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View Full Version : Game Mechanics: Pet / Root agro


anotherfiz
03-15-2011, 08:19 AM
Alright, pets seem to be working PERFECTLY now except for one problem.

In classic, root should restore the proximity based agro for pet tanking, IE. They will always turn to you the moment you get within melee range UNLESS the mob is rooted, in which case it returns to proximity insomuch as assuming pet has more threat, and you are further away but still within melee range, it will continue to attack pet.

It is mechanics like this which allow us to use our proc-weapons (orb of tishan, staff of undead legions ect). These items are currently unusable in the current state of root/pet agro.

anotherfiz
03-15-2011, 08:21 AM
I cannot find patch notes confirming or denying this, but I was under the impression this was how root worked from the getgo

Rogean
03-15-2011, 08:43 AM
Regardless of whether it worked like that or not (and I have my doubts), it will not be changed from rooted mobs prioritizing clients.

anotherfiz
03-15-2011, 09:03 AM
Can I ask why? I think any necromancer on this server can at least anecdotally confirm this to be true, I understand the need for the nerf in regard to PoSKY mobs, but those ones cant be rooted.

This breaks end game items that necros have always used..

Id also like to point out, part of the reasons that high level necro pets use a lifetap based based DD is so that it breaks root often and you cannot rely on this technique all the time.

nilbog
03-15-2011, 12:24 PM
I soloed with a magician in classic (kunark-velious) live.. I can't remember this being available as an option. I know many times I would barely try to get in melee range, for a hopeful proc off a willsapper... always got hit, as soon as I was an eligible target. Perhaps this changed between classic and Kunark, but I cannot say.

Here is what I found on the subject:

Rooted mobs attack the closest melee target available, making it a fantastic way to force a mob to fight the PC/Pet you want it on. The movement stop is a perk, useful when soloing or stopping a running mob. Root allows the enchanter a cheap and controlled way to aggro the animation, or a fast save to get a mob off of a caster, or to keep a mob aggroed on the closest tank (rather than say... the weakly armored ranger)http://xornn.tripod.com/Spells/spell.htm

2009.. from eqlive. Not exactly old information, but relevant if it never changed.

When a mob is rooted (either by me or earth pet), the mobs will hit any PC in range and totally ignore the merc tank.If a mob is rooted, it will hit any player in range, regardless of whether the tank merc is closer than the player.

Ie, rooted mobs treat tank mercs like pets - they ignore them unless nobody else is in melee range.
I can replicate the behaviour of us getting hit with 100% consistancy, in PoI.
If a mob is rooted, the mob will not hit the merc tank - at all - if either myself or the mage is in melee range.

It has been answered 2 times already, even with a screenshot.
The merc can be closer than the player, but the player gets hit.
http://forums.station.sony.com/eq/posts/list.m?start=0&topic_id=146928

http://www.gameskb.com/Uwe/Forum.aspx/games-everquest/5673/Stupid-pet-question

http://forums.station.sony.com/eq/posts/list.m?topic_id=146928&post_id=2138304


Maybe you can find some posts to support your claim?

anotherfiz
03-15-2011, 06:33 PM
Maybe you can find some posts to support your claim?

The defense would like to call gameskb.com to the floor. Your post in fact.

http://www.gameskb.com/Uwe/Forum.aspx/games-everquest/5673/Stupid-pet-question


The PC who is highest on the hate list will always agro when in melee
range with two exceptions:

-Pet is low on health
-Mob is rooted

Rooted mobs will always attack whatever is closest to them. Anything
low on health, no matter how much hate it has generated otherwise, will
have agro.

Also, in your link http://xornn.tripod.com/Spells/spell.htm

under root description it specifically says that root is used for aggro management, to force the mob onto the PC/pet that you want it to be on.

(Also, it really talks about how whirl til you hurl needs to be nerfed, but thats a whole other thread).

Also, if i recall, didnt LoSteel kill Avatar of War using charmed pets? Causing the ability to charm those giants to be nerfed?


PS - Your merc link definitely implies that Pets would be an aggro exception within root, but most of us remember this change happening in PoP to curtail Enchanter charm-raping.

Rogean
03-15-2011, 06:49 PM
When you talk about people rooting a mob "to force the mob onto the PC/Pet that you want it to be on", thats still under the context of a pet being the only one in aggro range, as opposed to the pet chasing the caster.

Legacy of Steel used the charmed giants as tanks, they didn't have any other melee classes in range. The frozen jesus was then nerfed.

nilbog
03-15-2011, 06:59 PM
The defense would like to call gameskb.com to the floor. Your post in fact.

http://www.gameskb.com/Uwe/Forum.aspx/games-everquest/5673/Stupid-pet-question

Yes, I read that post. It's one guy's assertion.. but I was asking for something perhaps I haven't seen.


The court hereby requests new evidence.


Also, in your link http://xornn.tripod.com/Spells/spell.htm

under root description it specifically says that root is used for aggro management, to force the mob onto the PC/pet that you want it to be on.
Specifically about how you can root a mob, to make it attack the warrior instead of a ranger. That's the example. If ranger is out-dpsing the warrior, have it further from melee than the warrior. It does not say a mob will attack an npc over a PC.

(Also, it really talks about how whirl til you hurl needs to be nerfed, but thats a whole other thread).

Also, if i recall, didnt LoSteel kill Avatar of War using charmed pets? Causing the ability to charm those giants to be nerfed?

PS - Your merc link definitely implies that Pets would be an aggro exception within root, but most of us remember this change happening in PoP to curtail Enchanter charm-raping.Some of the pet/root/charm posts I'm seeing are in reference to the 'rule of 4', which isn't present on p99 afaik, and is another issue altogether. If someone knows a date when this occurred, let us know.


hes referring to the rule of 4 (basically once a mob has 4 players on agro, it doesn't matter the pets hate generation, that hate just goes to the pets master... and the pet can no longer tank until the mob is back to under 4 people on his hate list)
http://forums.station.sony.com/eq/posts/list.m?start=14&topic_id=124155

The 'rule of 4' which prevents a charmpet from holding aggro if 4 others are on the hate list.http://forums.station.sony.com/eq/posts/list.m?start=150&topic_id=151822

Quite simply, if there are more than 4 people/pets on a mob's aggro list, the mob WILL NOT attack a charmed pet. So: Two clerics + enchanter + charmed pet = 4. Pet generates tons of aggro, mob stays on pet. Two Clerics + Enchanter + charmed pet + AM3 Ranger = 5. Pet still generates tons of aggro, but the mob is no longer "allowed" to attack it, so he goes for the clerics instead.

This change was made to prevent charmed pets from tanking for raids. As evidenced here, it didn't really do the job.
http://eqbeastiary.allakhazam.com/search.shtml?id=10968&page=1&howmany=50#msg106200896044351