seconds" which is a good indication that the poster knows previously the summon interval was different.

http://eqbeastiary.allakhazam.com/search.html?id=8667

Check the comment from Dec. 16 2007 No. 2 here:
http://eqbeastiary.allakhazam.com/search.shtml?id=4571

The guy says:
Quote:
2. If you have an HP buff so you have 4k - 5k HP you wanna get and keep aggro. get summoned, run away, lifetap, and poison nuke when time and HP allow.
Run away & lifetap can not possibly work with a necro: The shortest necro lifetap was 3 seconds cast time in 2007. With 6 second summon interval, you'd have 2 seconds to run away - in which you couldn't even get out of melee range of this guy...

I found a couple more posts on zam indicating that the summon refresh timer was high enough for backing off and casting something/shooting arrows, before being summoned again - but no one talks about an explicit summon interval / refresh timer.

I am gonna dig up my oldest logs and see what I have.

Cheers
Slozem