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  #11  
Old 05-06-2010, 11:00 AM
postmoderntease0 postmoderntease0 is offline
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Quote:
Originally Posted by Rogean [You must be logged in to view images. Log in or Register.]
This works with some mobs and not others, right?

I think the issue lies in the check it does for the mobs around it, it borrows from another function that does a check to see if the mobs around the mob deciding to flee or not are KoS to the player on the top of the mob deciding to flee's aggro.

Basically this means, if you were fighting something like, gnolls.. they won't flee if they have friends, but fighting something that isn't KoS to you off the bat, even though they do social aggro with their friends, they will flee even when their friends are around.

Does this seem accurate? I only took a few minutes to peek at it.
I'm not sure, myself; I'm a dark elf on this server, so everything is KoS to me, lol. I will make a druid and see if I can't reproduce it today, but it's very difficult because MoBs never seem to run once dropping below the same hp %. The best example I can think of currently is in EK, with gnoll reavers. I know they can be random levels, but even the spawns that are the same level won't always run at the same HP. I've had white cons run at 10% and yellow-cons run at 5%. If MoBs aren't consistently running at the same HP-level, it's really difficult to test the 'social' aspect. Just my opinion.
  #12  
Old 05-06-2010, 11:29 AM
bionicbadger bionicbadger is offline
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Also the part about mobs turning around to fight you even if they were running if your health gets below a certain level is something I remember from classic. I got killed a couple times because of being too enthusiasic with cannibalize and mobs would stop running and come pound on me. Also they would stop running and attack you if you sat down to med.
  #13  
Old 05-06-2010, 12:28 PM
ithaqua ithaqua is offline
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yes, like previously stated mobs should run at 20% hp unless they're social and
a mob is in assist range (doesn't have to be an aggroed mob, was enough that
one was nearby behind a wall or so, used that as a ghetto root with my monk
all the time) or if the one on top of aggro list is at lower hp

also, like the druid said, snare should set walk speed to zero, both when they
try to path home after fd/pc death and when they flee
  #14  
Old 05-06-2010, 08:33 PM
postmoderntease0 postmoderntease0 is offline
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Whew, glad it's not just me. I've made some posts about correcting stuff recently that I was *sure* I remembered being a certain way in classic which I'm now *sure* only served to confuse the devs even further/ make me sound like I didn't know what I was talking about (because I didn't, lol).
  #15  
Old 05-06-2010, 08:49 PM
girth girth is offline
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Quote:
Originally Posted by ithaqua [You must be logged in to view images. Log in or Register.]
yes, like previously stated mobs should run at 20% hp unless they're social and
a mob is in assist range (doesn't have to be an aggroed mob, was enough that
one was nearby behind a wall or so, used that as a ghetto root with my monk
all the time
) or if the one on top of mob's aggro list is at lower hp

also, like the druid said, snare should set walk speed to zero, both when they
try to path home after fd/pc death and when they flee
This is exactly how I remember it.

-Running at 20% except for social mobs or a nearby mob or tank is <20% also
-snare kept mob from moving at all when fleeing, idk about after FD'ing tho - we used to have an SK help with pulls in live for the snare and after she FD'd all mobs would return just that one is slower(not rooted)
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  #16  
Old 05-06-2010, 10:46 PM
Striiker Striiker is offline
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I'll weigh in on this too. While I don't have the exact percentages (others are quite certain of their calculations though), I do remember using proximity to hold mobs in place when I didn't have a means of rooting / snaring. The Ghetto root phrase was one I used and heard used as well, referring to the proximity of a mob to others of its social group. We could hold stuff in place while also being far enough away from mobs so that they didn't engage us. This also allowed the quad-kiting I guess. I used to quad the Gnome guards a lot with my wizard and they all stuck together until the last one (on partial resists).
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