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#1
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I was going to bring this up, too.
From everything I remember on live is that when mobs who run drop below 20% health, they start running (again, unless there is some other circumstance, like they have friends nearby, or you are also low health). On P99, it seems that when they run is some random number between maybe 0% and 10%. It's not consistent, even on the same type mobs that are the same level from one kill to the next. Also, if a mob is green to you and is a runner, it will often run at much higher %- at least if it is really green, like 10 or more levels below you.
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Tallenn 40 Druid
Marlock 29 Enchanter | ||
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#2
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I always thought the run % was 6, could be wrong. But yes the social running should be fixed. Most if not all social mobs would not run if there was at least 1 other with in 10-15ish feet.
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#3
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This might be because I played a druid as my primary, and the majority of my leveling was done after Kunark was released, but I know for certain that mobs began to run after dropping below 20%, and more, that druids'/ rangers' snare completely prevented them from running when this took place. MoBs (except undead) would act as though both rooted and trying to run, and therefore could be held in place until finished without also turning to attack. This is why druids and rangers were sometimes desired in dungeons, as they would actually prevent runners from accruing adds rather than only slowing them and making it less likely (although this was part of the purpose of snare when MoBs were above 20%). Therefore, while I cannot say for certain if this was true for long pre-Kunark (because I was a newbie until after Kunark's release), I know it was at least true about a month beforehand.
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