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Old 02-23-2014, 05:29 PM
Nightblade Nightblade is offline
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Default Sit-agro mismanagement

Sit agro is now a 'bubble' that ignores line of sight in regards to mobs in a given area around a player. I've seen Drolvargs in KC ignore pullers, and run THROUGH walls to get to casters or freshly rezzed individuals around the corner on the 'safe' side of the zone in to KC itself. Sitting generates so much agro, in fact, that casters are having trouble taking a seat even if the tank has beaten the mob down to sub-70%'ish, immediately making the mob turn towards the caster to knock him standing again before returning to the tank.

I've tested this in KC, Befallen, and Neriak - green mobs will agro from out of line of sight if I'm sitting and they wander into that 'bubble' agro radius that sitting now generates. Guildmates have reported that mobs will ping-pong between groups in Unrest, if the groups are close enough and casters on either end sit at varying times, pulling the mob away and making a run for the offending sitter.
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  #2  
Old 02-23-2014, 05:35 PM
Uteunayr Uteunayr is offline
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I believe the bulk of the discussion on this is in the Mage thread about pet aggro (not saying a more appropriate thread isn't necessary, just offering the information to others that are curious about this occurrence). I believe the best way to put it is that sitting isn't just putting you on the aggro table, it's putting you on the aggro table as if you've dumped a hammer charge into the mob.
  #3  
Old 02-23-2014, 05:36 PM
odiecat99 odiecat99 is offline
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I appreciate trying to make it as classic as possible but something smells funny about this whole sit aggro thing.

I.e. someone beats the piss out of mob to 50% and if I sit even once without casting anything it makes a line to smack me.

guess tanks can just spam sit beg and taunt now for aggro better than before..

oh wait warriors dont need to med
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  #4  
Old 02-23-2014, 05:37 PM
odiecat99 odiecat99 is offline
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Quote:
Originally Posted by Uteunayr [You must be logged in to view images. Log in or Register.]
I believe the bulk of the discussion on this is in the Mage thread about pet aggro (not saying a more appropriate thread isn't necessary, just offering the information to others that are curious about this occurrence). I believe the best way to put it is that sitting isn't just putting you on the aggro table, it's putting you on the aggro table as if you've dumped a hammer charge into the mob.
Exactly.
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  #5  
Old 02-23-2014, 09:20 PM
Man0warr Man0warr is offline
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Update to this -

Seems like sitting next to a mob (that is rooted/stunned, otherwise it will try to attack you) and not casting on it or touching it at all will give you a faction hit JUST FROM THE NEW SIT AGGRO ALONE.

That is totally not classic. Looks like this new mechanic is adding you to a mob's aggro list for sitting and it's never dropping it off even after aggro is established.
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  #6  
Old 02-24-2014, 02:33 AM
bartly bartly is offline
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Wow so now I will get faction hits for medding near a guard when someone else is killing it in town?
  #7  
Old 02-25-2014, 09:27 PM
Nightblade Nightblade is offline
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Sitting agro, while patched, is by not means 'fixed'.

I was in an Efreeti group last night with a bard, cleric, and warrior. An enchanter was charming the protector imps outside while we hosed the camp.

Every time charm broke in EITHER case, from EITHER class, if ANYONE was sitting, the mob immediately beelined for them, bounced to whoever else was sitting, and returned to the bard/enchanter who initially charmed them. Sitting is either generating so much on the hate list that it's overriding everything but warrior taunt (or several), or charm has suddenly been given a mem-wipe component. We nearly wiped on multiple occasions because the cleric was simply afraid to take a seat to get mana back during some of the fights if we ended up getting more than one mob.
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Old 02-25-2014, 10:38 PM
Vega Vega is offline
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Quote:
Originally Posted by Nightblade [You must be logged in to view images. Log in or Register.]
or charm has suddenly been given a mem-wipe component
I think it's some of the latter here actually (although not ruling out sit aggro still being off). If charm breaks, a single stun or snare will cause the mobs to change targets to the caster. I played with my brother's chanter a lot on live, and if a mob broke charm, it had A LOT of hate, much more than it seems to take here to peel them off.
  #9  
Old 02-25-2014, 11:31 PM
Telin Telin is offline
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This was a fun read describing hate in general and pets: http://www.magecompendium.com/pet-behavior-library.html

NPCs maintain a ranked Hate List of immediate enemies, and, in general, will chase down and attack whichever enemy within Attack Range is currently the highest on their list. The Hate List is constantly changing as characters against the NPC and its allies. The following discussion is simplified somewhat to focus on pets and their behaviour, but applies, with some modification and caveats, to NPCs in general.

Hate: Direct and indirect actions against an NPC add a specific amount of Hate to the score of that individual on the NPC's Hate List. The value of the Hate added appears to decay over time, so that more recent actions weigh more heavily than those a while ago. That is, Hate appears to "age," and become weaker over time. That is why one must be careful how often one nukes an enemy.
The primary determinant of the Hate Value of an attack is the potential damage that attack could have normally done. Thus Hate ignores both resists and criticals. All attacks with the same weapon or spell generate the same amount of Hate regardless of how much damage they actually dealt, even if they miss or are fully resisted. Spells that do not do damage have a Hate value assigned to them. Some, like Tash and Slow spells, have a high Hate values. Others, like Cancel Magic or Malosini, have a low Hate value. Healing and buffing an NPC's enemies also generates Hate.

Taunting a second time: When a character successfully Taunts an NPC, that character moves up to the top of that NPC's Hate List, but just barely. By default, pets have Taunt On, which means they constantly try to taunt their enemies. However, because of special rules designed primarily to prevent abuses of Charmed Pets, an NPC will almost always chose to attack a Player Character if one is within melee distance, even when a pet is at the top of its Hate List. It is not known precisely what these "special rules" are, but in practice they prevent pets from tanking in the presence of player characters within melee distance of the mob.

Any creature that attacks a pet's owner is added to the pet's Hate List.

Pets cannot attack a creature which has been charmed by a player character, but such creatures remain (?) on the pet's Hate List.

If a Mezzed enemy reaches the top of a pet's Hate List, the pet removes (?) from its Hate List instead of attacking.
  #10  
Old 02-26-2014, 02:51 AM
Velerin Velerin is offline
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[QUOTE=Telin;1339846] Some, like Tash and Slow spells, have a high Hate values. Others, like Cancel Magic or Malosini, have a low Hate value.

Nice to finally see this somewhere. I've been saying this for a bit. the cancel magic and malosini line of spells have too much aggro here. They should be very low compared to tash and slows.
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