NPC's Counter Attacking While Held...

Started by Gremio

Gremio

I am just making an assumption here, so by all means let me know if I am mistaken.

NPC's are automated, thus they do not know they are actually held so their actions are still randomly generated or what not and if they're held they just do nothing. What it seems like is that if their action was generated as a spell or an action that would not allow them to counter attack until it happens, they do not actually counter attack when you attack them for the entire round. Now if their action that is generated is a physical attack and they are held, they will counter attack as normal, almost seems like a mysticism check is missing that essentially should make their default action be guard if they're held. This is the only thing that I have been able to deduce as to why sometimes NPC's counter attack and sometimes they do not when they are held.

Again I may be way off base, but there indeed seems to be an issue with NPC's counter attacking when they're held.

Lone Starr

I noticed they only fight back my toon with a short sword. The 2hander and long swords can hit away and not be hit back. Curious if you are also using a short-sword. It seems if someone is too close to the held moster that they fight back. But it doesnt explain why the kilrogs fire balling while held

Gremio

No, I use a claw on my hitter. I haven't experienced Kilrog's casting spells while held, that I would think is a different issue.

Lone Starr

Well a claw is close quarters as well, closer than a short-sword. Yeah they either fireball or summon a deamon will have to test it later. It may not be a bug because they are just immobile and not paralyzed per se. Wonder if any of the other one like iron chains do any different effect.

Gremio

Hold generally immobilizes the target from taking any action, Freeze would be the spell that simply stops the NPC from moving. If they're held and having the "CC" pop up above their head and still casting that would indeed be an issue.

TGCid

Afaik Hold was meant to just hold an NPC in place as it isn't "Stun" which would prevent it from doing anything. So counterattacks within range and spells should be able to be done. Unless the purpose behind the hold spell changed at some point.

That said, I believe even Stun is messed up to where a Stunned target can counter attack if it's in range…

Gremio

That is incorrect, Hold prevents the Monster from performing any action, originally Hold Monster was for NPC's where as "Stun" was intended for use on players. Held/Stunned monsters or players have always counter attacked if you attack them and you were inside their range. "Freeze" is meant to prevent movement.

TGCid

I know what it does, I clearly stated what it was meant to do afaik. It's obviously called hold monster, not stun monster. Freeze prevents movement the same as hold, but it breaks upon a hit. Hold from what I understood was meant to be a myst version of freeze that wouldn't break but at some point they abandoned that premise and it simply became a secondary stun.

Gremio

Does that in any way effect monsters some times countering and other times not countering, while within range of the NPC? Essentially if it is working as a secondary stun they should counter every time as players do which they're not, if it is supposed to still allow them to cast they are not with the tests I have done on Tulor, DK's and KK's. Thus still meaning something isn't adding up, also known as a bug which is why I posted it here for the developers and staff to look at.

TGCid

Well yeah, if it is meant to be a hold ala freeze without being broken upon hit, then monsters should be able to counter attack and cast spells while remaining in place. If that ISN'T the purpose, and it is meant to be a second stun, then no they shouldn't. Obviously this requires Dev clarification though.

Gremio

I'm not quite sure you understand how mysticism has always worked on NPC's and Players, your understanding of it is inaccurate as no matter what mysticism spell is in effect on a NPC or Player if you attacked them and were within their range you would be counter attacked, regardless if it was stun, hold, berserk, fear or confusion…the only time you wouldn't counter attack with melee is on the rare chances a feared NPC or Player randomly generates the flee option and fails to flee, as this action has never allowed counters, blocks or dodges. I will indeed await a Dev or Staff member to reply to my report, thanks for your comments! :)

I'm simply posting it here as I am not sure what changes have been made by Rat Labs to the new server and if these actions are supposed to be happening.