I'm not sure what the use for CampRadiusExceed is. I read it's if your character runs outside this radius, it will not return to camp. Guess it's for if a GM summons you? I live life dangerously, at least in Everquest. I set camp radius exceed to a high number to make sure they always return to camp unless told not to. Especially since in a always unused zone, I set my puller to pull like 5000. Think for CampRadiusExceed, make sure it is a good bit over your puller's MaxPullRadius. Probably some other reason than GM summoning for this, but I'm not clear what it is.
You have CampRadius for when characters interact with a mob and you also have MeleeDistance for when your melee engage. I think you'll want your CampRadius to be less than your MeleeDistance.
Rich (BB code):
[Melee]
AssistAt=100
MeleeOn=1
FaceMobOn=1
MeleeDistance=75
StickHow=Front
AutoFireOn=0
UseMQ2Melee=1
The macro I use to use, just had CampRadius. Nothing more pathetic than to see a mob stand JUST outside of CampRadius and my tank JUST inside the radius getting beat on by the mob and no bot doing anything other than the healer healing the tank.
I'm still learning on how to use KISS, but think I'll keep CampRadius on all melee Assist toons at 30 and MeleeDistance at 45. Haven't tried it yet, but will see how setting Caster Assist toons at CampRadius=45 (meleeDistance) works out. And then on the puller/Ma (my tank pulls and tanks), set PullRadius to whatever, but make sure CampRadiusExceed is
less more than that and have the Puller/Tank CampRadius at 20...maybe even 10? And have his MeleeDistance same as Assist toons.
I'd like to see the group always waiting till a mob is actually in camp before they engage, but I also want to avoid having a situation where the mob is just outside of campradius and bots do nothing. I thought PullWait time was for when the puller returns to camp, how long he waits before engaging, bit it's for how long he waits between pulls to check for mobs.
Any chance we get something like an EngageWaitTime=2s for all toons? The wait time would begin when a mob enters MeleeDistanceRadius to give it time to actually get in CampRadius where casters engage.
I know Assist types also wait till X hitpoints to engage, but on some zones mobs can be low enough hitpoints just from damage shield on my puller that I was seeing my melee run way out of camp (they were set at meleedistance 75 at the time) to enage a mob.
For debuff types, might try setting it so their camp area is bigger and they start Debuffing or any spell that won't get them summoned at 100% mob health and before the mob even enters the campradius of your other toons.