djspectre
2008-08-12 15:40:15 UTC
#169065
I have knocked down more than 3 dozen chosen hunters and arcanists and they don't obey the knockdown hits.
I will hit them with a knockdown (critical even!) successfully, yet the creature will run a ridiculously long distance before (or even if it decides to) finally fall down. By the time I've caught up with it, it's long been back on its feet and is attacking (by way of AoO because I've had to run to catch it) or casting.
This is honestly, a huge problem, as the chosen AI often times will send it running back for reinforcments and essentially lead you into an ambush.
Is there anyway, to make the Chose AI obey the knockdown hits?
ExileStrife
2008-08-12 16:10:09 UTC
#169066
Maybe they are immune to knockdown and maybe you shouldn't chase them into their ambush parties! :)
But in honesty, I'm not sure what causes this and can see why it would be aggravating.
djspectre
2008-08-12 17:22:18 UTC
#169073
ExileStrife
Maybe they are immune to knockdown and maybe you shouldn't chase them into their ambush parties! :)But in honesty, I'm not sure what causes this and can see why it would be aggravating.
I truly do like how the Chosen will run away when low on health to get help. It's realistic! Thanks for your attention to the issue with knockdown.
Szgk
2008-08-12 17:54:26 UTC
#169076
djspectre
I truly do like how the Chosen will run away when low on health to get help. It's realistic!
They tend to do the same when they are DM possessed. Except they run away to take a moment to spawn up some potions. :roll:
On a more serious note though, they are just implementing the good ol' hit and run strategy. I've never seen them run away and then return in greater numbers. That would've been awesome.
Halfbrood
2008-08-12 17:56:45 UTC
#169077
It's my personal belief that Chosen hunters/Arcanists have some script to have them run away, in dangerous situations. This seems to override the Knockdown script, however. Although, I've observed that when they run away and stop for a moment, they do fall down as if affected.
Arko Evali
2008-08-12 22:40:48 UTC
#169120
I'm guessing there's some kind of CancelAction() line in their combat script that makes them exit combat to run away, and it also overrides Knockdown Restrictions? >.> Sounds like a dicey thing to fix.
Nuffer
2008-08-12 23:36:20 UTC
#169132
Orog trackers do the exact same.
Luke Danger
2008-08-12 23:49:25 UTC
#169133
Easy IC Explaination: They are trained to get up when knocked down rapidly enough that it has little to no effect, regardless of hit.
Just go with that and it's simple.
Anonymous
2008-08-13 00:31:12 UTC
#169138
Luke Danger
Easy IC Explaination: They are trained to get up when knocked down rapidly enough that it has little to no effect, regardless of hit.Just go with that and it's simple.
If that truly is the IC reasoning, then they should be given immunity to Knockdown instead.
The point is that the AI implemented on them, somehow, allows them to delay the falling down action till after they've run a safe distance and then, depending on the distance run, may have outlasted the duration of the knocked down time, which is 1 round.