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  #41  
Old 05-02-2012, 01:38 PM
Metallikus Metallikus is offline
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SOmething that needs to be addressed about mob flee: Since the patch, if you have pulled a group of mobs, they all flee seperately as if they have no idea they have a bunch of good buddies around them agro'd. This is a bug. No mob should flee when the group has agro in the vicinity of the mob's allies. For instance, a group pulls 4 goblins and mezzes 3. The first goblin to go to 20% should not take off running, only the last goblin standing should flee.
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  #42  
Old 05-03-2012, 03:33 AM
RahlaeRuffian RahlaeRuffian is offline
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I know I've been talking shit about flee speed but it's not really that bad anymore since I've played a little more than I have since the patch. I guess they fixed it to some degree. Hit box and random flee directions are still kind of annoying but as long frogs in sebilis flee at the speed that they do then I would say it seems fair. I haven't been back up to Hate since a group of 8 guildies, all in their 50's went and a Spite Golem wiped us, but I'm sure we can find away around pulling a 100% magic resist Spite Golem next time if it can't be snared or rooted in the least.
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  #43  
Old 05-03-2012, 08:22 AM
Metallikus Metallikus is offline
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Quote:
Originally Posted by RahlaeRuffian [You must be logged in to view images. Log in or Register.]
I know I've been talking shit about flee speed but it's not really that bad anymore since I've played a little more than I have since the patch. I guess they fixed it to some degree. Hit box and random flee directions are still kind of annoying but as long frogs in sebilis flee at the speed that they do then I would say it seems fair. I haven't been back up to Hate since a group of 8 guildies, all in their 50's went and a Spite Golem wiped us, but I'm sure we can find away around pulling a 100% magic resist Spite Golem next time if it can't be snared or rooted in the least.
the fix to this has always been to have more mobs in camp so the spite golem would not flee. the recent patch kinda messed this mechanic up where mobs don't recognize that they have friends in teh battle still and take off no matter what.
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  #44  
Old 06-01-2012, 03:04 PM
maximum maximum is offline
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I'm wondering if this whole run speed/flee speed situation is related to 1999 server lag vs. 2012 server lag. Internet technology has greatly changed since.
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Last edited by maximum; 06-01-2012 at 03:04 PM.. Reason: typo
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  #45  
Old 06-02-2012, 09:48 PM
Xanthias Xanthias is offline
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Spite golem's in hate sprint away are pretty much unsnarable and can cause a wipe, if a mob is at 20% health it really shouldn't be running as fast as it is at 100%.

Just common sense there
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  #46  
Old 06-03-2012, 02:36 AM
HarrisonIsStillPosting HarrisonIsStillPosting is offline
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Mobs run away way too fucking fast. They are supposed to run away, not sprint at selos speed.
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  #47  
Old 06-03-2012, 02:44 AM
Metallikus Metallikus is offline
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the main problem is they are running when they shouldnt - they are not supposed to run if they have another mob in camp. They are currently running away before last man standing.
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  #48  
Old 06-03-2012, 02:56 AM
HarrisonIsStillPosting HarrisonIsStillPosting is offline
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Nilbog addressed this in another thread, but the speed is still way the fuck off.
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  #49  
Old 06-03-2012, 02:46 PM
Daldaen Daldaen is offline
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Quote:
Originally Posted by Metallikus [You must be logged in to view images. Log in or Register.]
the main problem is they are running when they shouldnt - they are not supposed to run if they have another mob in camp. They are currently running away before last man standing.
Depends on mob type.

Certain mobs should run away even in company of their allies. Certain mobs shouldn't.
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  #50  
Old 06-03-2012, 02:55 PM
nilbog nilbog is offline
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Quote:
Originally Posted by Metallikus [You must be logged in to view images. Log in or Register.]
SOmething that needs to be addressed about mob flee: Since the patch, if you have pulled a group of mobs, they all flee seperately as if they have no idea they have a bunch of good buddies around them agro'd. This is a bug. No mob should flee when the group has agro in the vicinity of the mob's allies. For instance, a group pulls 4 goblins and mezzes 3. The first goblin to go to 20% should not take off running, only the last goblin standing should flee.
Mez counts, and always has afaik, like the npcs aren't there.

Quote:
Originally Posted by Xanthias [You must be logged in to view images. Log in or Register.]
Spite golem's in hate sprint away are pretty much unsnarable and can cause a wipe, if a mob is at 20% health it really shouldn't be running as fast as it is at 100%.

Just common sense there
It doesn't. It's something like 0.6% of their normal speed. If the npc in question has a sow, it appears higher. I visited several groups days after this change went live. I didn't see much out of the ordinary.

One change that's coming next patch.. npcs won't juke and have such erratic movement. Kanras did a great job changing how npcs rotate if they are to turn.

If someone really wants to do in-depth research.. eqmac players, fraps yourself fighting an unsnared npc. When it gets to 20%, let's see how fast it runs away? Additional test: See how fast it runs when snared, and/or what % of hp it completely stops moving.

If changes are needed, they will certainly be looked into. From what I have seen, flee mechanics are way more classic now than they were previously.
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