Psi Nado
You are probably confusing the AI reaction to being low on HP and debuffed with the 'fear' game effect in powers like Rain of Fire and caltrops. When mobs are low on HP and debuffed to the point where no attacks will be available for a long time the AI turns into flee mode and gets a little crazy. iIf you have hit a group with both psionic tornado and psychic scream you are looking at an 80% recharge debuff which is quite a bit. Low HP + dot's + lesser debuffs can also get the AI to kick into this mode and the mobs tend to behave pretty randomly once this starts up.
I have seen this with other debuffs as well - stack enough -to hit (or have enough def that mobs never hit) and the AI can get into the same 'run away randomly' mode when HP get low. My traps MM's have similar problems which I suspect are due to the debuff from acid mortar although with caltrops added to the mix it's hard to be sure. I haven't specifically seen this ever happen after my fortunata uses psionic tornado but since she opens with it, then follows up with psychic scream and dart burst while things are bouncing around most stuff is dead before it gets the chance to try and run.
Whatever the case, there are many more things that will cause a mob to run away and behave strangely OTHER than an 'fear' effect that is specifically coded into a power. (note - redtomax lists effects that cause mobs to flee as an 'afraid' or 'avoid' but the in game powers display shows 'fear' for the 'run away' effect, both display the cower effect that most fear powers have as 'terrorize').
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Alright that makes a lot of sense. I dont know why it is more noticable on my fort. Must just be the amount of time played.
I have seen this with other debuffs as well - stack enough -to hit (or have enough def that mobs never hit) and the AI can get into the same 'run away randomly' mode when HP get low. My traps MM's have similar problems which I suspect are due to the debuff from acid mortar although with caltrops added to the mix it's hard to be sure. I haven't specifically seen this ever happen after my fortunata uses psionic tornado but since she opens with it, then follows up with psychic scream and dart burst while things are bouncing around most stuff is dead before it gets the chance to try and run. |
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This is more or less being started because forts are never talked about on the forums now, but yeah, Psi Nado. So even though the game, mids, and redtomax insist it has no fear component, we know it does. It can be a bit annoying when the mob runs away midway through a fight, but it only lasts like 10 seconds so its not THAT big of a deal. However, I wonder if the fear effect stacks, because I could see a major improvement in psi nado if that effect was no longer allowed to stack. Their ai seems to get a little hairy after multiple applications of the death funnel. Ive seen guys run halfway across a map, lose their aggro they had out for me, and then join another mob. Yeah, as in not ever cruise back to their normal spot. That can be kind of annoying because they dont always end up in the best of places.
So assuming I am correct in that it stacks, what do yall think about making it so it doesnt?
Also, the Knock Up in psi nado is way enough mitigation from the power, the fear is unnecessary and annoying In my opinion.