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  #11  
Old 05-16-2012, 02:57 PM
Asher Asher is offline
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/bump

This can be easily checked and verified from EQMac.

Devs do have toons there right? Hell, I will level one up for you and turn the account over to you if you would like.

Please fix snare on this server. Mobs that have a snare spell on them should not move when they are supposed to run.

Asher
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  #12  
Old 05-17-2012, 05:50 PM
mwatt mwatt is offline
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My own memory of this varies a little from what has been stated so far. While it was true that a snared mob would at some point come to a stop while running away, the stopping point did not occur at the same point the mob began to run. As an estimate, once the mob has taken a bit more damage after it has begun it's run away mode - say half of the remaining health perhaps, then it would usually come to a stop. I actually see an effect similar to this already in place. Mobs slow down a lot more as they take more damage in their flee cycle.

Having said the above, I agree on three things that have been stated by many:
1) When mobs begin their run, their initial speed seems faster than it was on live.
2) They juke and dodge with much higher frequency than the mobs did on live.
3) The hit box on many if not most mobs seems much more narrow from behind than it did on live.

When all three of these factors are combined together, the result is that chasing down a mob and killing it when it runs is significantly harder than it was on live. God help you if your attack skills aren't maxed.
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  #13  
Old 05-17-2012, 06:53 PM
Wolfgang Wolfgang is offline
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ive been sowing every mob i see. im doing gods work.
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  #14  
Old 05-18-2012, 10:34 AM
bulbousaur bulbousaur is offline
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Agree. Snared mobs should stop completely at the ~11% health mark. It was always that way.
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  #15  
Old 05-21-2012, 02:32 AM
Slave Slave is offline
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Quote:
Originally Posted by bulbousaur [You must be logged in to view images. Log in or Register.]
Agree. Snared mobs should stop completely at the ~11% health mark. It was always that way.
This is incorrect as shown by the proof I posted, Snare effects are supposed to completely eliminate movement at around 20% when most mobs begin to run.
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  #16  
Old 05-24-2012, 02:28 PM
Asher Asher is offline
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Quote:
Originally Posted by Slave [You must be logged in to view images. Log in or Register.]
This is incorrect as shown by the proof I posted, Snare effects are supposed to completely eliminate movement at around 20% when most mobs begin to run.
I agree and as soon as a Dev says that they will accept my EQMac account and test it I will roll a toon and turn it over to them for the proof they seek.

Perhaps one of the people in IB over there could confirm this for us.

I am primarily interested in having clinging darkness tested preferably by someone that is over level 50. I believe I do recall mobs running a little bit at lower levels but I know when I was 50+ and using my snare necklace things weren't moving.

Asher
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  #17  
Old 05-24-2012, 07:24 PM
Sundawg Sundawg is offline
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Quote:
Originally Posted by Asher [You must be logged in to view images. Log in or Register.]

This can be easily checked and verified from EQMac.

Asher

I will pass on the results of some clinging darkness testing I've done to the others. I will tell you that clinging darkness is very weak and the mobs have to be very near death before they stop.
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  #18  
Old 05-24-2012, 08:05 PM
Rayzn Rayzn is offline
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I use ensnare and almost all mobs stop at 20% period. Don't know what you are fighting but giants goblins aviaks gnolls all those stop at 20% when ensnared. Necromancer snares don't stop much at early levels or with first darkness at most any level until mobs are around 11% however ensnare should stop ALL mobs that are not sowed at 20%.
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  #19  
Old 05-24-2012, 11:44 PM
Asher Asher is offline
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Quote:
Originally Posted by Sundawg [You must be logged in to view images. Log in or Register.]
I will pass on the results of some clinging darkness testing I've done to the others. I will tell you that clinging darkness is very weak and the mobs have to be very near death before they stop.
I can confirm that this is the case on P99. Mobs will run until 6% here.

I will check with my sources on EQMac and if necessary roll a toon there for you to test yourself.

Asher
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  #20  
Old 05-25-2012, 12:51 AM
Sundawg Sundawg is offline
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Quote:
Originally Posted by Asher [You must be logged in to view images. Log in or Register.]
I can confirm that this is the case on P99. Mobs will run until 6% here.

I will check with my sources on EQMac and if necessary roll a toon there for you to test yourself.

Asher
I was doing the testing on EQmac. Sounds like Kanras has it correct here.
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