Scrawny Gnoll
Join Date: Jul 2013
Posts: 23
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Aggro
How Hate and Aggro works:
All mobs have a Hate List. Think of this as a spreadsheet - the spreadsheet has the name of every person the mob AI is aware of, and a numeric value assigned to them. The person with the highest number is the person who the mob attacks.
Special notes and rules about hate and how it works:
1. The person with the highest numeric value on the hate list is who gets attacked.
2. To make a mob change who it is attacking, you need to have +3 hate more than the currently highest person on the hate list (ie, if a rogue gets aggro and has 1000 hate, you need to generate 1003 hate to make it attack you)
3. Taunt sets your hate as equal to the highest person on the list +1 - meaning that taunt, by itself, can NEVER change aggro from someone else to you.
4. Pressing taunt when you're already on aggro does nothing.
Special notes and rules on how mobs deal with hate and how their AI works:
1. The first action you performed on a mob with no hate list is hard capped - you can not generate more than 150 hate on the first action against a mob. There are 3 exceptions to this rule, and 3 exceptions only: Sk terror spells, paladin stun spells (not AAs), and paladin crush spells - these all bypass the hard cap and give you the full amount of hate listed in the spell, so these should *always* be the first thing you use against any mob.
2. Mobs have a dynamic hate modifier based on several factors and actions, and certain types of mobs have additional rules. Example: mobs assign dynamic hate values based on proximity, so moving away from a mob actually reduces your hate on it and gives bonus hate to people closer to it. Undead and animals have a double value for this proximity bonus. sitting gives you bonus hate, but only while you're sitting. certain mobs are flagged as 'smart' and assign bonus hate to heal spells and debuffs.
3. pets and hate: this is somewhere between a bug and just a quirk of how the game works.
a pet (mage pet, necro pet, bst pet, etc) can and will tank if two conditions are met: it's highest on the hate list, and no PCs are in proximity.
if a player is in proximity of an NPC, the NPC will attack the player regardless of its position on the hate list relative to the pet.
(ie, if the pet has 1500 hate and the player has 500 hate, it will still attack the player)
this can result in the following scenario:
player A and pet B are attacking mob C, with tank D standing a short distance away.
tank D uses spells/discs to generate hate on mob C, to the point where they have more hate than player A.
however, pet B is attacking and has taunt on, meaning it keeps pulling aggro, but since player A is in proximity the mob keeps attacking player A, even though tank C has more hate.
Generating Hate: the numbers behind the sparkles.
1. DD spells give 1 point of hate per 1 point of *base* damage - ie, the number listed in the spell. Bonus damage from focus effects/mods do NOT cause additional hate. bonus damage from critical hits do NOT cause additional hate (this includes procs).
2. Heal spells give 1 point of hate per 1 point of healing done - the bigger the heal, the more hate it generates. A heal cast on someone with full HP will generate effectively 0 hate.
(Note that some mobs are coded to have a hate modifier regarding heals, but these inconsistent in the game world and not something you normally need to worry about)
3. Rune spells give 2 points of hate per 1 point of rune to every NPC that has you on its hate list - meaning that runes (and rune procs) are basically AE hate.
4. Stuns scale really weird and are very difficult to figure out how much hate they generate. Basically, stun spells generate hate based on a formula which uses the mob's max HP as a modifier, so it's functionally impossible to work out the exact hate value of a stun spell. Also there are lots of weird rules about whether the stun lands, or if the mob is immune, or level capped (exception to this being #6 below).
5. Melee gives a set amount of hate *per swing* regardless of whether you hit, miss, are dodged, parried, riposted, how much you hit for, and whether you get a critical hit (ie, how much damage you do per hit, and even if you hit at all, means nothing - it's a set amount of hate per swing).
The formula for how much hate you generate per swing is: damage + damage bonus (times hate mod, if applicable) = hate per swing.
6. The exception to ALL of these rules are what are called 'hate override' spells.
These are: SK Terror spells, pal crush and stun spells, war aggro disciplines.
*If you go to lucy.allakhazam.com, you will see these spells have a special 'hate generated' field, any spell with this field bypasses all other normal rules for hate generation and always gives the amount listed.
7. Hate mods (ie, from masks or buffs) add their listed % to *everything* that you do... spells, melee, healing, everything.
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