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#1
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Through the locked door - past 40 Dizok then past a hundred mobs. | |||
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#2
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Its called secondary aggro pulling. Rogue and Enchanter with at least dubious faction. Could also use a few exploits (eye of zom, potions) to get through door. Pacify the kings guards, root one, which aggros the king. King has secondary aggro so he doesn't pass on aggro to other mobs he runs up. Escort him up as explained. By the time the root wears off you'll be out of aggro range so that mob will just sit there doing nothing. | |||
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#3
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pity reply
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#4
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Trains are easy to explain.
A train is created by someone running from a mob, the mob keeps pace with the person or not far behind. As the person comes into range of other mobs the other mobs aggro and keep pace behind the person. As long as the mob is moving fast enough to keep inside the chase range of the person training then all the mobs will stick. If the person is sowed and can outrun the mobs in any of those mentioned dungeons fast enough to get out of the mobs chase range on live then the mobs will stop following you. Since the majority of players running from mobs won't have sow or be able to use jboots the mobs will usually all keep up until the person dies or they zone. | ||
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#5
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Oh also, regarding blackburrow - the reason you could pull such trains is because lazy aggro ignores the z-axis. Blackburrow is basically 3 levels, one atop the other around the same grid.
Chardok has a few areas where the grid overlaps levels so the z axis is ignored there and you could pull a decent amount of mobs through that z axis but most of it resides in its own grid area and so it's nowhere near similar in terms of trains from below. | ||
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#6
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#7
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__________________
I apologize for the prior sig gif. Here are some kittens.
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#8
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As for the rest, your saying that, I disagree. DA doesn't last long enough. | |||
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#9
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As for your wall of text rant: You Wrote: Quote:
2. I specifically stated which zones were referenced in terms of where posters stated distances that mobs leashed. 3. Mobs with different leash mechanics - I have not seen mentioned nor mentioned mobs having different leash mechanics. You made that up. You also wrote: Quote:
a) in era posts b) in era vids c) out of era posts c) out of era vids So far we have players from that era saying leash sizes were: LOIO - "visual range" Chardok - "a couple of dozen feet out of casting range" WW - "visual range" Sebilis - Trak banishing from his lair = no summoning, no aggro (outside lazy aggro) Sebilis - Trak banishing after being pulled to bridge, summons, chases (inside lazy aggro) Chardok - "training from entrance all the way to royals with sow and invis dropping aggro as long as the last 20 to 30 mobs before royals are being cleared". There's plenty of evidence left that I haven't posted, literally thousands of posts. Your argument is really not a very good one imo, your argument proposes "its not classic but since we don't know the exact aggro ranges for every mob in every zone (and making an assumption they didn't just follow 1 lazy aggro radius per zone rule) then lazy aggro, which was huge part of the Kunark and following expansions should just be ignored. As for the skipping leveling, its not just 10 levels being skipped, its almost 400 million xp points of the 600 million required or 66% of the leveling that a character needs to get to level 60. That's a massive exploit, not just players wanting to get to 60 by PL. PL is fine and was classic. This was definitely not classic. | |||||
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#10
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One more thing and I think this is the best way to tell that mobs leash was in general very short:
FACT: When Kunark released, the range of call for help was erroneously GREATER than the range of lazy aggro. This meant that if you had mobs (Seb for example) staggered in pairs and you attacked the first pair, the second pair further down would get the call for help and aggro on you but would not add because you were still out of their lazy aggro. FACT: Sony stated that this was working as intended. FACT: In 2001 Sony patched out the bug, patch notes clearly show this, stating that the call for help was too large and that's why people were getting the auto-pulling problem. Auto-pulling was basically where you sat down somewhere and started pulling mobs x and y, a mob z not far away but outside lazy aggro range would get the call for help and start broadcasting its own call for help. When your original mobs x and y repopped, they would catch mob z's call for help and bee line onto your party meaning you didn't have to pull at all. | ||
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