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  #31  
Old 03-31-2011, 04:03 PM
Dr4z3r Dr4z3r is offline
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Originally Posted by letsdance [You must be logged in to view images. Log in or Register.]
it seems to me that snare does less than in original EQ. mobs always move on p1999, whereas they stood still when snared at low hp in original EQ. maybe engulfing darkness snare effect is weaker too.
Mobs at low hp and snared will stop moving completely on P99. I have experienced this many, many times.

It's the snare + the slow from being low-hp that does it.
  #32  
Old 03-31-2011, 04:17 PM
baalzy baalzy is offline
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Originally Posted by Dr4z3r [You must be logged in to view images. Log in or Register.]
Mobs at low hp and snared will stop moving completely on P99. I have experienced this many, many times.

It's the snare + the slow from being low-hp that does it.
Not quite true.

If you pay attention, the mob will pause for a second and then 'warp' a few steps away and then continue moving. It'll be very slow, but not a full on halt like they do on live.

I'm a necro, I have lots of experience with snared, running mobs.
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  #33  
Old 03-31-2011, 04:30 PM
Dr4z3r Dr4z3r is offline
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Originally Posted by baalzy [You must be logged in to view images. Log in or Register.]
Not quite true.

If you pay attention, the mob will pause for a second and then 'warp' a few steps away and then continue moving. It'll be very slow, but not a full on halt like they do on live.
No, they stop 100%. I've killed more than enough snared mobs solo.
  #34  
Old 03-31-2011, 04:32 PM
baalzy baalzy is offline
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Originally Posted by Dr4z3r [You must be logged in to view images. Log in or Register.]
No, they stop 100%. I've killed more than enough snared mobs solo.
What snare are you using? I'm using dooming darkness (approx 55% movespeed reduction at my level) and the mob always stops for a second, then warps and continues movings once they start to flee because of low HP.
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  #35  
Old 04-01-2011, 07:27 AM
letsdance letsdance is offline
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i am using the druid snare and they don't stop.

but i would have been surprised if no one insisted that i was wrong and i didn't get flamed for saying anything on this holy server is different then original EQ [You must be logged in to view images. Log in or Register.]
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  #36  
Old 04-01-2011, 07:31 AM
letsdance letsdance is offline
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Originally Posted by eqravenprince [You must be logged in to view images. Log in or Register.]
I had mobs chase me across West Karana before. He must be thinking of EQ2.
they do that if you never achieve sufficient distance. i never played EQ2 btw, just 7 years of EQ.
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Last edited by letsdance; 04-01-2011 at 07:50 AM..
  #37  
Old 04-01-2011, 08:10 AM
Messianic Messianic is offline
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Originally Posted by letsdance [You must be logged in to view images. Log in or Register.]
they do that if you never achieve sufficient distance. i never played EQ2 btw, just 7 years of EQ.
Evidence?

If you really know, go find some evidence and put forth the case for it to be changed. Otherwise, you're just assuming you know what other people have done.

When I aggroed mobs on one end of a zone and gated to the other end, they eventually got there. I assume the length of a whole outdoor zone is "sufficient distance".

EDIT: The only thing that existed in classic similar to what you're describing is the way mobs (undead ones particularly), if you aggroed them with a low aggro spell or just proximity aggro, and ran them through another player, they would stop chasing you and attack the other player. That's part of the reason spec trains were so devastating in oasis. On p99, they will run through the player and not attack them unless that player tops your aggro.

I can see that happening if you ran a large distance from the mob and someone else who was kos aggroed them and took them out or whatever - but I did a lot of crazy things on EQ just for fun's sake. An epic bard friend who kited whole zones of mobs wouldn't have to stay a certain distance to the mobs to keep them on himself.
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Last edited by Messianic; 04-01-2011 at 08:18 AM..
  #38  
Old 04-01-2011, 08:40 AM
letsdance letsdance is offline
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what evidence should i find? some guide that someone posted after playing EQ for 1 year? you trust that more than the oppinion of people who post here now? why? the best source of information have been forums (everlore warrior forum for me) and they don't seem to be available anymore. so the best source of information likely is now memories of people who used such places.

do you have any evidence that it was not so? why should i have to prove my point of view but you don't?

there is enough old sites with wrong information about several issues that won't be too hard to find.

i don't care really if such things are implemented in p1999 either. my question in the OP was clearly answered: i do have to expect such small differences. in a way this makes it more authetical, because again i don't know details of the game mechanics :-)
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Last edited by letsdance; 04-01-2011 at 08:54 AM..
  #39  
Old 04-01-2011, 08:41 AM
letsdance letsdance is offline
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Quote:
Originally Posted by Messianic [You must be logged in to view images. Log in or Register.]
When I aggroed mobs on one end of a zone and gated to the other end, they eventually got there.
my memories are exactly opposite and i guess this is why they made the distance check. it would have been too easy for casters to fight single mobs where they want.
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  #40  
Old 04-01-2011, 09:41 AM
Rejuvenation Rejuvenation is offline
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Quote:
Originally Posted by letsdance [You must be logged in to view images. Log in or Register.]
i am using the druid snare and they don't stop.

but i would have been surprised if no one insisted that i was wrong and i didn't get flamed for saying anything on this holy server is different then original EQ [You must be logged in to view images. Log in or Register.]
You need a higher movement reduction to cause them to stop completely. This is normal. As you level up you will see snare behave as you suggest.
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