Difference between revisions of "Hit Causes Monster to Flee"

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[[File:Terror.gif|right|frame|Overlay above fleeing target.]]
 
[[File:Terror.gif|right|frame|Overlay above fleeing target.]]
 
*Hit Causes Monster to Flee applies chance for normal and minion monsters (with [[Altering AI|a few exceptions]]) to flee immediately upon a successful attack. Does not overwrite existing [[curse]] on targets to which it doesn't apply.
 
*Hit Causes Monster to Flee applies chance for normal and minion monsters (with [[Altering AI|a few exceptions]]) to flee immediately upon a successful attack. Does not overwrite existing [[curse]] on targets to which it doesn't apply.
*Applied by any melee or ranged attack with the exception of [[Blade Sentinel (pet)|Blade Sentinel]], [[Blade Shield]] and the additional arrows of [[Multiple Shot]] (only applied by the original two arrows).
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*Applied by any melee or ranged attack with the exception of [[Blade Sentinel]], [[Blade Shield]] and the additional arrows of [[Multiple Shot]] (only applied by the original two arrows).
 
*Although percentage is displayed, chance is actually measured in 1/128ths (subscript numbers below). Chance from multiple items equipped is summed, although when [[two weapons]] are equipped only that of the primary or attacking weapon is added (that of the other weapon is ignored). >100% is redundant.
 
*Although percentage is displayed, chance is actually measured in 1/128ths (subscript numbers below). Chance from multiple items equipped is summed, although when [[two weapons]] are equipped only that of the primary or attacking weapon is added (that of the other weapon is ignored). >100% is redundant.
 
*Fleeing effects have their own hierarchy, so those higher on the following list cannot be overwritten by those lower:
 
*Fleeing effects have their own hierarchy, so those higher on the following list cannot be overwritten by those lower:

Revision as of 20:05, 26 July 2012