Agro issues in Kael 4/13

General issues.
Dewreal
Posts: 5

Agro issues in Kael 4/13

Post#1 » Thu Apr 14, 2011 2:26 pm

I was having a hard time with agro in Kael last night.. i will try to explain situation thoroughly so people can point out if there's something obvious I may have missed, so sorry if this is a bit long.

I play a 70 ROG (~60AA, 1.5 Epic, backstab maxes at about 8000 with daggerfall), and I usually play with my own paladin bot in Kael, he holds agro no prob. Last night, grouped with guildie boxing Mage (pally bot, lots of AAs), Cleric, Necro (also high AA). Waited until Mage sent in paladin bot (he usually sent his pets first, which knocked most giants down to 85% or more in no time), then I would attack once paladin bot had engaged. EVERY TIME i attacked, I would immediately pull agro from the group, despite not leading with a backstab. At one point, I hit twice once for 9dmg, once for 45dmg and had taken agro right away. Paladin bot/Casters were unable to pull agro back despite me being unable to backstab (since i was facing mob now) and near-constant evade. I died twice in span of about 10 minutes doing this.

At this point, I got 96 CLR res, while waiting for res effects to clear, we recruited 70 SK to tank for us since I was basically unable to engage any mob, no matter what health.

Engaged two Sentinel of Zek, Mage/Necro/Pally bot had mobs down to about 45% before SK engaged (I think he was not paying attention ha ha), I ran in shortly after SK, and instantly (without even attacking) had both mobs agroed on me, beating me to a pulp.

I have never experienced anything like this before, during this past week I have played in Kael, PoV, SSRA, ToV, PoFire. I died about 5 times in about 30 minutes, and logged for the night, so I did not get a chance to check to see if it was occuring in other zones.

Any help here would be great! Thanks!

Kosmo
Posts: 44

Re: Agro issues in Kael 4/13

Post#2 » Thu Apr 14, 2011 2:42 pm

Not that this is relevant to your issue, or disputes your issue in anyway..

The amount of damage you do on a melee hit has no bearing on the aggro you generate.

I.E a miss should have the same aggro as a max critical.

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Banderas
Posts: 214

Re: Agro issues in Kael 4/13

Post#3 » Thu Apr 14, 2011 6:12 pm

Was it an Earth Pet? Maybe the giants were rooted and therefore attack the closest toon.
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Dewreal
Posts: 5

Re: Agro issues in Kael 4/13

Post#4 » Thu Apr 14, 2011 6:53 pm

Kosmo - that's actually really interesting, I didn't know that. Not to derail the thread here, but does that mean a rogue hitting with 30dmg30delay weaps generates less agro than a rogue with 5 dmg/15delay weapons, assuming haste/abilities are all the same?

Banderas - Good thought... not sure what types of pets they were, on my comp they used the default HUMAN MALE graphic because I don't have some graphics loaded for THF. But generally I will ALWAYS pull agro from any type of pet aside from the caster himself, which occasionally outdamages. The odd part here was the 'instant-agro' thing going on, and the fact that neither the SK (player char) nor the paladin (bot, but botted off player with very high AA) could take agro back.

Thanks for the replies guys, the next time I'm on, I'm going to try that zone and a group again and see if the same problem kicks in.

Kosmo
Posts: 44

Re: Agro issues in Kael 4/13

Post#5 » Thu Apr 14, 2011 9:35 pm

Not exactly, aggro is based on damage potential.

You get more aggro per swing in your primary hand due to damage bonus part of your damage potential. Also there has been some tests in the past that suggest damage bonus aggro is proportionally greater than DI potential aggro. If your min hit is 15 and your max hit is 300, the aggro of the 15 could easily be proportional to the aggro generated by a 3rd or more of the max potential DI. Having said that, a better ratio weapon, is still massively important in increasing your aggro and can be demonstrated easily from a rusty blade to an epic 1.5.

The DI is of course 20 intervals, or 20 possible outcomes from a roll of the dice that determines the power of your hit(if you hit), depending on a multitude of factors (weapon skill, attack, mob ac, etc).

So anyway, with 1 handed weapons, a faster weapon of the same ratio will always have an aggro advantage.

a 15/15 1hs would certainly outaggro a 30/30 in the primary hand, but perhaps not in the offhand. In the primary hand, both 1 handed weapons have the same damage bonus aggro, but the 15/15 is having that applied twice as often (well, probably not exactly, but we'll assume for crude maths sake).

2 handers can be great *pure* melee aggro due to their high damage bonus but lose out on procs of course. The variance in damage bonus based on 2 hander delay (28 and up) means that aggro wise, there's much less difference and ratio is the the main concern.

Soapy
Posts: 37

Re: Agro issues in Kael 4/13

Post#6 » Fri Apr 15, 2011 12:38 pm

If the pet is tanking a mob and a player characters gets close the player will always take agro based on proximity. It's fundamental pet mechanics. Back off and mob will hit pet again. The agro you are generating is irrelevant. The mage pet was generating more agro than the pally/sk. You were closest character on the agro list that was in melee range of the mob when it had the pet at the top of its hate list.

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