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Problem - Laurion's songs / mobs fleeing

Almafa

Well-known member
Joined
Mar 28, 2019
RedCents
1,789¢
Hi there,

I have noticed lately that some mobs will flee at fairly high health, say 70-80%. My toons chase them, but when fear wears off, they die, of course.
My crew consists of SHD (Main tank), ROG, SHM, CLR, MAG, ENC.

ROG: intimidate is taken out of DPS. Does not use MQ2Melee
SHD: Presence of fear disabled: Uses MQ2Melee (holy's)

I use earth pet now to try, if I can stop fleeing, but it did not work.

I hate to bother you all with this, but what the hell can be wrong.

Thanks for your help.
 
i dont think high ranked intimidate fears them it just stuns them in place they get so scared they afraid to move.

however as you mention mq2melee it might be doing stuff that you are unaware of, it tends to do that.
 
I'm noticing something funky in LS too. I really have no idea whats causing it. My group has only died once to it. It seems like if your tank stays engaged on the "fleeing" mob its not an issue. I tried to reposition once and that fleeing mob got loose and it brought back 20 or so.

Could be a bug with intimidate. I have no clue whats causing it. But it's happening regular for me also.

Edit - For what its worth when i notice/see it, It's usually moving forward toward the tank(and tank is trying to back up to stay in front of it). I also have a rogue - perhaps the issue lies w/ rogue.
 
Maybe I try to unload my rogue and load my druid...see if the problem remains or not.

I have seen it after SHD / Darkness AA was resisted. I can't imagine darkness being bugged.

here is the rog DPS Ini, maybe you see something that has to be removed:

[DPS]
DPSOn=2
DPSSize=34
DPSSkip=0
DPSInterval=0
DPS1=${InvSlot[Chest].Item.Name}|99
DPS2=Backstab|99|Mash
DPS3=Pinpoint Defects|99|Mash
DPS4=Rogue's Fury|99|Cond13
DPS5=Frenzied Stabbing Discipline|99|Cond14
DPS6=Twisted Chance Discipline|99|Cond4
DPS7=Ragged Edge Discipline|99|Cond5
DPS8=Knifeplay Discipline|99|Cond8
DPS9=Chelicerae Discipline|99|Cond7
DPS10=Executioner Discipline|99|Cond9
DPS11=Focused Rake's Rampage|99|Cond14
DPS12=Ligament Slice|99
DPS13=Composite Weapons|99
DPS14=Spire of the Rake|99
DPS15=Slash|99|Mash
DPS16=Shadow's Flanking|99
DPS17=Twisted Shank|99
DPS18=Cloaked Blade|99
DPS19=NULL
DPS20=Naive Mark|99|Mash
DPS21=Shadow-Hunter's Dagger|99|Mash
DPS22=Vindictive Puncture|99|Mash
DPS23=Blitzstrike|99|Mash
DPS24=Drachnid Blade|99|Mash
DPS25=Jugular Cut|99|Mash
DPS26=Bushwhack|99
DPS27=Frenzied Stabbing Discipline|99|Cond14
DPS28=Twisted Chance Discipline|99|Cond4
DPS29=Ragged Edge Discipline|99|Cond5
DPS30=Knifeplay Discipline|99|Cond8
DPS31=Chelicerae Discipline|99|Cond7
DPS32=Executioner Discipline|99|Cond9
DPS33=Thief's Vision|99|Cond11
DPS34=command:/removebuff Relax|99|Cond12
 
Best way to find this is capture a chat log when it happens. And go from there. I dont have an sk on this team. So you can rule that out. I'm using mq2rogue which unloads mq2melee i think - so you can rule that out as far as rogue goes.

1702717302362.png

I will buy the next rank of this next time i go out. See if it helps. My rogue is 125, so level on the fear shouldn't be an issue for him. But if i had to speculate - I would say maybe they messed up the code on this. Thats what it looks like to me. Rogue is fearing mobs that don't stand still as they should. Also, my rogue is intimidating a LOT, and considering i only see this issue once in a while.......leaves me puzzled.
 
Maybe I try to unload my rogue and load my druid...see if the problem remains or not.

I have seen it after SHD / Darkness AA was resisted. I can't imagine darkness being bugged.

here is the rog DPS Ini, maybe you see something that has to be removed:

[DPS]
DPSOn=2
DPSSize=34
DPSSkip=0
DPSInterval=0
DPS1=${InvSlot[Chest].Item.Name}|99
DPS2=Backstab|99|Mash
DPS3=Pinpoint Defects|99|Mash
DPS4=Rogue's Fury|99|Cond13
DPS5=Frenzied Stabbing Discipline|99|Cond14
DPS6=Twisted Chance Discipline|99|Cond4
DPS7=Ragged Edge Discipline|99|Cond5
DPS8=Knifeplay Discipline|99|Cond8
DPS9=Chelicerae Discipline|99|Cond7
DPS10=Executioner Discipline|99|Cond9
DPS11=Focused Rake's Rampage|99|Cond14
DPS12=Ligament Slice|99
DPS13=Composite Weapons|99
DPS14=Spire of the Rake|99
DPS15=Slash|99|Mash
DPS16=Shadow's Flanking|99
DPS17=Twisted Shank|99
DPS18=Cloaked Blade|99
DPS19=NULL
DPS20=Naive Mark|99|Mash
DPS21=Shadow-Hunter's Dagger|99|Mash
DPS22=Vindictive Puncture|99|Mash
DPS23=Blitzstrike|99|Mash
DPS24=Drachnid Blade|99|Mash
DPS25=Jugular Cut|99|Mash
DPS26=Bushwhack|99
DPS27=Frenzied Stabbing Discipline|99|Cond14
DPS28=Twisted Chance Discipline|99|Cond4
DPS29=Ragged Edge Discipline|99|Cond5
DPS30=Knifeplay Discipline|99|Cond8
DPS31=Chelicerae Discipline|99|Cond7
DPS32=Executioner Discipline|99|Cond9
DPS33=Thief's Vision|99|Cond11
DPS34=command:/removebuff Relax|99|Cond12
Show the melee section of your ini to us
 
I am only running a Kiss ini, and not using the intimidation ability in it. Where you see NULL, there it was. Skill does not lit up in combat either...so it has to be something else. Unless AA and actions are not connected. Or intimidation turned into a proc...Timing seems to be right too, they flee for 10s or so...seems like forever...haha...
 
I’ve not experienced any fleeing of mobs in LS, and I have completed the whole expansion, use a rogue, and sk. Is it that the mobs pathing is rubbish and they are walking away to get to you? Pathing is screwed up at the moment in most zones
 
Here is my entire ini. I put Intimidate back in.
I copy/ pasted it from ini library. Thweaked it here and there
let me know if something stands out.

Maybe it is pathing...it happened a lot on humanoids, and the mobs always followed the same path. Maybe they push the SK and instead the mob following, just walks away...it just happens way too often.

[General]
KissAssistVer=12.002

Role=Assist
CampRadius=30
CampRadiusExceed=400
ReturnToCamp=1
ChaseAssist=0
ChaseDistance=25
MedOn=1
MedStart=95
MedStop=100
MedCombat=0
LootOn=0
RezAcceptOn=1|90
AcceptInvitesOn=1
GroupWatchOn=0
GroupWatchCheck=FALSE
CorpseRecoveryOn=1
EQBCOn=1
DanNetOn=0
DanNetDelay=20
IRCOn=0
CampfireOn=1
CharInfo=Rogue|121|GOLD
DefaultUI=TRUE
DPSMeter=1
ScatterOn=0
LOSBeforeCombat=0
UseSpawnMaster=0
XTSlot=1

[Buffs]
BuffsOn=1
BuffsSize=7
Buffs1=${InvSlot[Legs].Item.Name}|Summon|Consigned Bite of the Shissar XXII|20
Buffs2=Consigned Bite of the Shissar XXII|Dual|Bite of the Shissar Poison XIII
Buffs3=Thief's Vision|Me|Cond11
Buffs4=Envenomed Blades|Me
Buffs5=Night's calming|End|20
Buffs6=command:/sit|Cond2
Buffs7=/doability Hide|Cond15
Buffs8=/doability Sneak|Cond15




RebuffOn=1
CheckBuffsTimer=10
PowerSource=NULL
Buffs6=NULL
[Melee]
AssistAt=99
MeleeOn=1
FaceMobOn=1
MeleeDistance=75
StickHow=snaproll rear
AutoFireOn=0
UseMQ2Melee=0
TargetSwitchingOn=1
AutoHide=0
PetTauntOverride=0
[DPS]
DPSOn=2
DPSSize=34
DPSSkip=0
DPSInterval=0
DPS1=Intimidate|99
DPS2=Backstab|99|Mash
DPS3=Pinpoint Defects|99|Mash
DPS4=Rogue's Fury|99|Cond13
DPS5=Frenzied Stabbing Discipline|99|Cond14
DPS6=Twisted Chance Discipline|99|Cond4
DPS7=Ragged Edge Discipline|99|Cond5
DPS8=Knifeplay Discipline|99|Cond8
DPS9=Chelicerae Discipline|99|Cond7
DPS10=Executioner Discipline|99|Cond9
DPS11=Focused Rake's Rampage|99|Cond14
DPS12=Ligament Slice|99
DPS13=Composite Weapons|99
DPS14=Spire of the Rake|99
DPS15=Slash|99|Mash
DPS16=Shadow's Flanking|99
DPS17=Twisted Shank|99
DPS18=Cloaked Blade|99
DPS19=${InvSlot[Chest].Item.Name}|99
DPS20=Naive Mark|99|Mash
DPS21=Shadow-Hunter's Dagger|99|Mash
DPS22=Vindictive Puncture|99|Mash
DPS23=Blitzstrike|99|Mash
DPS24=Drachnid Blade|99|Mash
DPS25=Jugular Cut|99|Mash
DPS26=Bushwhack|99
DPS27=Frenzied Stabbing Discipline|99|Cond14
DPS28=Twisted Chance Discipline|99|Cond4
DPS29=Ragged Edge Discipline|99|Cond5
DPS30=Knifeplay Discipline|99|Cond8
DPS31=Chelicerae Discipline|99|Cond7
DPS32=Executioner Discipline|99|Cond9
DPS33=Thief's Vision|99|Cond11
DPS34=command:/removebuff Relax|99|Cond12


DebuffAllOn=0
[Cures]
CuresOn=1
CuresSize=1
Cures1=Purge Poison
[Burn]
BurnSize=1
BurnAllNamed=0
UseTribute=0
Burn1=NULL
[KConditions]
ConOn=1
CondSize=15
Cond1=${Me.SpellReady[${InvSlot[Legs].Item.Name}]} && !${Me.Combat} && ${FindItemCount[Consigned Bite of the Shissar XXI]}<10
Cond2=${Me.Standing}
Cond3=${Me.PctEndurance}<80 && !${Me.Combat} && !${Me.Song[Grace of Unity].ID}
Cond4=!${Me.ActiveDisc.ID} && !${Me.CombatAbilityReady[Frenzied Stabbing Discipline]} && ${Me.Song[Rogue's Fury].ID}
Cond5=!${Me.ActiveDisc.ID} && !${Me.AltAbilityReady[Rogue's Fury]} && !${Me.CombatAbilityReady[Twisted Chance Discipline]} && !${Me.CombatAbilityReady[Frenzied Stabbing Discipline]}
Cond6=!${Me.ActiveDisc.ID} && !${Me.AltAbilityReady[Rogue's Fury]} && !${Me.CombatAbilityReady[Executioner Discipline]}
Cond7=!${Me.Song[Rogue's Fury].ID} && (!${Me.ActiveDisc.ID} && !${Me.AltAbilityReady[Rogue's Fury]} && !${Me.CombatAbilityReady[Knifeplay Discipline]} && !${Me.CombatAbilityReady[Ragged Edge Discipline]} && !${Me.CombatAbilityReady[Twisted Chance Discipline]} && !${Me.CombatAbilityReady[Frenzied Stabbing Discipline]})
Cond8=!${Me.ActiveDisc.ID} && !${Me.Song[Rogue's Fury].ID} && !${Me.AltAbilityReady[Rogue's Fury]} && !${Me.CombatAbilityReady[Ragged Edge Discipline]} && !${Me.CombatAbilityReady[Twisted Chance Discipline]} && !${Me.CombatAbilityReady[Frenzied Stabbing Discipline]}
Cond9=!${Me.ActiveDisc.ID} && !${Me.Song[Rogue's Fury].ID} && !${Me.AltAbilityReady[Rogue's Fury]} && !${Me.CombatAbilityReady[Chelicerae Discipline]} && !${Me.CombatAbilityReady[Knifeplay Discipline]} && !${Me.CombatAbilityReady[Twisted Chance Discipline]}
Cond10=${Me.Sneaking}
Cond11=!${Me.Song[Thief's Vision].ID}
Cond12=${Me.CombatAbilityReady[Frenzied Stabbing]}
Cond13=${Me.CombatAbilityReady[Frenzied Stabbing Discipline]} || ${Me.ActiveDisc.Name.Equal[${Spell[Frenzied Stabbing Discipline].RankName}]} || ${Me.ActiveDisc.Name.Equal[${Spell[Twisted Chance Discipline].RankName}]}
Cond14=${Me.Song[Rogue's Fury].ID} || ${Me.AltAbilityReady[Rogue's Fury]}
Cond15=!${Me.Standing}

[GMail]
GMailHelp=Events currently support - Dead,Drag,GM,Level,Named,Leftgroup,Tells
GMailOn=0
GMailSize=5
GMail1=NULL
GMail2=NULL
GMail3=NULL
GMail4=NULL
GMail5=NULL
[AE]
AEOn=0
AESize=10
AERadius=50
AE1=NULL
AE2=NULL
AE3=NULL
AE4=NULL
AE5=NULL
AE6=NULL
AE7=NULL
AE8=NULL
AE9=NULL
AE10=NULL
[Aggro]
AggroOn=0
AggroSize=5
Aggro1=Gutsy Escape|40|>|Me
Aggro2=Agitating Smoke|40|>|Me
Aggro3=Beguille|40|>|Me
Aggro4=NULL
Aggro5=NULL
[Heals]
Help=Format Spell|% to heal at i.e. Devout Light Rk. II|50
HealsOn=0
HealInterval=0
AutoRezOn=1
HealsSize=5
Heals1=Assassin's Premonition|80
Heals2=NULL
Heals3=NULL
Heals4=NULL
Heals5=NULL
XTarHeal=0
XTarHealList=Xtar slots here Example: 5|6|7
HealGroupPetsOn=0
RezMeLast=0
[Merc]
Help=To use: Turn off Auto Assist in Manage Mercenary Window
MercOn=0
MercAssistAt=92
[Pull]
PullWith=Melee
PullMeleeStick=0
MaxRadius=350
MaxZRange=50
UseWayPointZ=0
PullWait=5
PullRadiusToUse=90
PullRoleToggle=0
ChainPull=0
ChainPullHP=90
PullPause=30|2
PullLevel=0|0
PullArcWidth=0
PullOnReturn=0
[PullAdvanced]
PullLocsOn=0
[AFKTools]
AFKHelp=AFKGMAction=0 Off, 1 Pause Macro, 2 End Macro, 3 Unload MQ2, 4 Quit Game
AFKToolsOn=1
AFKGMAction=1
AFKPCRadius=500
CampOnDeath=0
ClickBacktoCamp=1
 
Intimidate dont have the fear component anymore, just a tiny stun i think but it price a debuff that you want.
Right this is how it "should" work. This could be pathing issue. We are trying to sort it out. I'll give another example of what I noticed another time. The mob appeared to flee and the group didnt chase. This mob pathed and pathed and pathed until it stopped way across the zone and removed itself from the extended target window with about 20% hp left on it. An hour or two later when i roamed into that area, the mob agroed. Still alive with 20% health. IDK WTF is going on, it could all be bad pathing. But I will say when a mob starts to flee like this, taunt and such won't bring it to you. You either kill it or it just keeps going for a very long time.
 
I am starting to convince myself that it is a pathing issue. I COTH-ed my main a few times and the "fear" effect came on - mob started to walk away from camp, rogue and pets following.
 
I would say it’s a pathing issue, mobs also get “stuck” under the world but ain’t. And only pets can attack them, this happens a lot.
 
I only encounter something like this once and it was in the goblin keep zone, a bear ran off and ended up over the other part of zone. Pull a nice train back to me!
 
well, I am getting some chases at lower health...
k.

should i have saved letting you know that it isn't how it works? Not sure why you'd ask for help, then given accurate information you'd eschew that information

dpson=2 just makes "buckets" of priorities based on the |#
so 40 is a lower priority than all the 99s - so if all the 99s are down, then it will do it. it isn't mob health

for mob health you would do
INI:
dps14=Ligament Slice|99|Cond1
Cond1=${Target.PctHPs} <= 40


  • If using DPSOn=2, KissAssist will cast in a sequential order, a chain of Spell/AAs starting with the highest MobHealth% to the lowest, with no casting delay/pause.
  • As soon as the chain of casting starts, the DPSInterval timer starts. If it takes 12 seconds to cast all the spells in the chain and the DPSInterval is set to 10 you will see no delay in recasting the chain.
  • If DPSInterval is set to 20, there will be an 8 second delay/pause before the chain will recast. If the Mob dies in the middle of a chain, the chain starts over for the new target.
  • If the |Once tag is used with a Spell/AA, it will no longer be cast and will be skipped if the chain is cast a second or third time on the same target.
  • If the target is new, the Spell/AA will cast again, but only once for the new target
  • If Dot's are used in the chain and they are still ticking on the target there will be a delay in the chain as Kiss checks target for the Dot's and if present will skip it, before moving to the next Spell/AA, but if the Dot ends it will be recast as soon as the current Spell/AA finishes casting, causing the order to be out of place when the chain is cast 2 or more times.
 
k.

should i have saved letting you know that it isn't how it works? Not sure why you'd ask for help, then given accurate information you'd eschew that information

dpson=2 just makes "buckets" of priorities based on the |#
so 40 is a lower priority than all the 99s - so if all the 99s are down, then it will do it. it isn't mob health

for mob health you would do
INI:
dps14=Ligament Slice|99|Cond1
Cond1=${Target.PctHPs} <= 40


  • If using DPSOn=2, KissAssist will cast in a sequential order, a chain of Spell/AAs starting with the highest MobHealth% to the lowest, with no casting delay/pause.
  • As soon as the chain of casting starts, the DPSInterval timer starts. If it takes 12 seconds to cast all the spells in the chain and the DPSInterval is set to 10 you will see no delay in recasting the chain.
  • If DPSInterval is set to 20, there will be an 8 second delay/pause before the chain will recast. If the Mob dies in the middle of a chain, the chain starts over for the new target.
  • If the |Once tag is used with a Spell/AA, it will no longer be cast and will be skipped if the chain is cast a second or third time on the same target.
  • If the target is new, the Spell/AA will cast again, but only once for the new target
  • If Dot's are used in the chain and they are still ticking on the target there will be a delay in the chain as Kiss checks target for the Dot's and if present will skip it, before moving to the next Spell/AA, but if the Dot ends it will be recast as soon as the current Spell/AA finishes casting, causing the order to be out of place when the chain is cast 2 or more times.
Thank you Sic, I am trying it out.
I simply suck at this.
 
k.

should i have saved letting you know that it isn't how it works? Not sure why you'd ask for help, then given accurate information you'd eschew that information

dpson=2 just makes "buckets" of priorities based on the |#
so 40 is a lower priority than all the 99s - so if all the 99s are down, then it will do it. it isn't mob health

for mob health you would do
INI:
dps14=Ligament Slice|99|Cond1
Cond1=${Target.PctHPs} <= 40


  • If using DPSOn=2, KissAssist will cast in a sequential order, a chain of Spell/AAs starting with the highest MobHealth% to the lowest, with no casting delay/pause.
  • As soon as the chain of casting starts, the DPSInterval timer starts. If it takes 12 seconds to cast all the spells in the chain and the DPSInterval is set to 10 you will see no delay in recasting the chain.
  • If DPSInterval is set to 20, there will be an 8 second delay/pause before the chain will recast. If the Mob dies in the middle of a chain, the chain starts over for the new target.
  • If the |Once tag is used with a Spell/AA, it will no longer be cast and will be skipped if the chain is cast a second or third time on the same target.
  • If the target is new, the Spell/AA will cast again, but only once for the new target
  • If Dot's are used in the chain and they are still ticking on the target there will be a delay in the chain as Kiss checks target for the Dot's and if present will skip it, before moving to the next Spell/AA, but if the Dot ends it will be recast as soon as the current Spell/AA finishes casting, causing the order to be out of place when the chain is cast 2 or more times.
thank you for the explanation!
 
No fleeing in the past 2 hrs. I would say, the problem is fixed. Thank you Sic. I use Ligament Slice at 25% of health....if the mob would flee, we would probably finish him off before he gets his friends agroed.
 
Problem - Laurion's songs / mobs fleeing

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