I don't know if you already have enough information, but the following breakdown seems appropriate:
(random numbers assigned for purposes of demonstration)
Proximity Aggro = 5 points
Three players present along path.
1. Player 1 aggroes Mob. Player 1 now has 5 aggro.
2. Player 1 is out of "frenzy/proximity" aggro range. Player 1 now has 1 aggro.
3. Player 1 runs for his/her life. Along the way, player 2 gets within melee/frenzy range of mob (the range that is currently used for a PC to gain aggro from a pet). Player 1 still has 1 aggro, player two now has 5 aggro.
4. Player 2 runs for his/her life, getting out of aggro range. Player 2 now has 1 aggro, and Player 1 now has 1 aggro. This is where i think the mechanic gets fuzzy. Should Player 2 still be "above" Player 1 on the aggro list? I believe so...which leads to Player 3.
5. Player 3 is along the retreat of Player 2. Player 3 is within Frenzy range of the mob and gains 5 aggro, and is now getting whacked. Player 3 dies from this.
6. Player 2 is still at the top of the hate list, so goes after Player 2.
7. Player 2 zones. Player 1 is only player with aggro, and Mob now chases after Player 1.
8. Mob gets within frenzy/aggro range of Player 1. Player 1 now has 5 aggro.
9. Player 1 zones. Mob now has a clear hate list.
=====
If my assumption about Player 2 staying at the top of the hate list if both Player 1 and Player 2 are out of Melee/Frenzy range is incorrect, then just switch "Player 2" and "Player 1" from step 5 on.
I don't know if this seems clear enough, but this is how I remember it going down, and seems to be what you guys are describing. If I'm wrong/unclear on some point, feel free to correct. This is a mechanic that would change pretty much half the game, and if done incorrectly could cause a lot of grief.
__________________
Muteki - 57 Bard
Alva - 53 Monk
Kallon - 58 Shaman
|