View Full Version : Agro Bug: More Information
<DIV>There has been alot of chatter about the agro/taunt bug and many ideas what is causing it. There is one point, that we noticed consistantly, that may help ya'll solvel this issue:</DIV> <DIV> </DIV> <DIV>As know:</DIV> <DIV> </DIV> <DIV>1) This seems to happen the most on no arrow mobs.</DIV> <DIV>2) An exception is a 2 up, with several no arrow mobs as well. </DIV> <DIV>3) Agro is basically cleared from the MT when 1/2 (rounded down) mobs are killed in the encounter.</DIV> <DIV>4) It is near impossible to gain enough agro to taunt them back.</DIV> <DIV> </DIV> <DIV>Most of us feel that the hate list is getting cleared that this point, and want to add one more thing we have seen:</DIV> <DIV> </DIV> <DIV>If mobs are killed at the extrementy of their 'reset' distance, when what would normally result in the list being cleared (bug) they become invuln.</DIV> <DIV> </DIV> <DIV>Example:</DIV> <DIV> </DIV> <DIV>There are 4 Cents located at the middle gate in Zek. If these Cents are trained over the next gate and faught between that gate and the lumbermill, you will see this occur. Upon the death of the 2nd Cent, the encouter will break and the two remaining will run home.</DIV> <DIV> </DIV> <DIV>Hope this helps in anyway to fix I truely irratating bug.</DIV> <DIV> </DIV>
<P>I've seen this as well. Albeit I'm not a high level and therefore have only seen it a handful of times, it appears to be when you get a far enough distance away from the original spawn point to a point where they would normally disengage if you were running away, if you kill 1 or 2 in the group, they will run home. I've fought a few 2 mob groups of orcs in the commonlands that were split up just by natural pathing: start wailing on one, kill it just as the other reaches you from running across the zone and it runs back without even attacking you. I've only ever noticed it happening when you drag them away from their spawn points. *shrugs*</P>
Ziroc
04-05-2005, 09:28 PM
Noticed something like this on the Live Servers. When killings groups once the first mob dies 1 or more of the mobs left in the group will turn on someone else. <div></div>
<DIV>This has been the way it is for a long time now, in my experience. Back in Nek forest many moons ago, my friend, a Druid-class healer, would almost always die (or come very close) when pulling a group of 3 or 4 no-arrow mobs.</DIV> <DIV> </DIV> <DIV>We did 2 things to keep him from dying:</DIV> <DIV>1) as soon as the first mob was 99% dead, I (brigand, dps) would run over to my friend and wait for the mobs to peel off the main tank. I would target, attack, stun all I could, and hopefully we could kill the mob before the healer died. The problem was exaggerated at that point though because as the healer took damage, he has to begin healing himself, which in turn, raises his hate even more.</DIV> <DIV> </DIV> <DIV>2) during the fight, the tank would AE taunt all he could (if he had those skills) AND would switch from one target to another during the fight to make sure that each target got at least one full single-target taunt. This helped a lot, but I think it sheds a little light on what's happening.</DIV> <DIV> </DIV> <DIV>It seems that, in these type encounters, that the damage that the tank and the other DPSers do to the first target DOES NOT equate to hate on the other mobs in the encounter. HOWEVER the healing that the healer does to the group members DOES seem to generate hate on the other mobs in the encounter.</DIV> <DIV> </DIV> <DIV>It's almost like our damage is target-specific while the heals are always considered (almost) like AoE effects.</DIV> <DIV> </DIV> <DIV>I'm not sure if this is by design but it sure does cause some grief, and a tank can be labelled as "no good" or "lazy" or "not doing his job" pretty quick in a group that doesn't know that this happens this way.</DIV> <DIV> </DIV> <DIV>As I got higher in levels I even joined a couple groups that would run 2 tanks. One would be the main tank, his goal to take as much damage as possible. The other would be the main ASSIST. Healers target the main TANK and all others assist on the main ASSIST. During the fight the MA would NOT change targets so we could drop the mobs ASAP. The main TANK however would switch to each target to make sure all got some taunt. This did work pretty darned well I must admit. The MT would keep aggro on all group mobs for the full duration of the fight nearly every single time.</DIV> <DIV> </DIV> <DIV>Hope this helps...either help some learn how aggro seems to work, or help DEVs notice that there might be something foul in Denmark.</DIV> <DIV> </DIV> <DIV>Figgs</DIV>
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