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New serious melee bug introduced in the patch

Posted: Fri May 27, 2005 2:22 pm
by jokque
Theres a new, and very serious bug, introduced in the newest patch.
At random occations mobs will suddenly hit VERY FAST, we are talking 5-10 hits a second
It happens when more people are in melee range of the mob, it changes targets very fast (you can see the eye icon flash on and off rapidly) and every time it does it it hits everyone involved.

We got Gibbons to come watch as 3 melee with a total of 8k hp was slaughtered by a furious timari in the same instant, and he acknowledged this is a bug.
I got a good recording of it happening twice, if anyone is interested.

Wether or not this only applies to timaris, or all mobs i dont know, we have only fought timaris so far.

Current workaround seems to be only 1 person melee'ing a mob at the same time :(

Re: New serious melee bug introduced in the patch

Posted: Fri May 27, 2005 2:26 pm
by alibasil
jokque wrote:Theres a new, and very serious bug, introduced in the newest patch.
At random occations mobs will suddenly hit VERY FAST, we are talking 5-10 hits a second
It happens when more people are in melee range of the mob, it changes targets very fast (you can see the eye icon flash on and off rapidly) and every time it does it it hits everyone involved.

We got Gibbons to come watch as 3 melee with a total of 8k hp was slaughtered by a furious timari in the same instant, and he acknowledged this is a bug.
I got a good recording of it happening twice, if anyone is interested.

Wether or not this only applies to timaris, or all mobs i dont know, we have only fought timaris so far.
Wow- thats really interesting! I'd like to see it!

Maybe we could keep this lightning fast attack bug for the ninja yubo!! ;)

Re: New serious melee bug introduced in the patch

Posted: Fri May 27, 2005 2:27 pm
by waringer
As i can say it applies to all mobs... on the german server unima has reportet the same with a ragus

Re: New serious melee bug introduced in the patch

Posted: Fri May 27, 2005 2:28 pm
by micrix
jokque wrote:Theres a new, and very serious bug, introduced in the newest patch.
At random occations mobs will suddenly hit VERY FAST, we are talking 5-10 hits a second
It happens when more people are in melee range of the mob, it changes targets very fast (you can see the eye icon flash on and off rapidly) and every time it does it it hits everyone involved.

We got Gibbons to come watch as 3 melee with a total of 8k hp was slaughtered by a furious timari in the same instant, and he acknowledged this is a bug.
I got a good recording of it happening twice, if anyone is interested.

Wether or not this only applies to timaris, or all mobs i dont know, we have only fought timaris so far.
I have read about this on the german forum. An analysis of the system window showed its the new feature that makes a mob give up to attack you. In this case the system windos showed:

Ragus give up
Ragus attack
Ragus give up
Ragus attack
...
...

This seems to lead to a very high hitrate. The Ragus didnt give up while both where running but just all of sudden while a battle.

Another unconfirmed thing seems to be happend to ammo clips...

Re: New serious melee bug introduced in the patch

Posted: Fri May 27, 2005 2:31 pm
by jokque
micrix wrote: Ragus attack
Ragus give up
Ragus attack

Yes, thats basically whats happening, at a very fast rate until you die
We even had a 250 melee drop in seconds versus a lvl 193 herbie :O

Re: New serious melee bug introduced in the patch

Posted: Fri May 27, 2005 2:35 pm
by micrix
jokque wrote:Yes, thats basically whats happening, at a very fast rate until you die
We even had a 250 melee drop in seconds versus a lvl 193 herbie :O
Can we get a discount on the new DP tickets please :D

Re: New serious melee bug introduced in the patch

Posted: Fri May 27, 2005 3:01 pm
by hans1976
It doesnt look very serious though. Just that when a mob changes target he resets his attack timer, this should not happen, simple.

He (the mob) rapidly attacks caus the so called aggro point for each melee is about the same. After attacking one, he switches to the other tank. This is normal behavoire for mobs. But the attackrate timer resets, she the mob can *immediately* land another blow as if he didnt attack just yet. So he does. AI syas: he just attacked tank2, lets attack tank1 again as it is his turn. timer resets again, BOOM, direct attack. AI switches tank again. Timer resets, BOOM, direct hit.

I think it is related to the running away from a mob will make them return thus preventing looooong pulls. Some AI code misbehaving.

Work arounds till it is fixed:
- Use only on tank.
- one tank firmly grabs aggro using taunt all the time and hitting fast before the second tank moves in.
- You want fight xp? Grab a gun and do ranged!
- pull two mobs and each tank keeps one aggroed. More fun ensured!

I dont doubt a timer reset is an AI exploit that will be fixed soon.... Hmmmm, would my timer reset as well when I fight two mobs? If that is true, this will be fixed with the speed of lighht :D

Re: New serious melee bug introduced in the patch

Posted: Fri May 27, 2005 3:12 pm
by mrshad
I have seen theis very same behavior with Vispa in the Grove.
I thought I was high.

Thanks for letting me know that I didn't waste a good trip on a bad evening of DP collecting :P

Re: New serious melee bug introduced in the patch

Posted: Fri May 27, 2005 5:53 pm
by marct
micrix wrote:Ragus give up
Ragus attack
Ragus give up
Ragus attack
...
...
It sounds like the ability for the animal to break out of combat when out of it's native area has "bitten" you. The animal is in effect breaking off, and aggroing someone else since it is near the edge of it's area, or because it gets hit by them.

Maybe you should not drag your mob so far from it's native environment.

Anyway this seems exactly like that. I had a similar happening running from a cuttler. He broke off, "The raging cuttler leaves combat" I stopped, and was within his 20m aggro range and he re-aggroed me and killed me.

Noin.

Re: New serious melee bug introduced in the patch

Posted: Fri May 27, 2005 6:27 pm
by quasar11
I can atest to this behavior with both ocyx and varinx. Our only solution seemed to be having just one tank...no amount of taunting seemed to work.