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  1. #21
    CoP Dynamis
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    Re: deaggro/aggro-reset and some party dynamics testing

    Quote Originally Posted by Amok
    Quote Originally Posted by Rena
    It's different for different mobs, even if they are the same kind (edit: that is, if damselflies work one way, whereas darters work another way).
    Sounds like the default "shit's situational" BG answer I've seen so often :D but seriosuly, I don't think you can just state that as being true for normal mobs (mobs not in battlefields or in party). I haven't tested anything on Darters so I'll refrain from saying with any kind of certainty how they behave.
    It's exactly how it works. Go and test it in Yhoator (first place I can think of that has both kinds of mobs), do something to one of the lizards with somebody in the party, zone, and the lizard will go for the other person. Try it with a mandragora and it will despawn.

  2. #22
    Sea Torques
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    Re: deaggro/aggro-reset and some party dynamics testing

    I'll see if I can try it out tonight.

  3. #23
    Sea Torques
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    Re: deaggro/aggro-reset and some party dynamics testing

    (sorry for not using EDIT, but I want bump for new information)

    I tested the party aggro phenomenon on lizards and mandies in Yhoator Jungle and what you (Rena) said is simply not true. Both exhibit the exact same behavior as all other mobs I've tested this on.
    http://www.youshare.com/hosting.php?fil ... lizzie.avi
    streaming:
    http://www.youshare.com/view.php?file=m ... lizzie.avi

    Nothing so far is inconsistent with what I said in the original post. Being in detectable sound range or field of vision (depending on mob) when it is attacked by a party member will put you on its hate list. So far I have not come across any exception despite what some posted so far.

  4. #24
    Banned.

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    Re: deaggro/aggro-reset and some party dynamics testing

    What always bothered me is what cause mobs to become permantly aggressive. If I sleep 2 ghrah on one side of the palace,run very far, cast deodorize, invisible and sneak, there is always a chance the mobs is still going to find me. I never had any problems understanding hate mechanics for mobs that follow scent, alliance aggro or normal aggro, only the one that never give up that cause me trouble.

  5. #25
    Relic Horn
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    Dec 2005
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    Re: deaggro/aggro-reset and some party dynamics testing

    Quote Originally Posted by Kaylia
    What always bothered me is what cause mobs to become permantly aggressive. If I sleep 2 ghrah on one side of the palace,run very far, cast deodorize, invisible and sneak, there is always a chance the mobs is still going to find me. I never had any problems understanding hate mechanics for mobs that follow scent, alliance aggro or normal aggro, only the one that never give up that cause me trouble.
    Ghrah don't track by scent, so casting Deodorize is useless. Simply running away and keep out of range for 25 seconds should work. Keep in mind the tracking range might be higher for true sight / sound mobs.

  6. #26
    Resident Moogle
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    Asura

    Re: deaggro/aggro-reset and some party dynamics testing

    Quote Originally Posted by Wizerd
    Ghrah don't track by scent, so casting Deodorize is useless. Simply running away and keep out of range for 25 seconds should work. Keep in mind the tracking range might be higher for true sight / sound mobs.
    Now I'm curious, we're assuming the 25 seconds counts only after it woke up from an up-to 90sec sleep2?

  7. #27
    Banned.

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    Re: deaggro/aggro-reset and some party dynamics testing

    Quote Originally Posted by Wizerd
    Quote Originally Posted by Kaylia
    What always bothered me is what cause mobs to become permantly aggressive. If I sleep 2 ghrah on one side of the palace,run very far, cast deodorize, invisible and sneak, there is always a chance the mobs is still going to find me. I never had any problems understanding hate mechanics for mobs that follow scent, alliance aggro or normal aggro, only the one that never give up that cause me trouble.
    Ghrah don't track by scent, so casting Deodorize is useless. Simply running away and keep out of range for 25 seconds should work. Keep in mind the tracking range might be higher for true sight / sound mobs.
    Well, I know it's not scent, I'm just saying I covered every possible situation and it did not work. Slept 4-5 ghrah and 1 zdei, ran all the way to galka tower waited over 1min and 1 ghrah was still after me. Maybe it's different if they took damage, more than 1 person had hate on it or something like this.

    Same shit happened with Aern multiple time in palace. I got rapped a few time long time after the "25" sec out of range, when they were stalking me all over the palace after a failled ix'drg pull

  8. #28
    Sea Torques
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    Re: deaggro/aggro-reset and some party dynamics testing

    Quote Originally Posted by Amok
    An interesting thing about this is that I expected logging out to not erase someone from the enmity list as was suggested by the results of Kaeko's enmity testing, but it did. When returning to the party after logging out and after the final target logged out the lizard went passive, meaning nobody else was on the list. At the time I did not think of testing what would happen if anyone other than the pt leader pulled and if the next target after them logging out was the leader or the next person after them in the leader order. If anyone wants to test this, pls do.
    Did Person A always log back on before Person B logged out? If so I would try the same test with all people taking action on the mob as well as with using distance for deaggro purposes instead of logging, and consider if it's simply relevant to the detection types that lizards use and/or their party hate not being 'true' hate.

  9. #29
    Relic Shield
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    Ferien Terzo
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    Excalibur

    Re: deaggro/aggro-reset and some party dynamics testing

    Quote Originally Posted by Kaylia
    Quote Originally Posted by Wizerd
    Quote Originally Posted by Kaylia
    What always bothered me is what cause mobs to become permantly aggressive. If I sleep 2 ghrah on one side of the palace,run very far, cast deodorize, invisible and sneak, there is always a chance the mobs is still going to find me. I never had any problems understanding hate mechanics for mobs that follow scent, alliance aggro or normal aggro, only the one that never give up that cause me trouble.
    Ghrah don't track by scent, so casting Deodorize is useless. Simply running away and keep out of range for 25 seconds should work. Keep in mind the tracking range might be higher for true sight / sound mobs.
    Well, I know it's not scent, I'm just saying I covered every possible situation and it did not work. Slept 4-5 ghrah and 1 zdei, ran all the way to galka tower waited over 1min and 1 ghrah was still after me. Maybe it's different if they took damage, more than 1 person had hate on it or something like this.

    Same shit happened with Aern multiple time in palace. I got rapped a few time long time after the "25" sec out of range, when they were stalking me all over the palace after a failled ix'drg pull
    Complete shot in the dark, but maybe they kept linking in a chain and the one that caught up to you was actually the last one to link and not the one you aggro'd? Would be kind of funny if it were actually the case...sorry, it's 5am and i'm exhausted. good night ~.~

  10. #30
    Banned.

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    Re: deaggro/aggro-reset and some party dynamics testing

    It's different for different mobs, even if they are the same kind (edit: that is, if damselflies work one way, whereas darters work another way). Also, mijin won't work if you don't do something else to it first, I'm pretty sure - wivres have party hate and I have seen people use mijin after a party without the rest of the party getting aggro.
    I've MPKed a party(accidentally) by mijining after I got a buffer to go change to a job that sucks less for merits.
    What always bothered me is what cause mobs to become permantly aggressive. If I sleep 2 ghrah on one side of the palace,run very far, cast deodorize, invisible and sneak, there is always a chance the mobs is still going to find me. I never had any problems understanding hate mechanics for mobs that follow scent, alliance aggro or normal aggro, only the one that never give up that cause me trouble.
    True scent maybe?

    Edit: The time I mijined nobody was resting, but everyone was close enough to be in tracking range.

  11. #31
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    Re: deaggro/aggro-reset and some party dynamics testing

    Yeah, it will definitively aggro people near it if you mijin and they are in party. Seen it too many time.




    Ok, hitting a mob definitively has some effect on aggro reset. I was doing the pull on first floor in SilverSea Remnant (range attack on rdm fomor). Like always, I ran back all the way to chest room, where everything usually unaggro. The Rdm I claimed eventually showed up, a long time after 25sec was out. I actually died this time not expecting it.

  12. #32
    Puppetmaster
    Join Date
    Sep 2007
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    BG Level
    2

    Re: deaggro/aggro-reset and some party dynamics testing

    As for darter's, I've always thought it was a matter of who was in sound detection range when you died, not when you claimed. This can be illustrated by a situation when I voked a darter, ran to the edge of the the drop off and died, the one person in ally (in a different party) who was within 10 distance was killed after me and then the mob went passive despite the fact that many were close to me when I voked the Darter.

    Its possible that this works putting everyone in ally on target list with 0 enmity (aside from the puller) and when the puller dies the darter will run down the target list attempting to target each person (by sound) and when it is unable to target each person they are eliminated from the list and mob goes passive.

    Also as a matter of conjecture it seems likely that a Darter re-adds the entire ally to the target list with 0 enmity each time it is able to detect a new target (somone on target list within sound detection range) and can "daisy-chain" by finding 1 person in sound detection range after the original puller dies, killing them, then finding another person in range from the 2nd person to die, etc.

    Completely worthless conjecture without testing I know, but I still felt it could be added.

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