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  #11  
Old 09-16-2013, 02:59 PM
Splorf22 Splorf22 is offline
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Quote:
Originally Posted by Nirgon [You must be logged in to view images. Log in or Register.]
So Splorf.. on a long enough parse you think spined claw + bloodfire will overtake dual yaks eh? I highly doubt it!
Until the Ykesha procs, yes. But the Ykesha proc (and other debuff/stun spells) were huge aggro. After the nerf stuns were 400 hate; before the nerf spells were even more. That's 20 swings. Either your friends didn't know what they were doing, or they got tired of being in XP groups and waiting 30 seconds for a proc and having stuff dead by then.

You need to understand that the human brain is not capable of accurately measuring the mean of a highly random process.
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  #12  
Old 09-16-2013, 03:32 PM
Borador Borador is offline
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Originally Posted by Splorf22 [You must be logged in to view images. Log in or Register.]
It's classic here Nirgon. The aggro of a 1H hit is precisely damage+damage bonus. So lets do some math:

Efreeti Standard 3/10; 3+11 = 14 aggro/swing, 14/10 = 1.40 'hate' ratio
Revultant whip 5/14; 5+11 = 16 aggro/swing, 16/14 = 1.14 'hate' ratio
Blade of Strategy: 14/24: 14+11 = 25 aggro/swing, 25/24 = 1.04 'hate' ratio
Katana of Endurance: 18/30: 18+11 = 29 aggro/swing, 29/30 = 0.97 'hate' ratio

So fast weapons have relatively more threat per damage even when their ratio is lower. Its working as intended.

Now why 2H has nerfed swing hate, I have no idea.
The damage bonus aside there was definitely something else going on with fast weapon aggro. It was also more than just consistency. Spell hate, white damage, taunt... All does not feel classic to me, although its hard to pinpoint the issue.

Twig offhand is a good example of higher threat with a lot less damage ratio.
  #13  
Old 09-16-2013, 03:36 PM
JayN JayN is offline
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a lot of stuff isnt classic here, like wth is the moss covered branch? I used to tank with that thing on my paladin in exp groups in KC on live 5/15 2hb; I dont even think it exists on this server TBH.
  #14  
Old 09-16-2013, 03:37 PM
Elmarnieh Elmarnieh is offline
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I believe there is aggro added on an attempted attack and thus misses would add some aggro and thus more misses from faster swings would be a bit of aggro. Though I can't imagine procing yaks wouldn't pull aggro back once they proced.
  #15  
Old 09-16-2013, 03:41 PM
Nirgon Nirgon is offline
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I doubt I'd see a ranger here say he wouldn't use a whip because of threat here, just shitty damage. Think about it.
  #16  
Old 09-16-2013, 03:53 PM
big mouth chew big mouth chew is offline
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threat/hate/aggro generated by melee attacks (not procs) should be per swing, not per hit
  #17  
Old 09-16-2013, 04:37 PM
Nirgon Nirgon is offline
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^ mmmabes. Explains faster >. Not sure on that tho.
  #18  
Old 09-16-2013, 04:49 PM
Nirgon Nirgon is offline
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2002, but still..
http://everquest.allakhazam.com/db/item.html?item=211
Quote:
I solo or partner quite often still, so aggro is not a concern.
Quote:
The only problem that arises is aggro, but it's not that much worse than using an 18 delay weapon. A good jolt here and there almost always keeps the aggro off of me.
Quite a bit of aggro chatter.

http://everquest.allakhazam.com/db/item.html?item=4
Quote:
Regardless, a fast weapon creates aggro, through the number of hits
Saying what I was saying right there ^

https://forums.station.sony.com/eq/i...eks-halp.4193/
Quote:
Faster hits = better aggro. I believe the aggro meter is a feature of RoF.
Talking about wurmy:
http://everquest.allakhazam.com/db/item.html?item=355
Quote:
One of the knocks on this weapon is that it is too slow to hold agro.
Last edited by Nirgon; 09-16-2013 at 04:56 PM..
  #19  
Old 09-16-2013, 05:12 PM
Frieza_Prexus Frieza_Prexus is offline
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Completely anecdotal, but I used to see a lot of warriors that would duel wield lamentations and hold aggro decently well. Also, I definitely remember the revultant whip getting a lot of hate for its hyper-aggro tendencies.

What could explain this? Were we all just that bad at the game?
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  #20  
Old 09-16-2013, 05:20 PM
Wrench Wrench is offline
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Quote:
Originally Posted by Nirgon [You must be logged in to view images. Log in or Register.]
^ mmmabes. Explains faster >. Not sure on that tho.
Rogean *thinks* it works that way here currently.

Quote:
Originally Posted by Rogean [You must be logged in to view images. Log in or Register.]
Aggro is generated based on swings, regardless of hits or misses. This has always been the case both here and on live. Go read The Steel Warrior if you think I'm incorrect or that this server is not classic in that regard.

So with your example of two warriors doing the same amount of swings, even if one does more damage, they will have the same aggro. There is a *slight* biase for mobs towards their current target, so it will take more than +1 over the current top to take aggro from them (it is still a relatively small biase, and it is taken into consideration for taunt. It's only there to prevent a mob literally pulling 180's every swing between two players).
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