So regarding charisma, when a lull spell was resisted there was a separate charisma check to determine if the resist caused aggro. The best formula we have for this is 90 - CHA/4, based on how resists worked in early clients.
Those values would be like:
CHA/aggro chance by resist
83 / 69%
100 / 65%
150 / 52%
200 / 40%
255 / 26%
In early clients there was a tiered resist floor for lulls:
npc level/resist %
1-14 / 10%
15-24 / 20%
25-34 / 33%
35-39 / 42%
40-49 / 54%
50+ / 100%
These are the values I have at the moment based on research into the early client code. For anyone reading that is interested, the key thing is that charisma doesn't affect whether the lull lands; it determines whether a resisted lull causes the mob to aggro. Landing rate is determined by the tiered floor based on npc level, independent of CHA.
With this model, an enchanter with 83 CHA trying to lull level 50+ npcs would face immunity due to the tiered floor. A 255 CHA enchanter would get the same result. Where charisma matters is lulling sub-50 npcs and getting too many resists. At 83 CHA roughly 7 out of 10 resists would aggro. At 200 CHA it's 4 out of 10, and at 255 CHA about 1 in 4.
I'd be curious if anyone remembers this matching their experience with lull working for low and mid level content but hitting a wall on higher level mobs regardless of gear.
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