Quote:
Originally Posted by Metallikus
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SOmething that needs to be addressed about mob flee: Since the patch, if you have pulled a group of mobs, they all flee seperately as if they have no idea they have a bunch of good buddies around them agro'd. This is a bug. No mob should flee when the group has agro in the vicinity of the mob's allies. For instance, a group pulls 4 goblins and mezzes 3. The first goblin to go to 20% should not take off running, only the last goblin standing should flee.
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Mez counts, and always has afaik, like the npcs aren't there.
Quote:
Originally Posted by Xanthias
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Spite golem's in hate sprint away are pretty much unsnarable and can cause a wipe, if a mob is at 20% health it really shouldn't be running as fast as it is at 100%.
Just common sense there
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It doesn't. It's something like 0.6% of their normal speed. If the npc in question has a sow, it appears higher. I visited several groups days after this change went live. I didn't see much out of the ordinary.
One change that's coming next patch.. npcs won't juke and have such erratic movement. Kanras did a great job changing how npcs rotate if they are to turn.
If someone really wants to do in-depth research.. eqmac players, fraps yourself fighting an unsnared npc. When it gets to 20%, let's see how fast it runs away? Additional test: See how fast it runs when snared, and/or what % of hp it completely stops moving.
If changes are needed, they will certainly be looked into. From what I have seen, flee mechanics are way more classic now than they were previously.