Hate Cap

General issues.
jsre
Posts: 188

Re: Hate Cap

Post#11 » Wed Nov 06, 2013 12:05 pm

For some perspective, I think the max value for hate is a little over 2 billion..

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Melkor
Posts: 347

Re: Hate Cap

Post#12 » Thu Nov 07, 2013 11:46 am

If the hate cap is 2 billion then there is no way I'm reaching that amount on a 4-5 minute fight like Draekon. Something else is the issue. I haven't had aggro problems in the last 2 years of raiding and now all of a sudden I can't keep aggro off of anyone with a donor BP and constant hate clicking. This is making it EXTREMELY frustrating to kill anything that isn't perma-rooted. Revert the change until it's figured out? Raise the limit?

Vaion
Posts: 3712

Re: Hate Cap

Post#13 » Thu Nov 07, 2013 3:12 pm

Made some modifications on the Test server. Please, as always, take a few minutes and log onto test and check out the changes. The more feedback/information we receive from the test server the smoother the transition is when things get added to the live server.

Test server changes:
- Fixed an issue where swarm pets and Wake the Dead pets would cause significant amounts of hate upon being spawned.
- Reverted the 50% reduction rule on the hate cap
- Added in a few checks to figure out where the hate values are jumping at.
- Fixed a small issue with Taunt that was causing some increase hate value greater than intended. (Taunt was causing about 10% higher hate values than it should have been).

Again, please take the time to log in and test these changes. Don't just attack 1 NPC and then call it good, play around with it. Have a rogue go full DPS burn and then try to taunt a NPC off of him, have a tank engage full aggro mode for 30s and then see how long it takes for DPS classes to start pulling aggro, etc.

The more feedback we get the better this will be.
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

Mojak
Posts: 122
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Re: Hate Cap

Post#14 » Thu Nov 07, 2013 3:51 pm

Maybe on test (if you didnt already do this) add a system message to those on the hate list when hate is reset?

I doubt any of my toons are able to generate the hate required to do this, but I'll gladly login tonight and do some testing.

Is there a test npc we can use, or do we just go raid and see what happens?
<Mayhem>:

Tanks: Mojak, Mosksk
Healers: Mocleric, Moclerica, Moshm
R-DPS: Mocremancer, Momage, Moneca, Monecb
M-DPS: Morog, Mojmonk
Bards - Moledy, Mosong
Retired - Mowiz

Vaion
Posts: 3712

Re: Hate Cap

Post#15 » Tue Nov 12, 2013 2:55 pm

Since there doesnt seem to be anyone testing this on test server, it will be going live with the next code update. Nothing like force testing :D :shock:
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

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Nexor
Posts: 495

Re: Hate Cap

Post#16 » Tue Nov 12, 2013 4:08 pm

Vaion wrote:Since there doesnt seem to be anyone testing this on test server, it will be going live with the next code update. Nothing like force testing :D :shock:


I would be willing to test however i never had before a threat problem or would reach the threat cap as fast as other due to not decked out DPS in donor.
Team Nexor

Fexor - Fexxor - Nexxor - Nexia - Nexxia - Nexis - Nexxis - Gnex

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Tulvinous
Posts: 43

Re: Hate Cap

Post#17 » Thu Nov 21, 2013 2:48 am

Script or invisible AoE 50% aggro debuff?

If script, it shouldn't be that difficult to code the highest PC on hate list by only 40% aggro reduction vs 50% for EVERYONE. Up the hard cap on total reset limits, or just remove it all together... aggro problems solved.


Code: Select all


//Friends do not let friends _takeAggroAndDie
function takeAggroAndDie(arg) {
   if (arg) {
      //This is not going to end well
      _takeAggroAndDie(‘MakeFriendAngry’ , arg);
      EndFriendShip();
   }
   Else {
      SaveTheNoobsLife();
   }
}


Whois
Posts: 25

Re: Hate Cap

Post#18 » Sat Nov 23, 2013 2:30 am

I'm curious... does thus explain why if I have all my toons attack a boss, he's currently smashing each one down in rotation? I was gone for a year, came back and ran stillmoon and golden dragon boss wgiped my group of t5/t6 toons because I couldn't do anything to hold aggro down respectively.

I don't notice this on every boss and its now a relatively old topic, but just thought I'd inquire.

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Nexor
Posts: 495

Re: Hate Cap

Post#19 » Sat Nov 23, 2013 4:07 am

Whois wrote:I'm curious... does thus explain why if I have all my toons attack a boss, he's currently smashing each one down in rotation? I was gone for a year, came back and ran stillmoon and golden dragon boss wgiped my group of t5/t6 toons because I couldn't do anything to hold aggro down respectively.

I don't notice this on every boss and its now a relatively old topic, but just thought I'd inquire.


Could it be maybe that the boss was rooted ?
Team Nexor

Fexor - Fexxor - Nexxor - Nexia - Nexxia - Nexis - Nexxis - Gnex

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