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  #1  
Old 04-27-2012, 06:33 PM
Slave Slave is offline
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Quote:
Originally Posted by Messianic [You must be logged in to view images. Log in or Register.]
I don't see anything abnormal - the mobs initially (from like 20-10 percent) flee at basically normal speed, after 10% they slow some, but with snare they do stop dead in their tracks. Seems to me like the changes are spot on w/ live.
This was not normal behavior in live. Mobs who were running while snared had their movement speed reduced to 0%. See this thread: http://www.project1999.org/forums/sh...ad.php?t=72857

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Last edited by Slave; 04-27-2012 at 07:18 PM..
  #2  
Old 04-27-2012, 07:01 PM
Nuesnada Nuesnada is offline
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This discussion is also going on in bugs forums, every single thread peopel keep insisting "mobs are runnin super speed seleos etc etc etc ". its a matter of perception imho.

We all know mobs are faster on p1999 at normal speed than live.

pull mob and it look like a olympic sprinter now add sow to the mix mob look like they on super dose of speed.


only real thing that has changed is that mob are turning away sooner <not so brave as before> since mobs are faster at normal speed peopel PERCIEVE that mobs are running away faster. Technically these comments are tru since they are faster than priror to patch , but if you react quickly you can still chase after them and keep up with them.

In the dungeons i have done this mobs tend to move alon straight lines of hallwasy I understand in the open mobs are moving erraticly when running away at low health. I have expierenced this , and it does make it harder for pc to keep up when mobs are changing directions all willy nilly.

Here is my expierences in solesk eye which i post in bug forum

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you dont need sow on unsowed mobs, at least not in solesk eye. clearing mobs for hq ore. i forget a couple times to snare mob and it runs as they all green to me , i was able to catch them if i reacted quickly and follow them. if i tried to stop and cast snare they would be out of range to fast. When i reacted quickly and mob was not snared if i stayed in back and hit them they would drop to slower speed at about 15 to 11 percent. it was easy then to just whack them down .

if the gobos where sowed then if i forgot to snare them they would easily out run me and i would have to wait for them to come back < no train as i didnt sit down>


for record my perception mobs are running at normal speed <for this server > on being engaged <same speed i percieved prior to patch> , Only time i see any difference in run speed is when mobs are Sowed they move like the squirle from hoodwinked on cocain.

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thanks for listening
Last edited by Nuesnada; 04-27-2012 at 07:10 PM.. Reason: cleaned up some sentences and grammer
  #3  
Old 04-28-2012, 08:18 PM
Messianic Messianic is offline
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Quote:
Originally Posted by Slave [You must be logged in to view images. Log in or Register.]
This was not normal behavior in live. Mobs who were running while snared had their movement speed reduced to 0%. See this thread: http://www.project1999.org/forums/sh...ad.php?t=72857
Wasn't what I was arguing - I was arguing their flee speed without snare seems completely as I remember it, while snare is currently making mobs stop in their tracks completely when they attempt to flee.
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I'll look into getting it changed to The Secret Order of the Silver Rose of Truth and Dragons.
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