View Full Version : Game Mechanics: Spell Resist agro?
Ambrotos
07-07-2014, 05:12 PM
I haven't been able to find much, but wasn't there less agro for spells that were resisted?
I know hate is a numbers game, but it seems odd resisted spells gain full agro of a spell that landed for full. I don't recall it being that way.
Anyone have information so we can prove or disprove this?
Velerin
07-07-2014, 05:23 PM
As a wizard all through classic, I was always under the impression that agro was always based on potential damage so if you nuke it doesn't matter if it was full, partial or resisted (or crit later on) it had equal amount of hate. A good side benefit of this was that concussion lowered hate whether it resisted or not as well (though not sure if it works that way on p99 since I haven't played a wizzie here).
Ambrotos
07-07-2014, 05:26 PM
Ya as a wizard I recall that also. I was thinking more along the lines of debuff line of spells. I have no idea if they calculated hate a different way or not. I know tash was instant death pretty much. I just don't recall any other spell having a sticking power that was resisted( I know tash can't be resisted).
khanable
07-07-2014, 05:47 PM
From what I can tell, we're using the "revamped" aggro mechanics that came about a few months into Velious. It changed a lot of the hate values for debuffs (it used to be scaled based on the mobs max HP, which caused a great deal of trouble for enchanters once Velious came about (and also allowed tanks to indefinitely hold aggro with tash sticks)). Might have been a change in resist aggro there as well, who knows.
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