I think it has to do with the fact that freshly popped mobs have scripts that are prioritized to load and execute above all others. Its the same reason why mobs are "invulnerable" to enimity-attracting abilities and moves until a delay has passed. It goes pop (invincible) > stand still (immune to damage but not non-damaging enimity such as provoke, flash) >> move to pre-scripted location based on pop perimeters (such as having default hate on the tank or healer without any abilities being cast on it - it also ignores any and all hate on it at this point) >> finally react to a new script based on who has hate on the mob.
All of this is complete bullshit. When WoW trash pops mid-fight, it has to load a script just like ARR, but the difference is that WoW trash has such a small delay between its "pop invincibility" and regular script that it can essentially be blown the fuck up a second after it pops, and will essentially immediately move towards whoever has enmity on it at that point.
I get tired of beating a dead horse, but it can't be said enough: I've yet to see evidence of Japan in -any- PC-based medium show that they can come anywhere near close to NA programmers when it comes to ALL things PC, not simply graphics or movement coding. This game pales in comparison to WoW when it comes down to latency and code-based scripts on mobs. It has nothing to do with graphics, and it boggles the mind how a game developed in 2009 and re-developed throughout 2011-13 can still lag so far behind a game realistically developed in 2002-03.
Edit: I'm not even talking about FATEs, here. Do a goddamn CM run and watch how the spawned boss trash reacts, especially if said trash spawns in the middle of a combat zone. Its hilarious.
In a bad way.
XI Wiki



