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  #1  
Old 06-07-2014, 11:38 PM
tanknspank tanknspank is offline
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Default Runners in UGuk

Having done some Upper Guk lately I'm noticing a massive difference in the speed of runners. On live unsnared frogs would run extremely fast, being gone around a corner in a few seconds.

On P99 snaring seems almost optional and every frog I've forgotten to snare leisurely strolls away dieing before being out of the room. The groups I was with were appropriate-levelled, untwinked and fighting blue-red mobs so it's not an issue of over-powered groups DPSing too fast.

Particularly they seem to `run` in walk mode rather then a full run, though I'm not sure if this is a result of how their run speed is calculated, them running too late (low HP speed reduction) or the shamans failing to sow them (I think on live the shamans sowed their friends, even indoors).
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  #2  
Old 06-08-2014, 12:00 AM
Vega Vega is offline
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I think Haynar re-tweaked this a little bit ago, adjusting their run speed based on low hp. Perhaps he over compensated and it needs to be backed off again to make them faster.
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Old 06-08-2014, 12:04 AM
JayN JayN is offline
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Melee hit way more then they should for this timeline, we're post melee upgrade. This reason is probably why it contrasts from your memory.
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Old 06-08-2014, 12:28 AM
tanknspank tanknspank is offline
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I'll try to do some experiments with my druid melee to rule out the mobs being damaged so much in a single hit as to put them from non-flee to directly slowed-walk HPs.

However, it seems unlikely that in several hours in here no mob would happen to run at a full-run or even sow-run and they all were damaged directly to a walk-run speed.
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  #5  
Old 06-08-2014, 01:41 AM
blondeattk blondeattk is offline
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"frogs hop as frogs do"

COnclusion from `Time and Scales` by Folress Mump, time and logistics chief engineer of the gnomic survey team.

Might want to consult them, as am sure they have the data on this frog hopping.
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  #6  
Old 09-10-2014, 10:50 AM
nilbog nilbog is offline
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Looking into this. Is anything currently fleeing faster than walk speed ?
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  #7  
Old 09-10-2014, 11:10 AM
kaev kaev is offline
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Quote:
Originally Posted by nilbog [You must be logged in to view images. Log in or Register.]
Looking into this. Is anything currently fleeing faster than walk speed ?
Hmm, thinking about it, recently in LoIO sarnaks are fleeing at walk speed unless they are SoWd, and none seem to be fleeing at SoW running speed, so maybe not?
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  #8  
Old 09-10-2014, 11:26 AM
Nirgon Nirgon is offline
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Nother small notice?

Snared cyclops/giants when snared don't have the walk animation, they move at a slower speed but use the run animation which is off.
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  #9  
Old 09-14-2014, 04:00 PM
Yami Blind Yami Blind is offline
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Quote:
Originally Posted by Nirgon [You must be logged in to view images. Log in or Register.]
Nother small notice?

Snared cyclops/giants when snared don't have the walk animation, they move at a slower speed but use the run animation which is off.
i remember seeing this on live back in the day, so... this is "classic" !
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  #10  
Old 09-10-2014, 11:33 AM
Haynar Haynar is offline
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I can make everything faster. Their speeds are based on the best data available.

Please post speeds they should flee at, and the HPs that they change speeds.

Also it would be helpful to post the hp they flee at, with a breakdown in differences based on con colors

Thanks,

H
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