Taunt

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Vaion
Posts: 3712

Re: Taunt

Post#11 » Sun May 06, 2012 12:18 am

Here is how taunt works:

If you are #1 on hate list (ie the mob is hitting you and targetted on you):
Hitting taunt will add X amount of hate, where X is an amount based on the skill value of taunt. So a taunt with a skill value of 10 will generate less hate than a skill value of 100.

Now if you are not #1 on hate list:
Hitting taunt will pull the person's hate that is a the top, add 1 and then add the extra hate from the taunt skill value. So say you have 100 hate on a mob and your friend has 200. When you hit taunt, you get bumped to 201 and then get the additional hate points dependent on your taunt skill value.


That all make sense?
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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Melkor
Posts: 347

Re: Taunt

Post#12 » Sun May 06, 2012 12:26 am

Yes, thanks

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mukkel
Posts: 236

Re: Taunt

Post#13 » Sun May 06, 2012 1:01 am

It does, thanks Vaion - Just trying to get to the bottom of these really weird aggro issues.

/fitzor

Vaion
Posts: 3712

Re: Taunt

Post#14 » Sun May 06, 2012 1:35 am

Here is a PM response that I sent out awhile back when some people were asking about the aggro changes that went in. Note that this FIXED an issue in the code to make aggro respond correctly.


The fix the hate generation wasn't in the benefit of casters. Before most spell damage hate was being overwritten by a default value in the code which was basically making a lvl 1 nuke generate the same hate as a lvl 70 nuke. I found the issue months ago but just got around to fixing it a few weeks ago.

Now the hate generation is based on the damage that the spell actually does as it's meant to be. This really affects the casters because it force you to manage the aggro on a much higher scale now. I did quite a few tests with the new system and it's difficult but very possible to maintain aggro.



The weird aggro issues y'all are seeing is because of this. Give your tanks more time to build aggro or manage the caster dps better and you will be fine.
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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Nerva
Posts: 238

Re: Taunt

Post#15 » Tue Jun 05, 2012 11:29 pm

Vaion wrote:The weird aggro issues y'all are seeing is because of this. Give your tanks more time to build aggro or manage the caster dps better and you will be fine.

In other words, don't use Chaotic Detonation from 100% mob HP; try Ether Flame instead (it literally generates less than a third of the hate of CD). Wait for at least 20-30%, and try to pop a jolt effect to remove some aggro before you start CDing, and after each CD (Concussive Strike from T8 is amazing and will save your life.)

Be careful with your T8 instanukes - I recommend using 'em only when you get Gift of Mana, and even then, it's a good idea to jolt away the aggro right afterward.
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Droonkan
Posts: 107

Re: Taunt

Post#16 » Wed Jun 06, 2012 2:24 am

The corrections to spell hate have returned a purpose to the taunt ability. It was almost never before required. This is a great improvement to the general game play on THF. Kudos GMs!

That being said, the changes were so dramatic that values for +hate processions, shield clicks, spells, and discs are now noticeably insufficient. Even after adapting to the changes it feels unbalanced.

Please consider evaluating the balance for the next set of spells and itemizations.

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