Project 1999

Go Back   Project 1999 > Blue Community > Blue Server Chat

Reply
 
Thread Tools Display Modes
  #1  
Old 11-13-2025, 01:06 PM
1asdfasdf1 1asdfasdf1 is offline
Aviak

1asdfasdf1's Avatar

Join Date: Dec 2017
Location: Nektulos Forest
Posts: 81
Default Hate "points"

Pages like this say things like:

Quote:
it seems the hate from this clicky has been reduced to 97-172 per charge
How is that measured? How many swings a level 1 with a 1 damage weapon it takes to pull aggro?
Reply With Quote
  #2  
Old 11-13-2025, 01:48 PM
shovelquest shovelquest is offline
Planar Protector

shovelquest's Avatar

Join Date: Oct 2019
Posts: 4,478
Default

Goblin nets were the most fun I had in EQ

If I had an EQ server, i would model most rechargeable items off of them.

Recharging items for cheap, to make the game more fun and you more powerful is rad.

As for your question OP i have no idea.
__________________
I am a highly open and reflective and conscientious individual with moderate to low agreeableness and a moderate level of emotional reactivity/sensitivity.
Reply With Quote
  #3  
Old 11-13-2025, 03:41 PM
WarpathEQ WarpathEQ is offline
Fire Giant


Join Date: Apr 2023
Posts: 596
Default

Hate and Agro are interchangable terms. Its the math behind who the mob is attacking (i.e. who is tanking).

When it comes to just regular melee damage its pretty simple...1 damage = 1 hate/agro. You'll sometimes here people refer to just weapon damage only as "white damage".

Generally when people are discussing hate/agro values they are looking at procs/spells/clickable items. For example if someone was using a weapon that proc'd a stun and that stun did 400 hate/agro then you would have to do greater than 400 white damage (aka not using any spells/procs/clickables) before the mob would turn around and attack you instead of them.

Not a very important concept at low levels but as the game progresses and you fight harder and harder mobs that do more and more damage being able to manage the agro and ensure the mob remains attacking the intended tank is important. This is why people care to understand how much agro/hate they or someone else is building on a mob.

At the highest end of the game, one mistake that pulls agro on a mob could wipe entire raid forces (including multiple competing raid forces) and people get big mad when you get them killed and/or fail on a raid mob.

People will do parsing and testing to measure the agro effects of different items/spells. For example you could cast slow on a mob which has an unknown amount of hate/agro it delivers on that mob, then someone else does melee damage only to that mob, once the mob stops attacking the slow caster and starts attacking the melee damage player then you know the melee player now has more hate/agro into the mob. At that point you simply stop attacking and add up all the damage the melee person did before overtaking the caster in agro, that is how you can define what the hate/agro value is of any specific item/spell.
Last edited by WarpathEQ; 11-13-2025 at 03:46 PM..
Reply With Quote
  #4  
Old 11-13-2025, 03:56 PM
1asdfasdf1 1asdfasdf1 is offline
Aviak

1asdfasdf1's Avatar

Join Date: Dec 2017
Location: Nektulos Forest
Posts: 81
Default

Is the hate from the maximum possible damage of each swing or from
the damage done? Can’t be the latter, because an initial miss still generates hate.
Reply With Quote
  #5  
Old 11-13-2025, 04:04 PM
kjs86z2 kjs86z2 is offline
Fire Giant


Join Date: Jun 2019
Posts: 602
Default

Hate / Threat as a unit of measure.

I'm intrigued.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 05:01 PM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.