- Each clone has unique ability queue.
- While ability timer runs player performs abilities that are added to each clone queue.
- Clones perform all abilities on queue even after ability timer runs out and disappear.
- Clones ignore abilities left in queue if timer has run out and there are no enemies left to attack and disappear.
Basically the timer doesn’t determine how long clones are out, but how long player may perform abilities the clones perform.
How does that fix the major bug with sef… which is
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That looks like a problem with the routine that selects target.
Clones would remain active until they’ve exhausted the abilities in their queue. The routine will not be constraint by the ability timer and would have more time to “figure it out”.
Did that monk try to focus clones on single target? Looks like the clones are set to spread and are looking for other targets.
Bingo - doesn’t help if the clones never use any abilities. Honestly, not being able to cancelaura is ridiculous - they can’t fix damage aura bug so they break the ability outright. Just make the monk do 100% and each clone do 40%. The cleave doesn’t need to be 1:1:1 when the Monk can change targets… That’s still 180% (vs 60, 60, 60).
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That video was so good rofl
I can’t take credit for the video. I just found it and liked it because it summed up SEF perfectly.
How is linking something that is a pathing issue for all pets and guardians a problem with just SEF? Go do that quest on a hunter watch pet do the same thing.
That’s an example of poor placement of mob’s base.
And no I am not defending or saying sef isn’t a problem.
I did it on a hunter and you are wrong. My pets never took off on pathing.
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Yeeeeeeeeah, no. Hunter pets don’t work like that, ever. Even if it wasn’t in range, the pets would just get as close as they can and then idle. They don’t just fly off into the distance. That’s an AI issue.
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I had the same issue with using mind bender so only assumed. If I am wrong I am wrong.