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#1
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![]() Noticed this last night. If I DOT a mob that's low enough to have agro clear automatically (less than 40 or whatever, I don't remember what level it is mobs have a chance of remembering after a feign) and then feign death. When I stand up the mob should re-agro me next tick when my DOT deals damage to it. This is not happening, the DOT continues running and the mob will begin pathing away.
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Additionally when I snare a mob and then feign, the mob also paths back to its origin instead of standing still until the snare wears off. Quote:
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__________________
Baalzy - 57 Gnocro, Baalz - 36 Ikscro, Adra - 51 Hileric, Fatbag Ofcrap - 25 halfuid Red99 Baalz Less - Humger, Baalzy - Ikscro If MMORPG players were around when God said, "Let there be light" they'd have called the light gay, and plunged the universe back into darkness by squatting their nutsacks over it. Picture courtesy of azeth | |||||
#2
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![]() If this was classic I WANT IT BK DAMNIT
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#3
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#4
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![]() Quote:
2) No. Any spell cast on a player that was FD regardless if it was resisted or not broke the Feign. You needed to Feign in between NPC casts or wait for refresh if you got hit. | |||
#5
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Before the patch you would drop all aggro no matter what after fding and could be hit by any spell resisted or not resisted and fd wouldn't break. After that patch, we have the current fd mechanics along with fd breaking if you get cast on after you flop no matter what, so that is when the change happened. But yeah I think breaking when resisted is not correct atm. This talks about a patch that occurred in 2005 that made FD break even if the spell was resisted, which means before this patch FD did not break if you resisted the spell. http://eqnecro.info/board/viewtopic....ish_rel=-10000 But ^^ after reading all of that link seems they arent even actually sure, gonna have to dig some more.... Aaradin The A-Team | |||
Last edited by CodyF86; 01-05-2014 at 12:28 PM..
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#6
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a prime example of this where tov chains of fders suauly every fder was in some corner waitin for fd so his aprtner in the spot could tag and run to the raid. Later in game luclin and new changes in fd mechanic like after 2 mins warning mob xxx has forgotten you and the aas to fd succesfull work if u hit by a spell. anyways ehre is a link to fd skill explained as far back as 2000 http://web.archive.org/web/200012180...eign_death.asp | |||
#7
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![]() alot of people seems o forget , one of the main reasons monks carried alot of resist junk while pulling was .
naturala vodiance splittin meles was not much of a trouble, but ,,,,, casters would nuke you, would snare you, would root you, would dot you ,,,,,,, so they needed time to survive agaisnt casters and find their time for fd. > November 16th, 4:30pm > --------------------- > > Feign Death was recently changed by the Tuning Team to reflect evolving > gameplay issues. Since two of the three classes that get Feign Death get it > through spells, I thought this might be a good place to explain the changes. > > Previously, when you used Feign Death (and assuming you cast the spell > successfully or, in the case of the Monk, made your skill roll) hostile > monsters would decided that you were dead and wander off. When you later > got up, they would still remember that they were angry with you. If you > were within sight, they would immediately come after you. If not, they > would come after you at some later point. This might happen within a few > minutes, or could happen even a few hours later. The only way to be > absolutely sure that a monster had forgotten about you was to zone. > > With our new changes, about a third of the time that you successfully Feign > Death, the monster will immediately forget about you, similar to an > Enchanter casting Memory Blur. If they do NOT forget about you, they will > immediately come after you when you stand up. No more monsters coming back > at irregular amounts of time - it should be immediate or not at all. > > This is a change - the old way, if you Feigned Death a SINGLE TIME, the > monster would ALWAYS remember you. This way, they remember you about > two-thirds of the time. > > Using the old Feign Death, you could Feign Death multiple times to try to > confuse the monster. After about seven or eight times doing this, most > monsters would eventually forget they were mad at you. > > With the new Feign Death, if you Feign Death once the monster has about a 65 > percent chance of remembering you. Twice and the monster has about a 50 > percent chance of remembering you. Four times means about 20 percent, and > six times means about 8 percent. This is very similar to the old Feign > Death. > > Another addition to the new Feign Death involves a monster "going home." > When you Feign Death, most monsters will return to where they were before > the fight. If a monster returns to its initial location, it will > immediately forget about you greater then 90 percent of the time. > Therefore, if you Feign Death and stay down long enough for a monster to "go > home," you should be safe when you stand up a majority of the time. If the > monster IS still mad at you, it will return immediately, rather then > wandering back later at some irregular interval. > > > *FEIGN DEATH UPDATE* > > After further testing and watching these changes on the Live verses the Test > Server, we will bechanging Feign Death again on the next patch. > > New changes will make it so that if the creature is less than level 35, the > monster will always forget about you. If the creature greater then level 35, > then the monster will use the changes detailed above. > > - The EverQuest Team that was first official explanation of how FD worked. | ||
#8
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![]() The Under/Above 35 level rule also impacted memory wipes on Mesmerize and Screaming Terror.
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#9
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#10
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![]() what i wonder is when they will implement the fd time limit
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