Fanguru
01-09-2015, 11:57 AM
The ranger epic mq thread has been derailed enough as it is, so I'm making a new one.
Cause Devs aren't smart.
All aggro in EQ is a fixed value.
Every swing of a weapon is a fixed hate value. Whether that hit is a miss or a maximum critical hit.
Just like every spell has a fixed hate value. This is why tanks are able to use Midnight Mallets. Even though 99% of the targets they use them on are magic or slow immune, it still generates a huge amount of aggro.
The same works for spells which decrease aggro. Regardless of hit or resist, it drops your aggro the same. Test it out if you don't believe me. Find a magic or fire immune mob, get just over aggro from someone else, cast and see what happens on resist.
http://www.project1999.com/forums/showpost.php?p=1584362&postcount=166 - Concussion evidence.
http://thedruidsgrove.org/archive/eq/t-6634.html - Jolt evidence:
Spell data on the spells is nearly the same. They both reduce aggro regardless.
I do not find the evidence conclusive, it was criticized a lot.
I do not have evidence of the opposite either.
Assuming jolt works the same as concussion, I wonder:
- do these spells work the same on p99 as they did on live in 2003?
- could they reduce aggro by X amount when they hit the mob, and further reduce aggro by Y amount if they do not get resisted?
By searching "jolt" in the melee forum I could not find any p99 testing.
By searching "concussion" in the casters forum I could not find any p99 testing.
Overuse of mallets and 32k hp mobs dying in less than a minute made aggro trivial on this serv, so I don't think anyone bothered. I'm thinking of doing some tests.
Güllerback being undead, I am not sure he is a good testing target.
I was thinking of finding a different magic immune mob, then trying to ping-pong mobs with a combination of aggro spells and jolt.
Cause Devs aren't smart.
All aggro in EQ is a fixed value.
Every swing of a weapon is a fixed hate value. Whether that hit is a miss or a maximum critical hit.
Just like every spell has a fixed hate value. This is why tanks are able to use Midnight Mallets. Even though 99% of the targets they use them on are magic or slow immune, it still generates a huge amount of aggro.
The same works for spells which decrease aggro. Regardless of hit or resist, it drops your aggro the same. Test it out if you don't believe me. Find a magic or fire immune mob, get just over aggro from someone else, cast and see what happens on resist.
http://www.project1999.com/forums/showpost.php?p=1584362&postcount=166 - Concussion evidence.
http://thedruidsgrove.org/archive/eq/t-6634.html - Jolt evidence:
Spell data on the spells is nearly the same. They both reduce aggro regardless.
I do not find the evidence conclusive, it was criticized a lot.
I do not have evidence of the opposite either.
Assuming jolt works the same as concussion, I wonder:
- do these spells work the same on p99 as they did on live in 2003?
- could they reduce aggro by X amount when they hit the mob, and further reduce aggro by Y amount if they do not get resisted?
By searching "jolt" in the melee forum I could not find any p99 testing.
By searching "concussion" in the casters forum I could not find any p99 testing.
Overuse of mallets and 32k hp mobs dying in less than a minute made aggro trivial on this serv, so I don't think anyone bothered. I'm thinking of doing some tests.
Güllerback being undead, I am not sure he is a good testing target.
I was thinking of finding a different magic immune mob, then trying to ping-pong mobs with a combination of aggro spells and jolt.