Quote:
Originally Posted by bcbrown
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How would you calculate the percentage chance of flipping aggro back for the other strategy, of not spamming taunt and only using it after aggro flips off you? I'm happy to accept your value of 50% innate success rate for the skill; it makes all the math much easier.
Your strategy is: spam taunt whenever it comes off cooldown; if you ever lose aggro, cast an aggro spell, right? The other strategy is: don't spam taunt; if you ever lose aggro, taunt and then cast an aggro spell, right? Given that you're in the scenario where aggro flips, you calculate an 8.3% chance to flip it back before an aggro spell lands. With the second strategy, in that same scenario, what's the chance to flip it back before an aggro spell lands?
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It depends on the player who is tanking and the group member who acquired agro. Taunt has a melee range. If you press taunt a fraction of a second too late when the mob runs away, it will fizzle and you will get the "out of range" message. This puts taunt on cooldown too. That is a zero percent chance of success. If you don't use taunt due to laziness or fear of wasting it (which can hinder your reaction times), you also have a zero percent chance of success.
Realistically speaking spamming taunt has a higher percent chance of success than 8.33% simply due to removing reaction time from the equation. Conversely, waiting to use taunt has a lower percent chance of success due to factoring in reaction time. How much closer do the two percentages move to the middle of 8.33% and 50%? It is dependent on the player who is tanking, as each person has a different internet connection, keyboard, mouse, monitor, and reaction time.
This is why agro spells are much better. They don't have an instant fail mechanic if the mob runs out of melee range, they don't heavily rely on reaction time, and they have a much higher chance of applying agro.
Taunt has a 6 second cooldown and isn't reliable, so you cannot "waste it". Spam it or save it, both methods are viable. The cooldown is also fast enough to where you can switch your tactics as needed by the group at any moment. There is no realistic scenario in which a group will wipe because an SK (who has agro spells) didn't taunt due to 2 seconds remaining on their taunt cooldown, regardless of the reason why taunt is on cooldown.
You are guaranteed to get nothing from taunt if you never use it, so you might as well use it and get something!