View Full Version : Social Aggro
Vandileir
06-19-2006, 06:14 PM
<DIV>Did anyone besides me notice a change on Social Aggro after LU24? I swear some things that never linked before now do...</DIV> <DIV> </DIV> <DIV>And I know for sure that things are linking in the Vault that never linked before (I had that zone memorized, and it has changed.)</DIV>
Sirlutt
06-19-2006, 06:30 PM
yes .. and scout pulls such as surveil now pull social mobs .. body pulls still work as they did before though.<div></div>
Vandileir
06-19-2006, 08:15 PM
think it was intentional?
Gungo
06-19-2006, 08:35 PM
Yes it was in todays patch notes mobs agro radius made larger.
Bvarien
06-19-2006, 11:38 PM
<blockquote><hr>Gungo wrote:Yes it was in todays patch notes mobs agro radius made larger.<hr></blockquote>Maybe I'm blind, but I don't see it.*** Gameplay ***- Lava's dangerous properties took a temporary vacation. Lava is now 100% more deadly, in that it was completely the opposite of deadly at all for a few days.*** Player-versus-Player ***- Exiles will now receive PvP immunity, when applicable, in city zones.*** Items ***- The Matron's Heart spell effect will now work properly.- The winds of change have died down, lessening the proliferation of loose pages across the world and in the home of the societies' initiates.- The new crafted spears and axes can now be wielded by paladins and shadowknights.- Harvesting tools will now work with appropriate level artisan classes as well as adventure level. *** Quests ***- The Shroud of the Manastone now requires boiled beaver pelts instead of sullied medium quality badger pelts, which are no longer available.- Journal text for Spark's Aflame now correctly mentions the coal you need to obtain.- Adventurers on the "Court of Truth: Brush With Celebrity" quest can now speak to Toro again once they've collected the items he needs to make the poultice.*** Zones and Population ***- Gnorbl the Playful should be much more playful now that he no longer resets to full health when playfully summoning his playful minions.*** Combat ***- When consumed, food and drink will no longer count as a beneficial effect for spells that trigger when a beneficial effect is cast. Since that was entirely confusing, here is an example: Some spells have a chance to proc a heal if you cast a beneficial spell on yourself. Food and drink were counting as a beneficial spell, and you could repeatedly consume them for a chance to proc an effect. This will no longer occur.- Defiler: Maelstrom: Changed self-stun to self-stifle/root, and set the duration back to 36 seconds.
Gungo
06-20-2006, 12:32 AM
<DIV>- As of Live Update #24, social creatures are a bit more challenging as they will aggro and help their friends from longer distances. </DIV> <DIV> </DIV> <DIV>never use the forum transcribed patch notes they usually contain some typo by blackgaurd. Instead look up the eq2.patch for the originall patch notes. here is the link below </DIV> <DIV> </DIV> <DIV><A href="http://patch.everquest2.com:7010/patch/eq2/motd/en/updates_live.html" target=_blank>http://patch.everquest2.com:7010/patch/eq2/motd/en/updates_live.html</A></DIV><p>Message Edited by Gungo on <span class=date_text>06-19-2006</span> <span class=time_text>01:33 PM</span>
beliker
06-20-2006, 12:35 AM
Yea the noob zones suck, I was in the ruins on a coercer alt, pulled one lvl 8 orc peon from 35 meters away, every single one of them came at me, all of them the entire area like 30 orcs, its stupid. <div></div>
Domiuk
06-20-2006, 03:27 AM
<DIV>I really liked being able to pull with a bow : (</DIV> <DIV> </DIV> <DIV>Its become an absolute no no <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>so now its proximity pull everything , very boring.</DIV>
TanRaistlyn
06-20-2006, 03:34 AM
<P>Smarter AI = Better game.</P> <P> </P> <P>Bow pulling 1 agro mob out of a grp of agro mobs and able to get it solo was just stupid.</P>
Docimodo
06-20-2006, 03:39 AM
AE groups FTW
Domiuk
06-20-2006, 03:46 AM
<DIV>Im sorry but if mob a is attacked within x distance of mob b then attack, with x simply being increased is not smarter AI.</DIV> <DIV> </DIV> <DIV>They increased the range of existing social agro, nothing more.</DIV> <DIV> </DIV> <DIV>Exactly the same tactics as before will work just the agro radius is bigger.</DIV> <DIV> </DIV> <DIV> </DIV>
TanRaistlyn
06-20-2006, 03:48 AM
<P>Good either way its still better.</P> <P>And I disagree, mobs helping their breathren from being slain, as opposed to standing there watching not doing anything but waiting for their own turn, seems much smarter to me.</P> <P>Oh ya and your wrong, go try pulling mobs in Labs or wherever with a Bow now, and unlike you used to, you dont get one grp. So the tactics have changed, a lot.</P><p>Message Edited by TanRaistlyn on <span class=date_text>06-19-2006</span> <span class=time_text>04:49 PM</span>
Domiuk
06-20-2006, 04:09 AM
<DIV>"Exactly the same tactics as before will work just the agro radius is bigger."</DIV> <DIV> </DIV> <DIV>Old tactic , if its not close to another group of mobs , stick an arrow in it taunt on incoming.</DIV> <DIV> </DIV> <DIV>Old tactic , if its close to to another group of mobs proximity pull taunt on incoming.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>So what are the new super tactics ?</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Dont get me wrong its not all bad as more challenging is better, I am just far from convinced this is a good way of making it so.</DIV> <DIV> </DIV> <DIV>Making it so rooms full of mobs have to be proximity pulled one by one (and there friends will still stand and watch as before) will just</DIV> <DIV>slow up what can already be a very boring process.</DIV>
beliker
06-20-2006, 04:51 AM
I can understand it in raids for sure, but to put it in a lvl 8 zone is just stupid. Hell because when gathering you might get the entire side of a zone by bumping into one mob. <div></div>
TanRaistlyn
06-20-2006, 04:52 AM
<BR> <BLOCKQUOTE> <HR> belikeron wrote:<BR>I can understand it in raids for sure, but to put it in a lvl 8 zone is just stupid. Hell because when gathering you might get the entire side of a zone by bumping into one mob.<BR> <BR> <HR> </BLOCKQUOTE><BR>/agreed
Ahven
06-20-2006, 05:56 AM
<div></div>It does hurt soloing however as i have already discovered, but we all knew they hated soloing anyway and only tossed it in as competition for wow.<div></div><p>Message Edited by Ahven on <span class=date_text>06-19-2006</span> <span class=time_text>06:56 PM</span>
Vandileir
06-20-2006, 04:56 PM
<BR> <BLOCKQUOTE> <HR> Ahven wrote:<BR> It does hurt soloing however as i have already discovered, but we all knew they hated soloing anyway and only tossed it in as competition for wow.<BR> <P>Message Edited by Ahven on <SPAN class=date_text>06-19-2006</SPAN> <SPAN class=time_text>06:56 PM</SPAN><BR> <HR> </BLOCKQUOTE> <P><BR>I've been playing WoW for the last 2 weeks with some IRL friends that finally broke me down. (How could I say no after they bought me the game and a pre-paid card)</P> <P>*Hides*</P> <P>From what I have seen, social aggro in eq2 and wow are now very similar. Mobs in WoW linked easily... and I hate it... I liked the social aggro the way it was in EQ2 much more. </P> <P>Since they are exactly the same now, that's one less reason to keep playing eq2....</P>
Wabit
06-20-2006, 10:32 PM
<DIV>ehh, just tank em all... only issue i had in labs was in the corsolander room, everything else was the same, hex pull get one group...</DIV> <DIV> </DIV> <DIV>went back to HoF for the first time in a couple months, bow pulled and got the whole room... i must say they nerfed the heck outta the zone... 3 debuff dots on me and i still wasn't getting hit for squat, kinda disappointing it used to be a semi challenge with one healer... now its a complete joke...</DIV> <DIV> </DIV> <DIV>i like the change it makes the game a lil harder... but it shouldn't start till you're in TS, Nek imo... let the lowbies learn the game basics first...</DIV>
Sirlutt
06-20-2006, 11:23 PM
<div><blockquote><hr>Wabit wrote:<div></div> <div>ehh, just tank em all... only issue i had in labs was in the corsolander room, everything else was the same, hex pull get one group...</div> <div> </div> <div>went back to HoF for the first time in a couple months, bow pulled and got the whole room... i must say they nerfed the heck outta the zone... 3 debuff dots on me and i still wasn't getting hit for squat, kinda disappointing it used to be a semi challenge with one healer... now its a complete joke...</div> <div> </div> <div>i like the change it makes the game a lil harder... but it shouldn't start till you're in TS, Nek imo... let the lowbies learn the game basics first...</div><hr></blockquote>lol. .not all of us have your uber mit .. yet ..one day though ..oh yes.. one day!! muuuuahahahahahaaaa... Yarrr!</div>
TanRaistlyn
06-21-2006, 12:45 AM
<P>You can easily cap your mitigation with legendary gear dropped in grp zones. Of course raid buffed.</P> <P>Wearing all Awakened Scaled Plate gear from PoA and claymore rewards and grped like -</P> <P>Guard - Conj - Pally - Temp - Defiler - Dirge You will have 6k mitigation - then with your temp buffs you can be at 6.6k like 50-60percent of the time. No need to have all that fancy relic stuff =). Altho it is nice. </P>
Wabit
06-21-2006, 03:36 AM
<BR> <BLOCKQUOTE> <HR> Sirlutt wrote:<BR> <DIV><BR>lol. .not all of us have your uber mit .. yet ..<BR><BR>one day though ..oh yes.. one day!! muuuuahahahahahaaaa... Yarrr!<BR></DIV><BR> <HR> </BLOCKQUOTE>i was 2H in off stance for the whole zone... thats like 600 mita less than normal...<BR>
FightGame
06-21-2006, 04:25 AM
<DIV>hmmm, you can easily cap mit? and with legendary gear? wow.</DIV> <DIV> </DIV> <DIV>Your mitigation % stops showing anything higher than 80%. But the 80% is when you're up against an even con SOLO mob. How much more mitigation you need when fighting a heroic, single ^ mob on up (like a 75 epic) has never been revealed to my knowledge...so how is mitigation ever capped, specifically when in a t7 raid? Especially when many mobs use debilitate, or some other ability that debuffs your mitigation, so, all the more, the better. period. And if you've some how figured out exactly how much mitigation is needed to reach cap against a level 75 epic mob, I'd love to know what that is. And you can't just say something like 8000 because 8000 to one person maybe be a different percent (and that's what matters) in comparison to another person's 8000, depending on the level of the gear. In other words, 400 mitigation on a level 60 piece will give a lower % than 400 mitigation on a level 70 piece, but both will display 400 mitigation. And it doesn't show higher than 80%, so it would be impossible to know.</DIV> <DIV>I know this thread was talking about HOF, and theres no level 75 epic mobs, but there's lots of mobs that are much tougher than plain level 70 (not heroic), so therefore no way to know what cap on mitigation is. I would have to assume a level 67^^^ is tougher than a plain level 70 (not heroic), so we don't even know what cap is against the trash is in this zone, let alone the names, or any tougher zones.</DIV> <DIV>So, imo, there is no cap on mitigation, and even if there was, you'd still want more for the times you've been debuffed.</DIV>
Wabit
06-21-2006, 10:55 AM
<P>the % is the same for all types of same lvl of mob... same with avoidance... </P> <P>ToS something it'll show you the unmitagated damage... PoA floor below the dragons is best way to check it... heroics just hit harder...</P> <P>i'll ToS a yellow epic 12k-15k usually shows up, but the hits i've been taking are in the 2k-3k range...</P> <P>so yes you can cap mita in legendary gear with a healer easily as a guard...</P>
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