Mobs and pets that have the ability to nuke will nuke outside of their cast range. For example, a mob with a cast range of 1500 will BEGIN his cast animation on you when you are within the 1500 unit range. DURING the cast animation, if you run outside of that 1500 unit range, even if you are 2500 units away, that pet/mob's nuke will still reach you.
The pet/mob's nuke is supposed to be cancelled because it's target is out of range, just as any nuke would work with Player vs. Player. It seems that right now, if a pet or mob starts his cast animation, that spell is going to be completed no matter how far away you get from it.
1. Find a NPC monster that casts spells
2. Cast a 1500 range spell on that mob, move to interupt the spell (just want to get a feel for how far away you are from the mob).
3. Cast that spell at ~1500 range, as the mob tries to cast a spell on it, continue running away from it to see that you are clearly outside of it's spell range and find that the nuke reaches you no matter what.
The intended behavior for any spell in the game on a target that goes out of that spell's range is for that spell to fail/be cancelled. This mechanic is currently working properly for Player vs. Player, but NPC's seem to ignore this mechanic when casting on a real Player, I.E. Enchanter pets nuke's reaching at insane distances, mobs nuking from farther than bolt range, etc.
Anyone who has played live servers knows that any pet casting a spell will get it's spell cancelled if it's target gets out of range.
Issue was invalid:
Works same as on live servers |
1 player says this report is valid, 3 disagree |