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Old 09-25-2015, 12:24 AM
AdrianD
Discordant
 
Join Date: Dec 2013
Posts: 297
Default NPC - SoW + flee + snare - working as intended?

Npcs with SoW continue moving after being snared until dead. They do not stop moving at a lower % compared to not SoW'd.

This thread discussed a similar issue. I don't have this problem but, maybe there is a relation. (runspeed changes)
* my source has updates relating to issue in thread below

http://www.eqemulator.org/forums/showthread.php?t=39728

Curious to know if this issue is exclusive to me or if certain things aren't implemented and what I can do about it.

Old, old info...

http://www.eqemulator.org/forums/arc...p/t-17869.html

Relevant part:
Quote:
Movement speed debuffs ("snare" and the like) don't change the fact that a mob will continue fleeing. Mobs (are supposed to) gradually run slower and slower after they get below 20 percent. When they get to within a sliver of their life, they will be running at approx. 40 percent of their normal run speed. If the mob has SoW or another run speed buff, this can offset his running slowly from being wounded, and the flip side is a snare slows him down even more. So yes, that means that if there's a snarer in the group, by the time the mob hits about 10% health, his speed's gone down to 0 and he's just letting the group get free hits on him.
Thanks
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Old 09-25-2015, 10:25 AM
chrsschb's Avatar
chrsschb
Dragon
 
Join Date: Nov 2008
Location: GA
Posts: 905
Default

I can't remember if SoW would let the mob free longer before stopping. Can't say I've ever seen a snare not completely stop a mob.
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