Chance to Flee
Unavailable Unavailable Balance & Design Last bumped on Sep 5, 2022, 4:05:58 PM
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"There is no duration, and flee effects are not 'active' for a time. If the chance to flee triggers, that monster immediately starts a flee action away from the the thing which hit it. It is not 'locked into' fleeing for any length of time. "The totem/trap. | |
Magic monster have a 50% chance to avoid fleeing for any reason, rares and uniques have 100%
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"It's definitely working for me. I'm very surprised you're not seeing fleeing with burning arrow, since that also has chance to ignite and many (not all) monsters will flee when ignited as well. | |
"You're wearing the boots, not the minions, so you get their benefit. | |
"Similar to this. Fleeing is to a location, or until something interrupts to prevent them getting there, not for some duration. | |
Taking damage does not cancel fleeing.
Being stunned will, since being stunned cancels any action other than in special circumstances, but just taking damage won't stop a monster from fleeing. Last edited by Mark_GGG on Dec 10, 2012, 12:43:41 AM
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"There is no duration. They flee. That's an action they do, not a status that lasts for a duration. | |
When they get to where they're fleeing to, which is a random point away from what they're fleeing form.
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