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#1
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![]() Currently if you are fighting multiple mobs of the same faction, orcs in Crushbone as an example, and they con green to you, two incorrect things happen.
A. They flee at a higher health than they would if the person fighting them conned them as blue. They flee at 25% when trivial, 20% in most other normal cases. B. They flee regardless of how many other mobs in the vicinity, on the faction, are on aggro as well. Whereas if the person that were fighting them conned the mobs as blue, they would not flee until there is only a single mob left. What should happen: Regardless of your level relative to the mob, they should ONLY flee at 20% or under HP. Never above. And they should ONLY flee if there are no other mobs on the same faction/body type on aggro + in the near vicinity. This is extremely annoying cause it isn't even if the high level person is top of aggro. If you are fighting 3 mobs and a high level comes by and buffs you, those mobs will run at 25% and even when all 3 are still alive just because that high level players is on the aggro list now. Please fix. This isn't classic.
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#2
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![]() 25% hp mobs are FAST too haha things can get hairy quick
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#3
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![]() Quote:
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#4
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![]() I remember it being exactly like this in classic.
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#5
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![]() Quote:
But as an example, just today I was on beta server, thinking about testing drop rate on the Drakkel Whiskers in GD (Shawl 6). I aggroed 4 wolves, started quadding em, once they got to like 22%, my tight ball of quadded wolves, IMMEDIATELY skattered and went in 4 different directions. At which point finishing them off would've taken more mana than I had so I just gated and didn't bother. It is really annoying for stuff like that. Farming trivial mobs wasn't this annoying in classic. I will try to find some excerpts about this though.
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#6
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![]() http://thedruidsgrove.org/archive/eq/t-2049.html
5-24-2001 Quote:
5-30-2002 Quote:
Quote:
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Last edited by Daldaen; 03-16-2014 at 05:40 PM..
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#7
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![]() Used to pl on live doing the ds trik, op is right, only the last mob remaining would run.
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#8
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![]() I think I've provided sufficient evidence?
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#9
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![]() There were cases where trivial mobs would run at higher hps. Not sure what triggered. I remember seeing some run at 40%.
The checking nearby mobs is not working right. It checks ones nearby on aggro. Should be nearby, whether aggro or not. Ignoring los. I used to do this. So that needs tweaked. Mobs should run slower when they get below 50%. And more below 25 and more below 15. This is in progress. Definetly room for improvement. H | ||
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#10
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![]() Not sure why quadded wolves took off.
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