Originally Posted by
Chai
This is a byproduct of the U5 physics check modifications. In order to fix it they would have to reverse the order of operations for mob physics.
If a mob began an action, or the system commanded it to begin an action (even if it doesnt look like the action was physically initiated yet) the mob gets to take that full action. Just like when TWFing and your main hand hits a mob if you get an offhand proc for that main hand attack, it too is considered an action that completes "before" any other state on you can take its hold. Its also considered to be "within range" because the main attack was also "within range". Go into a module with hobgoblins and kill all but one, then try dodging their sword attacks, which have a huge wind up. If it started that wind up when you were in range, you are considered to be "in range" when the swing happens, even if you are accross the room by that time.
If a mob with archer / caster AI is about to move and you stun it, it will slide down the hall to where it was going to move to. If it was casting, the spell goes off, even if it died before that point in some cases. If you trip an ogre as its two stepping backward before its triple smash attack, then everyone runs up to beat on it, they all get triple cleave smashed, by an ogre on its back.
The lowering of the number of physics checks was done to reduce lag, but the side effect of that is immersion shattering in a game where success is based heavily on mastering moving combat and order of operations of ability use. A fix would entail reversing the rules in the code for "if action initiates, then it automatically completes full action, regardless of other circumstances" as well as the rule for "if physics check indicated [in range] at beginning of single action (which can be a multiple attack sequence) then [in range] is true for entire action."