Hate Cap

General issues.
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Melkor
Posts: 347

Hate Cap

Post#1 » Sat Nov 02, 2013 9:57 pm

"Added a few checks to ensure that players do not go over the hate cap. If a player is approaching the hate cap limit, then everyone on the hatelist will have their aggro reduced by 50%."

I don't know what was done, but aggro has been extremely messed up for me since this was implemented, especially on long fights. After about a minute or so, it seems whoever touches the mob last gets aggro, so aggro ping pongs around from toon to toon until the boss dies.

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Beatboxin
Posts: 451

Re: Hate Cap

Post#2 » Sat Nov 02, 2013 11:26 pm

Maybe when "everyone gets its hate reduced to 50%" it is effecting tanks to so when it happens everyone on list is = and pong agro starts?

I myself have not had any hate problems before or after the change yet :?

Vaion
Posts: 3712

Re: Hate Cap

Post#3 » Sat Nov 02, 2013 11:49 pm

Anyone else having the issues?

I've been passed out for the past 20ish hours from rotating work schedule and am trying to catch up on everything.

As for what happens: if a player on the Hatelist gets to 95% of the hate cap then everyone on the Hatelist gets reduced by 50%. So if you were #1 on the Hatelist when the reduction happens, you are still #1 on the Hatelist.
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825th_tomcat
Posts: 369

Re: Hate Cap

Post#4 » Sun Nov 03, 2013 10:27 am

I guess the trouble could come in when it may have taken the tank a little while to build aggro initially and once the hatelist gets reduced by 50%, it is then actually a lot closer for the aggro whoring classes to take aggro coz of the lower total number even tho it's proportional?

Doesn't really explain it always being the last char to aggro tho...
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Bareth
Posts: 141

Re: Hate Cap

Post#5 » Mon Nov 04, 2013 3:05 pm

Beatboxin wrote:Maybe when "everyone gets its hate reduced to 50%" it is effecting tanks to so when it happens everyone on list is = and pong agro starts?

I myself have not had any hate problems before or after the change yet :?


Not sure if it matters but what order does the 50% reduction go by? I am only asking because if it goes from Highest to Lowest when it gets applied aggro would pong.

Noren
Posts: 1053

Re: Hate Cap

Post#6 » Mon Nov 04, 2013 7:36 pm

Bareth wrote:
Beatboxin wrote:Maybe when "everyone gets its hate reduced to 50%" it is effecting tanks to so when it happens everyone on list is = and pong agro starts?

I myself have not had any hate problems before or after the change yet :?


Not sure if it matters but what order does the 50% reduction go by? I am only asking because if it goes from Highest to Lowest when it gets applied aggro would pong.

There is no order. Everyone's hate is halved at the same time if I'm understanding it correctly. It's a clever solution, and I've had no problems with it after the changes.

Niixnec
Posts: 334

Re: Hate Cap

Post#7 » Mon Nov 04, 2013 9:58 pm

We had an issue last night where main tank could not keep agro from wizards on the fight and never had a problem previously. MT would get agro, we engage, after a minute or so mob turned and killed all the wizards one by one then back to MT. Wizards rezed back in, MT going np, after a min or so turned on wizards again.

If you think in numbers where MT is at 20 hate, Wiz at 10 hate. 10pt difference. If you half that then you only have 5 pt difference (10 and 5).

Mojak
Posts: 122
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Re: Hate Cap

Post#8 » Mon Nov 04, 2013 10:32 pm

Vaion do you have a debug counter for how many times hate is reset per fight? Maybe we can watch that on test?


Just running some Excel tests shows that if everything stays constant, each time you halve everyones threat they get closer and closer to the tank..
Last edited by Mojak on Mon Nov 04, 2013 11:08 pm, edited 1 time in total.
<Mayhem>:

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

Mojak
Posts: 122
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Re: Hate Cap

Post#9 » Mon Nov 04, 2013 11:08 pm

If a tank is at 100 hate, and a wizard at 99 hate and a reset occurs, then the Warrior is at 50, and the Wizard is at 49.5... But if the server rounds that up to the nearest whole number.... then they are equal. And if a nuke lands for 110k dmg right after a reset.. you have a dead wizard who just ranger gated and is now grumpy mcgrumpy butt in the forest.



So really, the question is how the server handles hate #'s. Does it go 12 decimal places deep or does it just use whole numbers?

I dont play wizards. Mainly because they are so bursty and die a ton... plus im terrible at them.

I have a feeling thats what is happening. A Reset occurs and everyone is now so close in threat that the tank doesnt have time to make a big jump in threat like dps does. This is exacerbated by longer high damage fights. You shouldn't see this problem in t6 and below. The longest fights I can think of are CT and Phara dar and I havent had threat issues on them (again I dont use Big damage casters.. mainly pet classes and my Rogue goes no where near phara dar or Cazic..
<Mayhem>:

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

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techspec6
Posts: 122

Re: Hate Cap

Post#10 » Wed Nov 06, 2013 5:50 am

Looking at the hate generation clickies, hate numbers are large. Just the T8 shield click alone generates 6k hate per click every 2 or 3 seconds. In less than a minute, a tank would have over a hundred thousand hate. DPS classes won't be far behind, but reducing all by 50% shouldn't put them within 1 special attack of taking agro assuming they've been good at managing hate in the past. There has to be something wonky or unintentional happening with the script if everyone is doing the same as before but getting different results.

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