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Question - Pulling range vs close range aggro

ThaShadowknight

New member
Joined
Jan 14, 2014
RedCents
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Ok, so noticing this wierd, annoying little tid bit. When set as puller, the ini will target a mob in "said distance" then bolt off towards that said mob... well, while enroute to that mob (B Line towards it) it'll aggro 2-3 mobs in the path that are closer in range to me than the other mob that's currently targeted. Then, when hit, will return to camp, with mob still on target, with 2 mobs still hitting puller till either A: FD/Fade, B: mob is killed by Merc on Burn, or C: Merc on burn won't kill mob, mob paths away with 0%, aggros more mobs, and complete wipe.

Also, it seems that if any mob in the world summons a pet (spellswords). The whole kitten kaboodle locks up, merc can't burn magic resist mob, and puller stands there waiting for targets to clear... soon as i manually click the target in the window, everything is back to normal.

Any suggestions? I don't have 6 toons, just running 2, 1 as puller 1 as heals, both with mercs on burn.
 
live server, running latest

- - - Updated - - -

Also noticing sometimes when looting, it'll loot the corpse very quick and escape very quick without actually removing anything from the corpse. Like gems and stuff.
 
Also what Role is your toon? Puller, Pullertank. Role Puller returns to camp and then waits to assist the MA/Tank.
 
Are you pulling with a range weapon or thrown item or are you pulling with melee? I have had much better successes with range pulls or spells than I have with melee. With range pull you get to about 75 distance to target and pull, which reduces issues of additional aggro, breaking returntocamp leashes, and maxradius breaks. All in all range pulling really does end up being the better form of pulling.

-----Update-----

For my range puller I use Shissar Fangs that are created through my buffs section like so

Rich (BB code):
Buffs1=Dusty Soriz Worker Pouch|Summon|Shissar Fangs|200

Then I set my pull with section like so:

Rich (BB code):
PullWith=Shissar Fangs|Shissar Fangs

I also added about 5 to 10 seconds on my PullWait period in the event the camp is clear and respawns need to occur, that way if something respawns it tends to happen after the camp is clear and during the PullWait window. Hope this helps!

Rich (BB code):
PullWait=10

One more additional note that helps me a great deal, slowing. Whether your SK Darknesses someone, druid snares, or bard slows, or anything that can slow/stop an enemy from running at 25% or lower HP, definitely do it. It prevents oodles of issues with camp breaks etc and really saves you the aggravation of moving bots back into camp or running off in pursuit and aggroing even more mobs.

Lastly a mezzing class can often be the thing that separates the true boxer from the dead boxer. Multi pulls happen even when 6 real life people are sitting at the wheel. Having a bard or chanty around to keep the crowds under control can really be a lifesaver for multi pulls or stray aggro mobs coming into your camp.

- - - Updated - - -

Also noticing sometimes when looting, it'll loot the corpse very quick and escape very quick without actually removing anything from the corpse. Like gems and stuff.

If you are not already set your non-pulling bot to be the looter that can reduce issues as well.
 
Last edited:
Appreciate all the responses, i wasn't using navigation. Running that now to see how the reaction times are...

Still noticing though when i get aggro, he doesn't drop the old targeted mob, and maintains returning to camp when the add hits him. I'm set as Puller on a SK. And Navigation is plugged in, but still doing same deal. No change from what i can see, just spammed with "looking for Close Range Mobs.

I also Encroaching Darkness/Terror for pulls. When i pullertank, i use terror. When i'm just puller, i use snare... which slows down anything i pull initially, and the adds make it to me first for easy burning before the mobs have a chance to reach me.

Edit: I'm also using the most up to date. 8.1. I copy/pasted the new one on top of the old one and replaced the old one. then changed my previous kissassist_playername to kissassist_playername.old and reran KA to write new entries, then copy/pasted spell information and pull information to the newly written KA file for that character.
 
Appreciate all the responses, i wasn't using navigation. Running that now to see how the reaction times are...

Still noticing though when i get aggro, he doesn't drop the old targeted mob, and maintains returning to camp when the add hits him. I'm set as Puller on a SK. And Navigation is plugged in, but still doing same deal. No change from what i can see, just spammed with "looking for Close Range Mobs.

I also Encroaching Darkness/Terror for pulls. When i pullertank, i use terror. When i'm just puller, i use snare... which slows down anything i pull initially, and the adds make it to me first for easy burning before the mobs have a chance to reach me.

Edit: I'm also using the most up to date. 8.1. I copy/pasted the new one on top of the old one and replaced the old one. then changed my previous kissassist_playername to kissassist_playername.old and reran KA to write new entries, then copy/pasted spell information and pull information to the newly written KA file for that character.

Please post your pulling character's INI file into this thread, this may help to see if possibly there is a badly configured setting or an issue with syntax. I also recommend running /kisscheck from the puller's session and see if it notes any issues.
 
Rich (BB code):
[General]
KissAssistVer=8.1.2
Role=Puller
CampRadius=30
CampRadiusExceed=400
ReturnToCamp=1
ChaseAssist=0
ChaseDistance=25
MedOn=1
MedStart=25
MedCombat=0
LootOn=1
RezAcceptOn=1
AcceptInvitesOn=1
GroupWatchOn=2
EQBCOn=0
IRCOn=0
MiscGem=8
HoTTOn=0
CampfireOn=0

[SpellSet]
LoadSpellSet=0
SpellSetName=KissAssist

[Buffs]
BuffsOn=1
Buffs1=Malarian Skin
Buffs2=Mindshear Horror
Buffs3=Shroud of the Blightborn
Buffs4=Paragon's Earring of the Combatant
Buffs5=Paragon's Ear Stud of the Combatant
Buffs6=Voice of Thule|Me
Buffs7=Scourge Skin
Buffs8=Golden Triumphal Cindercape
Buffs9=Ring of Erudin
Buffs10=Hukus Ring
Buffs11=Drape of Korafax
Buffs12=NULL
Buffs13=NULL
Buffs14=NULL
Buffs15=NULL
Buffs16=NULL
Buffs17=NULL
Buffs18=NULL
Buffs19=NULL
Buffs20=NULL
RebuffOn=1
CheckBuffsTimer=20

[Melee]
AssistAt=100
MeleeOn=1
FaceMobOn=1
MeleeDistance=75
StickHow=snaproll
AutoFireOn=0

[GoM]
GoMSHelp=Format - Spell|Target, MA Me or Mob, i.e. Rampaging 

Servant Rk. II|Mob
GoMSpell1=NULL
GoMSpell2=NULL

[AE]
AEOn=1
AERadius=50
AE1=Burst of Spite|2|Mob
AE2=Explosion of Spite|2|Mob
AE3=Explosion of Hatred|2|Mob
AE4=Projection of Doom|2|Mob
AE5=Visage of Death|2|Mob
AE6=Fundament: Third Spire of the Reavers|2|Mob
AE7=Soul Shield|2|Mob

[DPS]
DPSOn=1
DPSSkip=20
DPSInterval=2
DPS1=Encroaching Darkness|100
DPS2=Terror of Jelvalak|0
DPS3=Malarian Spear|90
DPS4=Dire Implication|85
DPS5=Chattering Bones|90
DPS6=Laarthik's Bite|85
DPS7=Vicious Bite of Chaos|63
DPS8=Terror of Vergalid|99|Twice
DPS9=Blood of Pain|94
DPS10=Plague of the Karanas|90
DPS11=Gashing Blade|99
DPS12=Spike of Disease|99
DPS13=Theft of Agony|92
DPS14=Dire Constriction|90
DPS15=NULL
DPS16=Banestrike|90
DPS17=Blood of Laarthik|90
DPS18=NULL
DPS19=NULL

[Aggro]
AggroOn=0
Aggro1=Demand for Power Rk. II|90|
Aggro2=Terror of Discord|100|
Aggro3=NULL

[Heals]
Help=Format Spell|% to heal at i.e. Devout Light Rk. II|50
HealsOn=1
Heals1=Touch of the Devourer|60|Tap
Heals2=Dire Implication|60|Tap
Heals3=Leech Touch|30|Tap
Heals4=NULL
Heals5=NULL
XTarHeal=0

[Cures]
CuresOn=0
Cures1=NULL
Cures2=NULL
Cures3=NULL

[Pet]
PetOn=0
PetSpell=YourPetSpell
PetShrinkOn=0
PetShrinkSpell=Tiny Companion
PetBuffsOn=0
PetBuffs1=NULL
PetBuffs2=NULL
PetBuffs3=NULL
PetBuffs4=NULL
PetBuffs5=NULL
PetBuffs6=NULL
PetBuffs7=NULL
PetBuffs8=NULL
PetCombatOn=outer
PetBreakMezSpell=NULL
PetRampPullWait=0
PetSuspend=0

[Burn]
BurnText=Decepticons Attack
BurnAllNamed=0
Burn1=NULL
Burn2=NULL
Burn3=NULL
Burn4=NULL
Burn5=NULL
Burn6=NULL
Burn7=NULL
Burn8=NULL
Burn9=NULL
Burn10=NULL
Burn11=NULL
Burn12=NULL
Burn13=NULL
Burn14=NULL
Burn15=NULL

[Pull]
PullWith=Encroaching Darkness
MaxRadius=600
MaxZRange=50
PullWait=0
PullRoleToggle=0
ChainPull=0
ChainPullHP=90
ChainPullPause=30|2

[AFKTools]
AFKHelp=AFKGMAction=0 Off, 1 Pause Macro, 2 End Macro, 3 Unload 

MQ2, 4 Quit Game
AFKToolsOn=0
AFKGMAction=1
AFKPCRadius=150
CampOnDeath=0
ClickBacktoCamp=0

[Merc]
Help=To use: Turn off Auto Assist in Manage Mercenary Window
MercOn=0
MercAssistAt=100

- - - Updated - - -

I tend to clean it up a bit so that it's easier to read, from my days messing with Python.

- - - Updated - - -

The problem could be the Caster Merc on burn, and the coding doesn't know how to handle it, but often too many times when the mob is burned to exactly 0% or 1%, the merc itself will not finish it, and since the Puller is not assissting because of said issues up top, that mob will eventually run out of range and aggro other things, eventually overwhelming the group. I've repeated this scenario over and over, and can't figure out how to fix it. I also see the thing lock up (stop running) when there's a spellcaster's spellsword pet attacking the merc, the merc can't kill it, and the puller doesn't do anything to it because of said issues up top.
 
I did notice GroupWatchOn=2 which I believe only the variables 1 and 0 work for this. I am still reading through. If you chain pulled I might say cut down on the DPS and AOE but it appears you are not using that feature here.


----Updated----

Maybe upping your MaxZRadius for more terrain variances (higher terrain, like hills) will allow it to detect mobs closer but because they are in hillier terrain are not being picked up because the MaxZRadius is too low

Maybe matching your CampRadiusExceed=400 to match your MaxRadius=600

KA can manage your mercs' entry into combat if you set your MercOn=0 to 1 and assist to when you want them to begin attacking.

You have a spell set to 0 DPS2=Terror of Jelvalak|0 not sure if that is intentional.

I still recommend letting your other bot do the looting and let your puller pull.

Did /kisscheck come up with any issues?

----Updated----

Evidently there was an issue with MQ2Melee when pets were engaged into combat. KissAssist manages the pet actions through the macro so this may not make any difference, but try the DLL listed on this post and see if that resolves any of the issues you are having as well.

Maskoi's Fixed MQ2Melee DLL
 
none other than the pet ability not being set, all variables good... i can't have the 2ndary person loot because they are healer, and have to watch group 100%, so i'm doing it between downtimes it seems. I'm going to add 1 more toon to the bunch here this weekend to see how it performs afterwards. I don't think it's working properly with just 2 and 2 mercs.
 
Question - Pulling range vs close range aggro

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