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#61
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For spells cast by an actual caster, the amount of threat generated depends on the mob's HP if it's a binary effect like stun or slow, basically HP/15 up to a maximum of 1200 which occurs at 18k HP. Damage spells are different, I believe they just generate the spell's base damage as raw threat, no matter how much actual damage it ends up dealing (if any). Poison and disease counters also generate some inherent threat, but the amount was nerfed considerably and it's not much anymore. For procs, the maximum threat is 400 for base effects (stun, AC debuffs, snare, etc.) plus any damage on top; for instance, Ykesha is 400+75. Damage procs function the way damage spells do, as do procs that generate raw threat (I think the only one that exists on P99 is Blade of Strategy, since BoC doesn't proc Enraging Blow here), and so can generate more than the baseline 400 cap. The highest aggro from any weapon proc is SoD's 400+288. Blade of Strategy is 600 (500 raw threat + 100 damage). Blind as an effect doesn't generate that much aggro on its own. The reason WESS used to be good was the poison counters attached to the proc, but that was nerfed. Same goes for weapons like Infestation and BotBDE. Poison/disease counters from procs used to be able to generate more threat than the default 400 of binary effects. Incidentally, weapon swings generate a set amount of threat based on the weapon's damage stat and your damage bonus. Basically add them together and that's how much threat you generate with each attack of that weapon, so at level 60 with a damage bonus of 11, a swing with warrior epic generates 14+11 threat. It doesn't matter whether you hit or miss or how much damage you actually do. You could miss or hit for 5 or crit for 70 and it's the same amount. The same is true for spells - Ice Comet generates the same amount whether it's fully resisted, lands for 100, lands for full damage, or crits. Crippling blows from a warrior do have a ministun component that generates extra threat. Most of the commonly used tunnel weapons are approximately equal and the thing that sets them apart is ratio and any stats they might have (though they tend not to have much of that). SoD is the obvious exception, but you wouldn't really consider that a tunnel weapon in any sense. At level 60 with a damage bonus of 11, Wavecrasher is the best one that can be bought for a realistic amount of money, and Frostbringer is the second best. Before 60, Frostbringer is slightly better. During Kunark, if you can get a Rod of Mourning, that's actually in the running as one of the best aggro weapons prior to VP/epic, with the added benefit of being 2h for reduced riposte intake. It's removed from the loot table after a month, but it's not impossible to get hold of one. It's a bit outdated in Velious, and not worth the cost by then, but still serviceable and there's something kind of nice about tanking with a 2h. It also ekes a little bit of extra value out of your own ripostes. | |||
Last edited by greatdane; 08-23-2025 at 01:43 AM..
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#62
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![]() Do you think Illusion: 60 adds any base threat when applied or do you think the game doesn't see it as a valid debuff?
There are two weapons that add Illusion: 60 + 75 damage While the ratio's are not stellar they both technically don't have the No Drop tag (Tunnel Gear). I have always been curious. Good write up by the way. | ||
#63
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Whereas if you landed the Turgur's Insects, you get incremental threat per tick. So with a 1.7 minute Blind, if it gets resisted (which it will on raid mobs) you get ultra threat, which is why Bio Orb is a good opener for a tank on a raid. Quote:
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Last edited by zelld52; 08-25-2025 at 09:01 AM..
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