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#51
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Ohh, I thought you were saying it would blur mobs when you tagged with sneak.
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#52
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they changed fd blur mechanics so that when you FD you might get a blur, with each subsequent FD increasing the chance of a blur. | |||
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#53
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Y'all should play around with the new mechanics if you have monks, it is way too strong and very broken imo
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Pint
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#54
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#55
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Classic mechanic. Just not all monks/rogues knew about it. Was discussed on both Safehouse and Monkly Business forums as early as 2000/2001 though.
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Green
Tofusin - Monk <Force of Will> Manowarr - Druid Blue Tofusin - 60 Monk <BDA> Shiroe - 60 Enchanter Manowarr - 60 Druid | ||
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#56
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It's not 100% mem blur - if you drop your sneak after pulling or get hit before the rest of the mobs get back to their spawn points there is a good chance they will re-aggro you.
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Green
Tofusin - Monk <Force of Will> Manowarr - Druid Blue Tofusin - 60 Monk <BDA> Shiroe - 60 Enchanter Manowarr - 60 Druid | ||
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#57
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Will give adding ranged weapon delays a shot in next day or so. Gotta take some data for flight time to see what I am looking for. Since its same part of code for bolts, might do some collision work too.
H
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Haynar <Millennial Snowflake Utopia>
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#58
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#59
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#60
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#2 Correct. Projectiles should have flight times. Not sure what your point on sneak fails is, it's practically 100% (probably should be) for rogues and easy to check for monks. #3 How it's functioning for sneak singles is accurate and there's safehouse articles to back that up. | |||
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