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@@ -449,9 +449,12 @@ player flags via talk node actions:
### Combat Integration
-- Melee mobs (attack_type: stab/slash/crush) cannot initiate aggro or land hits on
- safespotted players if the mob's size is within the safespot's `max_block_size`.
-- Ranged and science mobs (attack_type: ranged/science) ignore safespots entirely.
+- A safespot blocks a mob's **melee** attacks if the mob's size is within the
+ safespot's `max_block_size`.
+- When a mob's melee is blocked, if it also has a `ranged`/`science` attack type it
+ switches to its strongest ranged/science attack (by max hit) and keeps attacking.
+ A mob with only melee is fully blocked (cannot aggro or land hits).
+- Mobs whose size exceeds `max_block_size` are never blocked and always use melee.
- If a safespotted player attacks with melee, they automatically leave cover.
- Hiding in combat takes 4 ticks; if the mob hits during this time, the hide fails.
- Hiding out of combat takes 1 tick.