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Question - How do I manage my MeleeDistance setting so that I don't have mobs being ignored just outside of range? (KA)

stunna

New member
Joined
Oct 18, 2019
RedCents
40¢
Version of KissAssist.mac?
12.002
When did your problem start?
Always
Character Role?
  1. PullerTank
What class is having this issue?
  1. Paladin
How often does this issue occur?
Often
The problem I'm having is that no matter what I set my MeleeDistance to, inevitably my tank will engage a mob right at the edge of that distance. Then, other mobs in camp will spawn and agro, but hit my tank from just outside the edge of my MeleeDistance, since he's already standing right at that edge. Then, he doesn't move back into camp because he has mobs on his XT list, but also won't engage the mobs because they are outside of his MeleeDistance. Then I have to wait for them to melee push him into the camp, or agro a healer and move into camp themselves. In the best case, this leads to several minutes of waiting for the mob to push my tank or chase my healer, slowing down the pace of my kills and respawns. The worst case is obviously that I wipe.

How do I manage my MeleeDistance, and possibly CampRadius in correlation, so that this never happens?

I'm running KissAssist ver 12.002 for emu servers. Paladin set to PullerTank. CampRadius=10, ReturnToCamp=1, MeleeDistance=40

I started with the MeleeDistance at 20 because I want to keep my group tightly clustered in camp, have experimented with increasing it to various distances, but the problem persists. Preferably I don't want to make it too large because I am sometimes camping in small rooms/areas and want to keep everything clustered in that area.
 
I usually keep my tanks radius smaller than the other toons. So whatever you set the tank to, try giving the other guys an extra 10 distance. Note that you probably don't want to assist at 100% with this.

EDIT:

Also, some things to note from the KissAssist documentation:

CampRadius30Any #Determines how far your characters interact based on your initial camp spot. This value should be less than MeleeDistance. See MeleeDistance in the Melee section for more information.

MeleeDistance75Any #Mobs outside this radius will not be engaged. Tank modes will use this distance to decide if mobs should be engaged. This distance applies to casters engaging with spells as well and will be checked even when MeleeOn=0.NOTE: Setting this entry to the same value as CampRadius will keep the Tank from taking that initial Jump at the mob on incoming.
 
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I usually keep my tanks radius smaller than the other toons. So whatever you set the tank to, try giving the other guys an extra 10 distance.
I'm already doing that. The problem is that the tank himself, if his MeleeDistance=40, occasionally will engage a mob while he's at exactly 40. Then the next mob that spawns wanders over and agros while he's fighting at 40, but it's hitting him from 45 or whatever. After he kills the initial mob, he's still standing at 40, he doesn't move back into camp because he still has another mob on his XT list, and he doesn't attack that mob because it's hitting him from 45. The rest of my group doesn't assist either, even though their MeleeDistance is slightly longer, because they're waiting for him to engage first, which he never does.
 
I'm already doing that. The problem is that the tank himself, if his MeleeDistance=40, occasionally will engage a mob while he's at exactly 40. Then the next mob that spawns wanders over and agros while he's fighting at 40, but it's hitting him from 45 or whatever. After he kills the initial mob, he's still standing at 40, he doesn't move back into camp because he still has another mob on his XT list, and he doesn't attack that mob because it's hitting him from 45. The rest of my group doesn't assist either, even though their MeleeDistance is slightly longer, because they're waiting for him to engage first, which he never does.
Ok I see. I misunderstood and thought the problem was the other characters, not the tank. I'm not sure how to solve that. It seems like you'd actually want the tank to try to return to camp anyway, then turn around and fight once the mob makes inside the radius. Not sure what settings make that happen, if any.
 
Yeah, that's why I'm stumped. Because no matter how much I increase the MeleeDistance, he will still move out to the edge of it eventually, and then if he gets hit from outside of it, the issue will persist.
 
If either of you can get a log of this, PM me the log, I would like to see why the tank is getting hung. The tank should pickup the next mob on XTarget and continue fighting. There is a hard check for mobs being 75 units from camp and forcing tank back to camp to wait, but that is not the issue here.
 
Question - How do I manage my MeleeDistance setting so that I don't have mobs being ignored just outside of range? (KA)

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