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  #1  
Old 06-19-2006, 12:23 PM
fathernitwit
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Join Date: Jul 2004
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please make a unified diff of this so I can look at it for inclusion.

feign should be based on skill when it is not cast by a spell, see:
Client::Handle_OP_FeignDeath

as for snare, the spells apply a percent decrease in movement speed:
http://lucy.allakhazam.com/spell.htm...52&source=Live
and as such, will never result in a true 0 walk speed... Can you provide a 3rd party source to back up your claim of no walking when snared?
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  #2  
Old 06-19-2006, 01:07 PM
mattmeck
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The only way a necro's snare acts as a root is when the mob is super low on HP 10% or less. Otherwise it went to the redused percentage.
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  #3  
Old 06-19-2006, 02:39 PM
rojadruid
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Quote:
Originally Posted by mattmeck
The only way a necro's snare acts as a root is when the mob is super low on HP 10% or less. Otherwise it went to the redused percentage.
That is correct I play a necro on live. when the mob gets to 10% or lower then it stops moving.
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  #4  
Old 06-19-2006, 05:31 PM
unicorn97211
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Quote:
Originally Posted by mattmeck
The only way a necro's snare acts as a root is when the mob is super low on HP 10% or less. Otherwise it went to the redused percentage.
This is true during combat however I think you are mistaking runspeed for walkspeed. Mobs never walk during combat they run to you. When fleeing they don't walk away, they run away from you. When running away from you unsnared they do suffer a negative runspeed and slow to a near walk which is probably a switch from running to walking at low hps.

What I am referring to is when a mob is snared during combat but then loses all hate and attempts to return home (or to its grid) at which point the mob is walking not running. Therefore walkspeed - snare reduction = stopped mob.

This is very very easy to reproduce on live. Log on a necro that is high enough level to use at least Dooming Darkness (lower level snares don't mitigate speed enough). Cast Dooming on any mob and snare it. After it walks to you (mob is actually running but snare reduces runspeed to a walk) feign death. You will notice that the mob will stand there NOT moving an inch until Dooming wears off at which point it will walk NOT run home. This happens with any mob including those buffed with SoW and uber fast running mobs in OOW like Ukun.

Also I would think just about any experienced player knows that groups have a designated snarer in groups to stop runners because a snared fleeing mob can't move. So again this is walkspeed being mitigated to 0.

This is key to split pulling. You see two mobs standing next to each other. You snare one and they both come at you, one running, one walking. You feign and the unsnared mob walks back home while the snared mob can't move and stays put. Once the unsnared mob reaches home and forgets all about you, you stand up, the snared mob remembers you either via feign memory or a tick of dmg from the snare and resumes it's attack only now his buddy is back home and out of aggro range leaving you with a single pull.

Any experienced Necro or SK who has done any split pulling can verify this.

On a side note, how many hps a mob has to get down to before it flees isn't a fixed percentage per say. My observation on live is that a mob will flee when the mobs hps reach a certain ratio to your own. I noticed this because while soloing with my necro, if I was buffed with conviction mobs would begin to flee with a higher amount of hps than they would if I were only self buffed.

If I were still subscribed to live I would do a series of screenshots to demonstrate both these points but for now I'll rely on the experienced necros in these forums to back me up since it's doubtful anyone here knows of the legendary necro Bodob of Club Fu on Bristlebane haha.

I started reading up on how to use TortoiseCVS to do a diff so hopefully I'll be able to post one shortly for Fathernitwit to review.
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  #5  
Old 06-19-2006, 05:40 PM
unicorn97211
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Just hypothesizing here, but perhaps on live the amount snare mitigates runspeed is applied to walkspeed as follows:

Mob has a runspeed of 100 and walkspeed of 50 (just to make the math simple)

Snare is 50%. This would reduce his runspeed to 50 and as it sits now would reduce his walkspeed to 25.

My thinking is that because snare reduced runspeed by a value of 50, it also reduces walkspeed by a value of 50 therefore if the mob were to attemp to walk while snared his walkspeed would be 0.

Just trying to figure out how a percentage reduction could cause the behavior observed on live.
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  #6  
Old 06-19-2006, 06:47 PM
mattmeck
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I use to fear kite and dot / FD kill on live for 6 years, mobs do walk back to there camp when snared and the necro is FD'd.



To test this so I didnt blindly state it from memory I logged on and tried it,

here is how it went.
Code:
Cast darkness,

hit harmshield,

waited for mob to smack me a few times

hit FD,

Mob stood there for a few seconds "corpse camping" then started to walk back to camp,

I stood up,

He came after me again,

I hit FD,

He stood there for a few seconds then started walking back.

Darkness wore off,

I stood up and he kept walking.
There ARE some NPC's that will continue to corpse camp for a long wile after they kill someone, and this includes when a necro FD's however this is NOT normal behavior.
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  #7  
Old 06-19-2006, 06:57 PM
mattmeck
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tested on veeshan with a 70 necro in FG by the way.
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  #8  
Old 06-19-2006, 10:49 PM
wize_one
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Join Date: Jan 2004
Location: LasShithole, NV
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with my sk, pull with snare.. FD let other mobs path back, the one that is snared is locked in place.. once others are back at spawn point stand and snared mob follows you.
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