The problem lies in the fact that the natural movement speed of the mobs is much faster here than it was in Classic. That is likely what is causing such discrepancies in flee speed from Classic flee speeds. It's also the probable cause of mobs to not become frozen at 0% speed while in flee mode from a Snare effect, which would be Classic:
http://www.project1999.org/forums/sh...ad.php?t=72857
The natural movement speed of mobs here is NASTY faster than Classic. 10-15% faster for starters. If you had the lead, you could literally autorun in a straight line to the zoneline and win. Here you take 10 steps from nearly maximum cast range and they're up your ass, even with JBoots effect. Mobs should be EXACTLY as fast as players under most circumstances. There were actually those that were slower, ie beetles.
Combined with things like gigantic player hitboxes, tiny mob hitboxes, and flee speed while snared, well, these problems feed off each other synergistically and the end result is 204 threads of people expressing concern while others trollingly shit on them for not explaining the whole thing out in such depressing detail as above.