View Full Version : Feign Issues
vales
05-28-2006, 10:41 AM
I've checked all over the place and I still can't seem to find a solution here.
I'm having an issue with Feign Death and Monks. No matter the skill level, it just doesn't seem to work. It does work fine for SKs and Necros, however. I've tried it for both Iksars and Humans and it's still the same. I go through the feigning animation, but the mob still continues to attack as if I never feigned. Also tried it with a skill level of 1 and up towards 252 and it still doesn't work.
Using a clean Titianium client and tried both 7.0 and 7.0-790 servers. Also tried using cavedude's and PEQ's database - still no go. I've double-checked and made sure the spell texts and map files are in the EMU folder as well.
I'd appreciate any help. Thanks!
mattmeck
05-28-2006, 11:23 AM
For necro's and SK's its a spell
For monk its a skill and a lot of skills are broken / dont work the way there sopose to.
vales
05-28-2006, 11:37 AM
Ah, fair enough. :)
Just thought I was doing something wrong. Thanks for clearing it up.
Jibbatwinkers
05-30-2006, 04:09 AM
I've found that human monks FD seems to work fine. Alot of my iksar monk players (I'm GM of Zebuxoruk server) have this problem. I allow them to choose broken FD or a change to human until it's fixed via #permaclass
vales
05-30-2006, 11:52 AM
Well I've tried both Human and Iksar races and it doesn't work. Is there something that I'm missing? There was also this (http://www.eqemulator.net/forums/showthread.php?t=20223&highlight=feign) topic that was posted indicating that feign does work.
I'm so confused. :confused:
aza77
05-31-2006, 01:53 AM
maybe it's because of the client i don't have these issues with a pre 9/13 client
vales
05-31-2006, 06:44 AM
Thanks for that bit of info, aza77!
I'll just sit tight then and hope there's an update for this later on. If I can manage to dig up my old client CDs, I'll give it a go. But I've already told my friends to go out and buy Titianium, so we're just gonna have to wait for the most part. :p
vales
06-01-2006, 10:11 AM
Can't edit my last post. :p
Anyway, the feign issue is corrected in the lastest (6/1/06) source! Thanks for the quick fix guys! :D
unicorn97211
06-04-2006, 09:07 AM
I grabbed the 6/1 exe's for my windows server and everything runs as expected, but when I bring on my necro and feign, he just flops but mobs keep beating him reguardless. I tried this with the same results in several zones. If this isn't a problem with the exe's can someone point out what database/config settings etc can affect this? I noticed prior to upgrading to 6/1 that I was able to feign and mobs went back home, but if I had a DoT in the mob the second the dot did dmg the mob came back for me. I was hoping the reported FD fix would handle that but now it appears it just broke it completely at least for necro/sk, I didn't test with a monk yet.
vales
06-04-2006, 11:45 AM
I could be wrong, but I don't think the 6/1 version touched anything with necro/sk classes and feign. All they did was insert the missing opcode for human and iksar monks. But your issue does warrant some more testing, though.
I'm using the Titianium client with PEQ's Luclin Beta database. I'm about to hop on and test it out. Will report back if it's different.
Edit: Just made a level 60 necro and tried it out. Casted Clinging Darkness, then Death Peace and the mob walked away. When the next tick did damage, the mob did come back even though I was still feigned. D'oh!
rojadruid
06-05-2006, 05:31 AM
I could be wrong, but I don't think the 6/1 version touched anything with necro/sk classes and feign. All they did was insert the missing opcode for human and iksar monks. But your issue does warrant some more testing, though.
I'm using the Titianium client with PEQ's Luclin Beta database. I'm about to hop on and test it out. Will report back if it's different.
Edit: Just made a level 60 necro and tried it out. Casted Clinging Darkness, then Death Peace and the mob walked away. When the next tick did damage, the mob did come back even though I was still feigned. D'oh!
The reason that the mob comes back to you in this case is due to the DoT "Clinging Darkness" that you cast on it.
vales
06-05-2006, 06:23 AM
Yeah. I was just confirming that I have the same issue as the guy that posted above me. I don't know if this has been an ongoing issue or if it's something that just came up with the newer builds.
I never tested this with SK/Necros in previous builds since I started with the 7.0 release, so I was just stating the database and client version I used so that can eliminate the possibilities that it was just a certain setup he was running. I just wanted to let him know that it wasn't just him. :p
unicorn97211
06-07-2006, 03:28 PM
As a necro when I FD with no spells active on a mob the mob should:
Stop Hitting me
Return to Spawn Point if Static and clear all agro/hate when reaching Spawn Point.
Return to wandering the grid if not static then clear all agro/hate when reaching waypoint #1
Clear any hate caused by any damage done prior to the FD
i.e. I cast a 1k nuke to pull a static mob then FD. The mob should pause a bit, then walk home. If I get up before the mob reaches it's static spawn point or it's first waypoint, I should still have agro but no more agro than had I just wandered into the mobs agro range. The agro from the 1k dmg should be gone. If I stand after the Mob has reached it's static spawn point or waypoint #1 or I have been FD for two minutes I should be agro free.
I FD with one or more DoT spells active on a mob the mob should:
Stop Hitting me
Return to Spawn Point if Static and clear all agro/hate when reaching Spawn Point.
Return to wandering the grid if not static then clear all agro/hate when reaching waypoint #1
Continue to take damage from all DoTs (no-agro regen rates on live mitigate this near 100% on most mobs)
Continue to suffer all nondamage spell effects. (Such as snare)
Clear any hate caused by any damage done prior to or during the FD.
Retain agro on DoT caster unless DoT wears off and Mob has returned to spawn point or waypoint #1 before caster stands.
i.e. I cast Dooming Darkness (Snare + Magic DoT) pull a static mob then FD. The mob should pause a bit, then turn and attempt to walk home but because of the snare the mob will stay at a standstill. If I get up before the two minutes is up or before my DoT wears off, I should still have agro but no more agro than had I just wandered into the mobs agro range. The accrued agro from the DoT dmg should be gone. If I stand after being FD for two minutes and my DoT has worn off I should be agro free. If I stand before the DoT wears off , the mob resumes it's attack on the next tick of the DoT. At no time should any DoT'd mob be attacking me whie I am successfully feigned.
*This is key to splitting. To Split mob A from B:
1) Snare mob A - Mob A walks towards you , Mob B run at you.
2) FD - Mob A turns to return to spawn but can't move, Mob B walks to spawn point
3) Stand Mob A recieves damage from snare DoT and resumes it's attack on you. Mob B having returned to spawn point is out of agro range and has no agro towards you therefore staying home.
I stack 8 heavy DoT's on a Raid Mob and FD between each cast, the mob should:
Stay agro on the tank because each FD has cleared your accrued damage hate
If I continue to stand while my 8 DoT's do damage even having feigned between each cast, the accrued damage/hate could push me back to the top of the hate list. (This is why necros commonly FD at regular intervals to keep clearing their acrrued agro during long fights)
I am level 70 and I nuke a level 10 mob down to 1 hit point then FD. My friend a level 1 warrior hits the mob for 1 dmg, the mob should:
Die and award full xp to the level 1 warrior because all agro/hate from the level 70 nuke caster was wiped during the FD leaving the level 1 warrior as the only PC on the Mobs hate list.
Things that blow my cover are:
A spell landing on me after having feigned. i.e. a mob begins casting before I FD and the spell lands on me after I hit the floor.
Being hit by any AE spell.
Feigning with Auto-Attack on. (I think this only happens to necros , i heard it doesn't happen to monks, don't know about sk at all)
... has fallen to the ground.
I figured writing this would serve as a reference to what we're shooting for with FD functionality. Feel free to point out any errors or things I left out.
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