Talk:Aggro

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I noticed there's nothing about fusepulls on scw yet. This is where that belongs, right? Cruz (talk) 16:35, 31 January 2017 (CET)

Maybe, although it fits more with "balling techniques", along with right-wall blocking, speedboost balling and freeballing dreamriders. Maybe we should do that? --HasKha (talk) 18:37, 31 January 2017 (CET)
Should this page have information on how mobs prioritise targets once they have aggro? Or does that belong in the scope of another page we haven't thought of yet? The Mistyreous Mystery of Misty (talk) 19:14, 31 January 2017 (CET)
I'm not too sure, but probably, yes --HasKha (talk) 20:53, 31 January 2017 (CET)
...yes what? xD The Mistyreous Mystery of Misty (talk) 22:38, 31 January 2017 (CET)
just yes. Jk I think it should fit in this page. --HasKha (talk) 23:36, 31 January 2017 (CET)

Spawning with weapons

So caster tormentors that do NOT spawn with a weapon will not break to a speedboost, only to distance (once they are settled). They are also able to be pulled much further than normal. Minds/Souls/Waters all behave this way, except Minds are more likely to break than souls/waters to bad movement (turning corners/stuttering during movement. note that bad movement only matters once you pull them further than they usually allow). Stygian Lords are also the same as the caster tormentors if they spawn without a weapon.

However if either spawns with a weapon (wands/staffs since they are casters) then they turn into longbow range mobs. They will then break to speedboosts regardless if they are settled or not. My guess is that they are already further away than normal, so any speedboost instantly increases the distance to the breaking point.

I don't have any idea how to incorporate this into the page