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 Post subject: SK FD?
PostPosted: Sat Jan 28, 2012 2:41 pm 
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I'm somehow misunderstanding FD for this class.

I used to play a necro on the pc version and FD would always drop aggro after 90 or 120 seconds or something around that.

On my SK, whilst FD does the usual thing of causing the mobs to wander off, I don't lose aggro no matter how long I've been down. As soon as I come within range again, the mob(s) comes and if it has been talking to his buddies in the meantime, it drags all of them along to.

This seems to limit it's use quite severely. Is this how it is supposed to work? Does it ever get to dropping aggro like I was used to?

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 Post subject: Re: SK FD?
PostPosted: Sat Jan 28, 2012 3:00 pm 
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Mobs on Al'Kabor don't seem to forget players after three minutes or whatever it was later on EQPC.

Here, there are two ways to drop aggro with FD:

1) Instantly, when feign succeeds

All mobs have a chance to instantly forget a player who successfully feigns. I'd put the success rate in the 30-40% range. So if you've only got one mob aggro on you, you can keep feigning until you successfully drop aggro.

This doesn't work, obviously, if the mob is standing on top of you. It's also unlikely to work if you've got multiple mobs aggro, as mobs forget (or fail to forget) feigned players independently of one another, meaning that if three social mobs are aggro and two forget you, the third will still call for help and re-aggro the others as soon as you stand.

2) When a static mob returns home

Static mobs - i.e. mobs that don't wander - will forget feigned players when they return to their spawn points. Some static mobs start walking home instantly when a player feigns; others wait around for anywhere from a few seconds to an hour or more; and some simply never walk home. The final category of static mobs, like roamers, can't be ditched with this method.


So, yes, while static mobs are easy to ditch aggro on, if you've got a large number of wanderers on you, it's very likely that you can't drop aggro at all with FD. So, whenever possible, avoid aggroing large packs of wandering mobs and then feigning! If you've only got one or two wanderers on you, you can usually ditch them by feigning a bunch of times and counting on the innate "forget me" effect of feign. Otherwise, you'll probably have to /q, zone, camp out, or get a CoH to drop aggro.

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 Post subject: Re: SK FD?
PostPosted: Sat Jan 28, 2012 7:14 pm 
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Thanks Ravenwing. That makes it clearer. Now I'll know what to do in various situations.

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 Post subject: Re: SK FD?
PostPosted: Sat Jan 28, 2012 9:42 pm 
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I just want to add that normally the base chance to memblur the mob is 5% for FD.

You can also stay down for a full 15 minutes I think to clear aggro. Standing even once during that time will reset that timer. Unless you NEED to stay FD, it is faster as Raven said to /quit out and log back in.

(Someday I should bother to get an exact time by nuking a caller, then going invis near him and keep watching him/listening to him to see when he finally forgets about me and then starts to attack the fungus fiends. I am guessing it is a fixed amount of time.)

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 Post subject: Re: SK FD?
PostPosted: Sat Jan 28, 2012 11:48 pm 
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The fixed amount of time is 10 minutes I believe. You can test this by sending pets to attack a mob that won't fight back or takes an incredibly long time to die AND doesn't AE (think mobs in VT). Pets will just stop attacking after a fixed amount of time. The same is true for aggro on mobs. They just lose aggro after 10 minutes unless you are within aggro range and kos.

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 Post subject: Re: SK FD?
PostPosted: Sun Jan 29, 2012 5:21 am 
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Yeah, the 100 tick blur is a separate mechanic from FD.

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 Post subject: Re: SK FD?
PostPosted: Sun Jan 29, 2012 5:25 am 
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Pithy wrote:
Yeah, the 100 tick blur is a separate mechanic from FD.

What Pithy said. You don't even need to be FD for this!

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 Post subject: Re: SK FD?
PostPosted: Sun Jan 29, 2012 5:39 am 
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Would be a nice little tweak to get this bumped down to a minute or so as it really adds to the pulling dynamic :) It's currently 45 seconds on PC side iirc.


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 Post subject: Re: SK FD?
PostPosted: Sun Jan 29, 2012 6:59 am 
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Pet classes would hate if that particular mechanic was bumped down to a minute or so...

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 Post subject: Re: SK FD?
PostPosted: Sun Jan 29, 2012 7:46 am 
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As would kiters of all varieties.

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 Post subject: Re: SK FD?
PostPosted: Sun Jan 29, 2012 1:07 pm 
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There are a few places on this server where FD can never drop a mob, because the mob in question *never* moves/paths on its own except in response to aggro. So if you flop with this mob on top of you, even if you /q and log back in days later, if there hasn't been a server reset and nobody else dragged the mob away with aggro, it will still be right there beating on you. The notable example of this I've seen are the skeletons in The Grey that start off lying all over the floor.

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