Fleeing: Difference between revisions
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[[Fleeing]] is a mechanic that causes enemies to attempt to run to a random point somewhere away from the player until they reach a certain point, are interrupted, or are unable to reach their selected point and give up. If a fleeing enemy becomes stunned, their fleeing behaviour will be interrupted. There is no fixed duration for fleeing.<ref>[https://www.pathofexile.com/forum/view-thread/30778], Mark_GGG comments on fleeing mechanics.</ref> | [[Fleeing]] is a mechanic that causes enemies to attempt to run to a random point somewhere away from the player until they reach a certain point, are interrupted, or are unable to reach their selected point and give up. If a fleeing enemy becomes stunned, their fleeing behaviour will be interrupted. There is no fixed duration for fleeing.<ref>[https://www.pathofexile.com/forum/view-thread/30778], Mark_GGG comments on fleeing mechanics.</ref> | ||
{{c|magic|Magic}} monsters have a 50% chance to avoid fleeing for any reason, and {{c|rare|rare}} and {{c|unique|unique}} monsters are immune to fleeing. | {{c|magic|Magic}} monsters have a 50% chance to avoid fleeing for any reason, and {{c|rare|rare}} and {{c|unique|unique}} monsters are immune to fleeing (while they are immune, they still can be affected by it). | ||
Fleeing monsters can not perform any attacks or cast any spells while they are actively trying to flee. | |||
Some monsters naturally flee when they are burning. This includes [[Blood Ape]]s, [[Humanoid]]s, and [[Sea Witch|Sea Witches]]. | Some monsters naturally flee when they are burning. This includes [[Blood Ape]]s, [[Humanoid]]s, and [[Sea Witch|Sea Witches]]. | ||
==Uses== | |||
* Enemies affected by the [[Bleeding]] status effect take a lot of extra damage while moving. | |||
* Since enemies can not perform actions while trying to flee from the player, having chance to flee is a very potent Crowd Control tool when dealing with mechanics that spawn a lot of white or blue mobs, such as [[Delirium]] or [[Abyss]]. | |||
* Fleeing plays a part in GGG's fishing gag. In order to find {{il|page=Angler's Plait}}, players need to have corrupted {{il|page=Slitherpinch}} gloves equipped and kill a {{c|rare|rare}} monster, while they are affect by the fleeing effect. <ref>[https://www.reddit.com/r/pathofexile/comments/getazz/serious_anglers_mate_3_how_to_obtain_an_anglers/], PoorFishWife's Angler's Mate #3 Reddit Post.</ref> | |||
==Sources== | ==Sources== |
Revision as of 16:33, 14 December 2022
Fleeing is a mechanic that causes enemies to attempt to run to a random point somewhere away from the player until they reach a certain point, are interrupted, or are unable to reach their selected point and give up. If a fleeing enemy becomes stunned, their fleeing behaviour will be interrupted. There is no fixed duration for fleeing.[1]
Magic monsters have a 50% chance to avoid fleeing for any reason, and rare and unique monsters are immune to fleeing (while they are immune, they still can be affected by it).
Fleeing monsters can not perform any attacks or cast any spells while they are actively trying to flee.
Some monsters naturally flee when they are burning. This includes Blood Apes, Humanoids, and Sea Witches.
Uses
- Enemies affected by the Bleeding status effect take a lot of extra damage while moving.
- Since enemies can not perform actions while trying to flee from the player, having chance to flee is a very potent Crowd Control tool when dealing with mechanics that spawn a lot of white or blue mobs, such as Delirium or Abyss.
- Fleeing plays a part in GGG's fishing gag. In order to find Angler's PlaitAngler's Plait
Unset RingRequires Level 38You can catch Corrupted Fish(10-15)% increased Cast Speed
100% increased Fishing Line Strength
20% increased Quantity of Fish Caught
40% increased Rarity of Fish Caught
(20-40)% increased Fish Bite SensitivityCorruptedA man can spend his whole life fishing
before he learns it is not fish that he seeks., players need to have corrupted SlitherpinchSlitherpinch
Bronzescale GauntletsArmour: (50-62)
Evasion: (80-124)Requires Level 27, 22 Str, 22 Dex+(40-50) to Dexterity
(5-10)% increased Attack Speed
(60-100)% increased Evasion Rating
0.6% of Physical Attack Damage Leeched as Life
0.4% of Physical Attack Damage Leeched as ManaA soft caress in dead of night,
that slips about the neck, so tight. gloves equipped and kill a rare monster, while they are affect by the fleeing effect. [2]
Sources
Gems
- Chance to Flee SupportChance to Flee SupportSupport
Icon: z
Level: (1-20)Requires Level 8Supports any skill that hits enemies.Supported Skills have (25-44)% chance to Cause Monsters to Flee
Additional Effects From 1-20% Quality:
Supported Skills have (1-20)% chance to Cause Monsters to FleeThis is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Skill Gem you wish to augment. Right click to remove from a socket.
Modifiers
Corrupted weapons can gain the implicit 5% Chance to Cause Monsters to Flee
Unique Items
Item | Stats | |||
---|---|---|---|---|
BlackheartBlackheart Iron RingAdds 1 to 4 Physical Damage to AttacksAdds (10-15) to (20-25) Chaos Damage to Attacks Regenerate (10-15) Life per second 10% chance to Cause Monsters to FleeFear is highly infectious. | 1 | Adds 1 to 4 Physical Damage to AttacksAdds (10-15) to (20-25) Chaos Damage to Attacks Regenerate (10-15) Life per second 10% chance to Cause Monsters to Flee | ||
The Screaming EagleThe Screaming Eagle Jade HatchetOne Handed Axe Physical Damage: (20-25) to (40-45) Critical Strike Chance: 5.00% Attacks per Second: 1.45 Weapon Range: 1.1 metresRequires Level 6, 21 StrSocketed Gems are supported by Level 2 Chance to Flee Adds (10-15) to (25-30) Physical Damage +(10-15) to maximum Life Gain (5-7) Life per Enemy Killed 10% increased Movement SpeedThe eagle knows nothing but the scream and the strike. | 6 | Socketed Gems are supported by Level 2 Chance to Flee Adds (10-15) to (25-30) Physical Damage +(10-15) to maximum Life Gain (5-7) Life per Enemy Killed 10% increased Movement Speed | ||
Lion's RoarLion's Roar Granite FlaskLasts 6.00 Seconds Consumes 30 of 60 Charges on use +1500 to ArmourRequires Level 27Adds Knockback to Melee Attacks during Effect Knocks Back Enemies in an Area when you use a Flask 75% chance to cause Enemies to Flee on use (7-10)% more Melee Physical Damage during effectA sprinkle of hunger, a spoonful of menace and three generous cups of Might.Right click to drink. Can only hold charges while in belt. Refills as you kill monsters. | 27 | Adds Knockback to Melee Attacks during Effect Knocks Back Enemies in an Area when you use a Flask 75% chance to cause Enemies to Flee on use (7-10)% more Melee Physical Damage during effect | ||
Chalice of HorrorsChalice of Horrors War BucklerChance to Block: 26% Evasion: (219-291) Energy Shield: (50-70) Movement Speed: -3%Requires Level 29, 74 Dex9% increased Movement Speed+3 to Level of Socketed Curse Gems (30-50)% increased Evasion Rating +(50-70) to maximum Energy Shield +20% Chance to Block Attack Damage from Cursed Enemies 100% Chance to Cause Monster to Flee on Block Inflict Decay on Enemies you Curse with Hex Skills, dealing 700 Chaos Damage per Second for 8 SecondsAn eye for an eye. A curse for a curse. | 29 | 9% increased Movement Speed+3 to Level of Socketed Curse Gems (30-50)% increased Evasion Rating +(50-70) to maximum Energy Shield +20% Chance to Block Attack Damage from Cursed Enemies 100% Chance to Cause Monster to Flee on Block Inflict Decay on Enemies you Curse with Hex Skills, dealing 700 Chaos Damage per Second for 8 Seconds | ||
RiveRive Terror ClawClaw Physical Damage: (68.8-95.4) to (193.6-244.8) Critical Strike Chance: 6.30% Attacks per Second: 1.50 Weapon Range: 1.1 metresRequires Level 70, 113 Dex, 113 Int2% of Physical Attack Damage Leeched as Life(60-80)% increased Physical Damage Adds (25-35) to (50-65) Physical Damage 25% chance to cause Bleeding on Hit 2% increased Physical Damage Over Time per 10 Dexterity 1% increased Bleeding Duration per 12 Intelligence 30% Chance to cause Bleeding Enemies to Flee on hitTerror doesn't make you jump. Terror makes you run. | 70 | 2% of Physical Attack Damage Leeched as Life(60-80)% increased Physical Damage Adds (25-35) to (50-65) Physical Damage 25% chance to cause Bleeding on Hit 2% increased Physical Damage Over Time per 10 Dexterity 1% increased Bleeding Duration per 12 Intelligence 30% Chance to cause Bleeding Enemies to Flee on hit | ||
The Hungry LoopThe Hungry Loop Unset RingRequires Level 70Has 1 SocketConsumes Socketed Uncorrupted Support Gems when they reach Maximum Level Can Consume 4 Uncorrupted Support Gems Has not Consumed any Gems <Consumed support gem modifier>Be careful where you put your finger. | 70 | Has 1 SocketConsumes Socketed Uncorrupted Support Gems when they reach Maximum Level Can Consume 4 Uncorrupted Support Gems Has not Consumed any Gems
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