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#1
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Fear pathing on live servers seemed to be less erratic than on p99 blue and red. There were points where you could position yourself and time melee attacks to hit running targets. I used to do this in the aviak village in S Karana, for example. Running mobs also ran at a speed that was possible to catch and attack them repeatedly if you were on the ball. SoW allowed a chasing melee combatant to attack fleeing mobs somewhat reliably, especially if they had large hit boxes (i.e. giants, cyclopes).
Not giving yourself enough space, fumbling your timing on attacks on fleeing mobs, or horrible luck with hitting mobs would cause trains. Snare was handy for preventing these from happening, but it was not necessary to solo. The patch has, through whatever crazy combination of pre-existing inaccuracies and well-intentioned updates (accurate to classic EQ or otherwise) achieved a very non-classic result. Melee in general, and monks in particular, are now 100% group-dependent. There is no longer any capacity for monks, warriors and rogues to solo even light blue mobs. PLEASE FIX THIS. I'd like to continue to play on 99 red, but it will not be possible with the current flight AI, NPC pathing and speed rule set in effect. | ||
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Last edited by Vohl; 04-23-2012 at 12:13 AM..
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#2
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further information.
Tested with help of lower level friend. mob snared after friend beats it down by 25 percent meleee/damage shield. <alwasy pulled mob of him and attacked me , seems snare has more agro then I remember> anyhow things i discovered since patch: 1 ) if i get agro <mob green> and it is at 25 to 14 percent health mob will start to run away at walking speed < ?? % move speed unkown>>. when it drops bellow 11 percent is will stop running. 2) mob is engaging someone else and that person is under 50 percent health when the mob reaches 20 percent did not turn away to run, instead will continued to fight till it reaches 11 to 13 percent health then try to run <so mob was beating on friend and then turn to run away only usualy got 1 step then stoped> 3) mob is engaged someone else and the person is above 50 percent health mob will start to run away anywere from 20 to 13 percent heaLth till it health drops to 11 percent or lower and then stops running. ------------------------------------------------------- Did not get to test unsnared mobs at it would have meant my friend geting pummmuled into ground from a train. Thanks for listening. ps hope this helps with new mob run speeds at low health | ||
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Last edited by Nuesnada; 04-23-2012 at 01:43 AM..
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