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Old 05-22-2015, 11:04 AM
eisley eisley is offline
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Join Date: Nov 2009
Location: seattle
Posts: 1,181
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Thanks for the feedback guys, lots of helpful replies.

Quote:
Originally Posted by Daldaen [You must be logged in to view images. Log in or Register.]
Malo->Malosini->Slow should most certainly pull you aggro with a warrior tank, not so much with a knight tank though.
Daldaen, with a warrior it's so heavily based on how many procs they get, which is why I compared it to a charmed krup, maybe easier to gauge as their aggro is more steady. But, I've been really surprised at how little aggro Malo produces.

Here's from a patch on Feb 21, 2001 someone was kind enough to link me, that contains some interesting notes.

Quote:
*NPC AI - Hate*

We've made a number of changes to NPC AI, specifically to the section
dealing with target-selection, or what's commonly referred to as
"Hate". It is not so much that NPCs react differently to hate now than
before, but that we've changed the way that hate is awarded.

--- We reduced the amount of hate that can be caused by a proc. Due to
the high proc rates at upper levels, the amount of hate generated from
procs, and the spells that were selected for those procs, made keeping
the attention of the creature much too easy a task for the tank.
Simply, it nearly eliminated the challenge of keeping a foes attention
at levels above 50.

--- We've capped the amount of hate that can be awarded to most
casters, specifically for debuff-type spells like the Malo and Tash
series. The hate calculation for these spells takes into account the
number of hitpoints of the NPC and did not "play nice" with the
increased HP limit of Velious. It explains why Enchanters, for
instance, would complain that casting a Tash spell would lead to near-
instant death.


--- We've redressed the amount of hate generated by heal spells.
Previously, and *partly* due to a bug, the high level heal spells such
as superior heal or complete heal would generate no more hate than
greater heal. In fact, so little hate was generated by these spells
that it made controlling NPC aggression trivial. Heal spells will now
generate an amount of hate more in line with the number of hitpoints
actually healed. Due to our desire to leave the lower level game more
or less untouched, two separate caps have been placed for targets level
50 or below, and 51 or above. Heal spells will generate significantly
less hate for targets below level 51 than those at or above that level.

--- We've also re-evaluated ways that players have to reduce their own
hate. While spells in place to allow this are OK, the Evade skill
(possessed by rogues) let them out of their damage too easily. A rogue
that successfully evaded would immediately drop to a level of hate
lower than someone who was in the awareness range, but hadn't done
anything to really upset the creature such as damage it or heal its
foe. This problem was exacerbated by the increase of the size of the
hate list implemented with Velious.
Guess that confirms my memory about HP being a factor on live at one point. (bolded part) Haven't a clue if it is here or not, seemingly not? And, that last patch note kind of explains why I see so many rogues with Willsappers & Sceptres of Destruction, and to a lesser degree Baton of Flame in my old screenies. My brother was a Rogue in the same guild and I recall a time when he used two Scepters of Destruction, and would just swap in Epic dagger to click backstab, repeat. Rangers were left out of the fun.
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alksley <rampage> / <awakened> / <TSS>
Last edited by eisley; 05-22-2015 at 11:11 AM..