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#1
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Youre probably right about having to pull him a certain distance. And the first solo i can remember was done by a druid by pulling him to banish point actually.
clear all the see invis mobs from zoning to trak lair - kill the cleric shrooms around "trak touch's room" - kill the 2 mobs in "trak touch's room" + the roamer that comes inside (some roamers seem to have a very long path, not much to do about those) - run invis to trak room, aggro him and pull it out of the room. there will be a train of juggs + trak. pray for him to touch you before you get killed. - you pop up in the empty "trak touch's room". wait for the train to come to you, including trak (about 1mn for them to come from trak room) - egress / exodus and run back, trak "camp corpse" for about 5mn, he should still be there, alone without the train - good luck with the fight, he is a badass. hits for 650, proc 1500 drain life and the touch still interrupts the castings and makes it hard to corner tank. he runs at 15% HPs, cant be hit from out of melee range. takes 3 / 4 nukes to finish him, most likely with 2+ shrooms on you for the last 2 / 3 nukes. Been spending about 20hrs on it over 2 weeks to find out this strat and manage a victory | ||
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#2
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Quote:
I imagine it will take a few different fixes to work out a fully functional lazy aggro code.
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#3
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Missed this one
- Trak comes to the room he touches to by himself, the touch room is out of range from his lair (happened to me to get touched too early and he wouldn't come), he is close enough when I pull him to the bridge http://thedruidsgrove.org/archive/eq/t-5766.html Gives an idea of the range of lazy agro. Out of era but seriously this was always a thing. If you werent aware of it then you didnt pull classic | ||
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#4
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before this goes in will there be a fix for NPC's casting, so it's interrupted if you move out of casting range so it isn't like to day, you can be across the zone and npc spells still land if they started casting before you moved out of range? would be less fun to be nuked by disengaged NPC's
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-Core-Riot-
-The Untz Factory- -Awakened- -Taken-Taken II- "I may not agree with what you say, but to your death I will defend your right to say it." "If the freedom of speech is taken away then dumb and silent we may be led, like sheep to the slaughter." "To be able to think freely, a man must be certain that no consequence will follow whatever he writes." CromCruach on Blue - Aurgelmirx on Green | ||
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Last edited by Crom; 01-05-2017 at 05:49 PM..
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#5
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Don't think anyone is arguing for leashes to be to spawn points.
It's all about distance between mob and PC.
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#6
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Quote:
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Haynar <Millennial Snowflake Utopia>
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#7
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Haynar is there any chance I could test whatever fix you might have in the works before it goes live? Or is your test server for this a closed thing?
There a ton of little nuances with this and it would be great to test it all out before it launches.
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#8
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I don't have a test box up that anyone could get on.
First pass its a 1000 distance chase range. Also from eqlive. There is what look like a 24 sec timer, they will chase even out of range, starting from when you last did damage. Should they summon during this? Unknown. Probably not. I think the summon range may be tied to chase range. Getting this addition chase mechanic done complicates it. Thats why i want to get first iteration of chasing in. Then I can work on the 24 sec chase after dmg. H
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Haynar <Millennial Snowflake Utopia>
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#9
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So the summoning I believe should be within chase range.
Trakanon being a prime example. He wouldn't summon you back to his lair but he would if you pulled him to the Jugg/Reet tunnels. I had thought that most of the tests showed 600' range for typical zones and mobs. But I guess 1000' is more generous for an intermediate value. I wonder if that 24 second timer is just how often the server checks up on it? The main thing I'm interested in is how re-aggro will work. For example a mob gates on you, and is outside of chase range. Let's say even with 24 seconds of running it still doesn't get in range, and it starts pathing home. If I then go back within the 1000' chase range, does the mob reaggro me? If it's fully reset to its bind point or pathing node? What if it's only still walking back not fully reset? Will it ever deaggro (10 minutes of no action for example caused a deaggro at some point also) Also another question is how would assist calls function during those 24 seconds. The mob is continuing to chase, and it runs past some mobs on the same faction. I would imagine this wouldn't snowball right? IE Mob B gets assist aggro and runs for 24 seconds where it tags mob C who then gets assist aggro and runs for 24 seconds.
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#10
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You go out of chase range. They go home. You are still on their hate list. You get in range they are coming. Only drop from hatelist at this point is the 10 min timer. Its not a FD mechanic that drops you when they get home.
I have not played with the 24 sec mechanic enough. The problem on live. Is they completely drop you at 30 sec. You dont linger if ur out of chase range more than 30 sec after doing damage. I have conflicting info how classic should be.
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Haynar <Millennial Snowflake Utopia>
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Last edited by Haynar; 01-19-2017 at 12:37 PM..
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