Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::Development

Development::Development Forum for development topics and for those interested in EQEMu development. (Not a support forum)

Reply
 
Thread Tools Display Modes
  #1  
Old 06-19-2006, 01:07 PM
mattmeck
Guest
 
Posts: n/a
Default

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.
Reply With Quote
  #2  
Old 06-19-2006, 02:39 PM
rojadruid
Discordant
 
Join Date: May 2005
Location: Smith Falls, Ontario, Canada
Posts: 283
Default

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.
__________________
Rojadruid

Innoruuk Server [legit]
Server Admin.
Server Status: UP
Reply With Quote
  #3  
Old 06-19-2006, 05:31 PM
unicorn97211
Sarnak
 
Join Date: May 2006
Posts: 37
Default

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.
Reply With Quote
  #4  
Old 06-19-2006, 05:40 PM
unicorn97211
Sarnak
 
Join Date: May 2006
Posts: 37
Default

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.
Reply With Quote
  #5  
Old 06-19-2006, 06:47 PM
mattmeck
Guest
 
Posts: n/a
Default

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.
Reply With Quote
  #6  
Old 06-19-2006, 06:57 PM
mattmeck
Guest
 
Posts: n/a
Default

tested on veeshan with a 70 necro in FG by the way.
Reply With Quote
  #7  
Old 06-19-2006, 10:49 PM
wize_one
Dragon
 
Join Date: Jan 2004
Location: LasShithole, NV
Posts: 520
Default

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.
__________________
Perfect quote from another site: it's immature pricks who refuse to read the numerous stickies in every forum pointing out what to do and what not to do that get flamed. Grow up and learn to do your fucking homework before opening your cake hole, junior. EQEmu doesn't like you anymore, and that's why you're getting errors. So go away.
__________________
Reply With Quote
  #8  
Old 06-20-2006, 01:47 AM
TekNoir
Fire Beetle
 
Join Date: Apr 2006
Posts: 3
Default

My account on Live is no longer active so I cannot possibly test any of this, but from memory as a necro...

When I would snare and then FD, mobs with a static spawn point would linger a moment (a predictable amount of time according to the specific mob involved) and then return. Occasionally there are specific mobs that want to "hold hands" for a little (or a lot) longer before they give up.

A relevant instance of this, from memory, was hunting the guards in Felwithe, specifically the first split. Snare one (with Dooming Darkness). Both guards always came. FD in the entrance hall once they were nearly on top of you. They both linger a moment and then they both turn to leave, but one of them moves far faster then the other. (Note: Occasionally the snared mob would stay just a little longer than the unsnared mob before attempting to return to spawn.) This enabled one to be back at spawn before the other ever reaches halfway back. Stand. Kill the snared one who immediately comes back for you and you've got your mobs split.

Having said all of that, I have also had instances where static spawn mobs still taking damage would refuse to go back at all. They wouldn't attack me, but they'd just stand there for quite some time after their buddies had all gone back home. They would usually return to spawn after my snare ran out. I believe (and have absolutely no facts to back this hypothesis up) that this phenomenon is related to the fact that our snares are also DOTs and that they stick around because of the damage and not because of the snare itself. Or maybe a combination of the two? But this was a rare occurrence on static spawned mobs. Nearly all of them after a period of time give up and go back home.

The same cannot be said for "roaming" mobs. Don't confuse this with "patrolling" mobs. Roaming mobs nearly always stayed right on top of me after a snare followed by a FD. This was useful for soloing in places like the Grey where most of the mobs around the perimeter of the zone roam around. I could snare one and it (usually a few) would come running. I could FD and whichever mob I had snared would stay put while after a few moments its friends would begin to roam around again. The bad thing is that the roaming mobs don't like to forget you as easily as patrolling or static spawned mobs, so I usually had to wait until my snare had worn off to stand back up and even then the mob's friends would sometimes come back to haunt me, seemingly from clear across the zone even!

Patrolling mobs would sometimes stay with me, but most often not and they tended to be a little slower than the other types of mobs about returning to their patrol when snared. They behaved much like statically spawned mobs.

From memory, there were also entire zones (or segments of a zone) that seemed to behave just a little different from what I would expect. Mobs that took significantly longer to forget about me or mobs that liked to cuddle longer than what I would expect. There are places where "mob mentality" rules and no matter what you do, you're coming home with multiples. It was all very complex and involved character level, pathing in that location, terrain (or line-of-sight), mob assist, and so on and so forth. There have been a million guides written up about the nuances of leveling whichever character in this or that particular place.

Anyhow. This is all from memory and having not played in a couple years that memory could be a little rusty. It will nonetheless give those who still have live accounts something more substantial to test on, rather than testing on a few mobs in very specific (unique) locations and calling it the night.
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 07:52 AM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3