First of all, the insulting isn't needed.
Second of all, the only person here not understanding what is being said is obviously you.
I wasn't doubting your little "pathing issue," I was simply explaining mob movement. There are no set paths for a mob to take, because there would be ultimately too many variables. That's why mobs are in a totally different x/y/z plane (I forgot the /z before (meaning they can travel in ways normal characters can not)).
And yes, there are SOME objects which mobs can not cross over and need to move around. Those objects are very small, and become more limited practically with every update, as they were not intended to be used as an exploit, which this is suggesting to be done. Even more relative to my point, you may SEE the monster walk around, when it is actually on top of you.
What you see being done in the game is only a small fraction of the whole picture. There is a visual realm and a code realm. Sometimes these objects can desynchronize the connection between the 2 realms, which is usually a decent connection. (Differing from the point for a second, this usually occurs with lag. I'm sure you can comprehend that concept, or should I draw it for you?)
For example: you just walked passed a fence, while running from an aggro'd monster. Now let's say that the coding is telling the monster to go over the fence like normally, but because the object is abnormal itself, the monster can't actually do so. This would cause a type of disruption, if you will, between the visual and the coding. This would create a horrid loop between the choices, and the path the visual takes, following the mob's normal movement patterns, may ultimately be different than what the mob is allowed to do.
Then again, SE does actually have a decent control over game-movements, and has ways to prevent these anomalies. The problem is mainly that they can't predict every single object-based issue inside the game until it actually happens. Meaning until they actually get rid of every single object of which we're speaking (not going to happen), these anomalies may still occur, which can be exploited until either fixed or banned.
And once again, don't insult me. I know what I was saying and the relevance to the topic. I just didn't portray it as accurately as I had wanted to through the examples.
And now on to my next point:
Therefore, if you stand at a certain point and move left and right the mob will have to go all the way back around, then you just step aside and they turn around and run back around. I can farm Ts with a magic or ranged or high delay job while rarely if ever getting hit by the mob.
This is exactly why SE implemented a system to prevent people from targeting/attacking mobs through objects. To prevent the exploitation of these objects to kill mobs without the danger of being killed.
What is supposed to happen when an object is between yourself and a target, you are supposed to receive a message when you try to attack, "You are unable to see the target." or something relatively close to that.
Basically, this is saying that SE's solution to fighting-through-objects is that you can't use any type of attack because you can't "see" the target through the object.
This concept is also apparent when small objects are in the way too. If they are anomaly-type objects (meaning what I just went over), no matter what the size, and they are in between you and your target, you will MOST LIKELY be unable to attack. The reason for "MOST LIKELY" is because there are always unexpected anomalies, no matter what anyone tells you.