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  #1  
Old 01-21-2015, 08:17 PM
Kender Kender is offline
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Originally Posted by Pint [You must be logged in to view images. Log in or Register.]
fd > sneak > stand > drop sneak > 100% blur
they patched it so that they retain memory now so that may not work. if your FD doesnt blur (see below) they will still remember you and if you drop sneak before the mob resets you will be chased again

they changed fd blur mechanics so that when you FD you might get a blur, with each subsequent FD increasing the chance of a blur.
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  #2  
Old 01-22-2015, 06:31 AM
Pint Pint is offline
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Y'all should play around with the new mechanics if you have monks, it is way too strong and very broken imo
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  #3  
Old 01-22-2015, 05:27 PM
Kender Kender is offline
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Originally Posted by Pint [You must be logged in to view images. Log in or Register.]
Y'all should play around with the new mechanics if you have monks, it is way too strong and very broken imo
I havn't really played my monk since the new mechanics, but i suspect it might be around how easy it is to get a blur?
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  #4  
Old 01-31-2015, 12:57 PM
Cecily Cecily is offline
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Originally Posted by Daldaen [You must be logged in to view images. Log in or Register.]
There is no blur.

The issue to three fold.

#1 - Sneak isn't being broken by hitting with a throwing weapon like it should.
#2 - Projectiles don't have flight times. When sneak pulling you should have to throw an item and while its in the air hit sneak. And guess what, monks don't successfully sneak every time. Nor do Rogues. So a good chunk of those times, when the throwing item lands you failed your sneak and it will be as if you just threw the item without sneak.
#3 - Sneak should behave like a lull. Mobs who have their backs to you should have a much reduced assist radius. However it should make them totally inert. If you sneak tag a mob and it runs right on top of its friend who has it's back to you, it should still aggro.
#1 That's wrong. Sneak is not supposed to break on attack.
#2 Correct. Projectiles should have flight times. Not sure what your point on sneak fails is, it's practically 100% (probably should be) for rogues and easy to check for monks.
#3 How it's functioning for sneak singles is accurate and there's safehouse articles to back that up.
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Old 02-03-2015, 12:01 PM
Haynar Haynar is offline
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Quote:
Originally Posted by Cecily [You must be logged in to view images. Log in or Register.]
#1 That's wrong. Sneak is not supposed to break on attack.
#2 Correct. Projectiles should have flight times. Not sure what your point on sneak fails is, it's practically 100% (probably should be) for rogues and easy to check for monks.
#3 How it's functioning for sneak singles is accurate and there's safehouse articles to back that up.
My understanding, is you are supposed to drop sneak, throw, if sneak is up before dmg hits, good sneak pull.

If sneak is up when u throw, and u didnt drop sneak, it drops on sucessful hit. It does not on miss?

Please clear up details.

H
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Old 02-03-2015, 12:25 PM
Daldaen Daldaen is offline
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Quote:
Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
My understanding, is you are supposed to drop sneak, throw, if sneak is up before dmg hits, good sneak pull.

If sneak is up when u throw, and u didnt drop sneak, it drops on sucessful hit. It does not on miss?

Please clear up details.

H
I'm not exactly clear on the hit/miss thing. One side suggests that the only way you could successfully sneak pull was on a missed throwing item when you never connected. This way the only way throwing item sneak pulling worked was when your throwing item missed.

Others suggest that so long as you had sneak engaged while the projectile was in the air, you will successfully sneak pull it. This situation is the one that has the most agreement on.

Cecily reread the posts in this thread. They disagree with your beliefs. The statements and posts from the Safehouse were updated over the years to include several changes, namely the sneak doesn't break on you hitting a mob patch in Luclin.

And no, you couldn't herpderp a train of 50 mobs in fear and sneak pull out one mob in the center of the pack. Projectile collisions didn't allow for it (a projectile would hit a mob inbetween you and your target, pulling the incorrect mob) and sneak shouldn't remove assist entirely just reduce it like the mob is harmonied. Again reread posts on this.

I find it funny that you hate the exploit rogues use to pickpocket Tani. But sneak pulling Myconid Spore King solo through the jail to the tube room is totally legit...
Last edited by Daldaen; 02-03-2015 at 12:38 PM..
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  #7  
Old 01-21-2015, 07:42 PM
Daldaen Daldaen is offline
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Ohh, I thought you were saying it would blur mobs when you tagged with sneak.
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  #8  
Old 01-23-2015, 03:54 PM
Man0warr Man0warr is offline
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Classic mechanic. Just not all monks/rogues knew about it. Was discussed on both Safehouse and Monkly Business forums as early as 2000/2001 though.
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  #9  
Old 01-27-2015, 12:11 PM
Man0warr Man0warr is offline
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It's not 100% mem blur - if you drop your sneak after pulling or get hit before the rest of the mobs get back to their spawn points there is a good chance they will re-aggro you.
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  #10  
Old 01-27-2015, 08:47 PM
Haynar Haynar is offline
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Will give adding ranged weapon delays a shot in next day or so. Gotta take some data for flight time to see what I am looking for. Since its same part of code for bolts, might do some collision work too.

H
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