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  #11  
Old 02-14-2013, 05:35 PM
Nizzarr Nizzarr is offline
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There's no way in hell that having under 20% health was 100% aggro no matter what back in the days. If you had a warrior beat on a mob and he was generating a lot of aggro, the mobs wouldnt immediatly turn on someone that did almost no aggro during the fight and finish them off. Basically, blood aggro was just a big +hate modifier and if someone still had more aggro they wouldnt switch to that target.

Right now, the current blood aggro makes it easily exploitable. Having a bard at 15% health running 150 mobs over 1-2 wizards aoeing wasnt how this game was designed.

This also brings back issues like proximity aggro checks from mobs, which is non-existent on this server.
  #12  
Old 02-14-2013, 05:39 PM
TWDL_Prexus TWDL_Prexus is offline
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I am 100% certain they will eventually turn on the person damaging them. It takes a while, but a bard talked me into doing it with him in BW and my HP never went above 15% and eventually they turned on him. All he had to do was zone and come back and finish em off. It takes a while, but it happens for sure. Bard would have to zone each kite if it was taking too long.

Can't comment on the classicness of low hp kites. I remember low hp agro though. I just chalked it up to one of those classic mechanics that were never really known by many.
  #13  
Old 02-14-2013, 07:09 PM
Nirgon Nirgon is offline
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This appears to work on mobs with very high hps, like wurms etc. They will definitely turn and take on their correct aggro terms.

Lower hp mobs like wasps etc die before transferring threat correctly.

I think the fix is some how to determine mob total hp versus damage done rather than just some very high flat threat value (though that's how it might have worked).

I'll hafta fiddle with it a lot more.
  #14  
Old 02-14-2013, 08:26 PM
Jokesteve Jokesteve is offline
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As of right now, this is trivializing zones such as burning woods. And players who are trying to legitimately level here wont have much luck as there's always about 3+ bard duos kiting the entire zone.

Exploit or not, this is borderline zone disruption.
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  #15  
Old 02-14-2013, 09:08 PM
Cwall 52.0 Cwall 52.0 is offline
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i am here to disrupt your zones, one way or another
  #16  
Old 02-14-2013, 09:32 PM
SamwiseRed SamwiseRed is offline
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agro works diff in red99 than live. for one, sgs/specs/undead dont agro people as they pass by. they stay on whoever pulled them first, not classic. i dunno if its classic but social agro on eqmac is hella big compared to here. shit is scary as fuck.
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  #17  
Old 03-08-2013, 11:16 PM
Unfadable Unfadable is offline
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This is crazy. I was on my bard doing my normal kiting and my swarm down to about 70 percent when a low hp aggro duo runs by and snaps aggro. Needless to say I was pissed.
  #18  
Old 03-09-2013, 06:34 AM
sanforce sanforce is offline
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Quote:
Originally Posted by heartbrand [You must be logged in to view images. Log in or Register.]
I have never seen aggro pulled from someone with low hp to someone without before, but that doesn't conclusively prove it can't be done of course. Just to clarify I'm speaking about on this server, obviously on live I have.
It happens all the time. If I twist my AoE songs longer than 3 minutes during a low HP, I'll pull agro and die.
  #19  
Old 03-10-2013, 02:41 AM
Metallikus Metallikus is offline
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Quote:
Originally Posted by sanforce [You must be logged in to view images. Log in or Register.]
It happens all the time. If I twist my AoE songs longer than 3 minutes during a low HP, I'll pull agro and die.
this is due to the proximity agro check alluded to by Nizzarr which is existent, you just have to do soemthing to put yerself on the list, then if the mobs are close enuff to you then they will chose to attack you instead of the player with more agro and in this case low hp agro. It seems to be a decision process based on how easily the mobs could just turn around and wack you as compared to how far the other guy is with more agro.

If you want a good example, have a bard kite all of fear with any various degree of agro (from prox, to having twisted lots of songs, to used a bladestopper to rune himself, to low hp agro)....then take your monk or whoever and throw 1 jav at one mob in the train and then stand in the way of the train. See what happens - you get pulverized because of how easy it is for them to turn away from their main target to how close you are to them.
  #20  
Old 03-22-2013, 07:46 AM
falkun falkun is offline
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Low HP aggro is not 100% aggro. If you think that, you haven't tested it enough. As a bard, I have used low HP aggro to kite Burning Wood and Skyfire. Low HP aggro is a MASSIVE +hate modifier, however that can be overcome by sitting (which has a +hate mod) and other, more normal means (doing damage, healing, buffing, etc.).

It is common practice for bards that are low-HP kiting for the DoTer to relog/zone at certain intervals. I usually end up zoning because I'm at a hate level where standing I don't pull aggro, but sitting (to camp) adds enough hate the pack turns towards me.

To the person commenting on 2 wizards being able to nuke freely during low-HP kiting: the damage hate is split between 2 characters, neither with enough hate to pull aggro. Combined their aggro is likely higher than the kiter's.

Distance aggro checks are also active on this server. If two players have equal aggro on a kite and no other hate modifiers are present (so there isn't low-HP +hate mod, no sitting, etc.), then I guarantee you the pack will attempt to slay whichever player is closer.

Whether its "working as intended" or not is another matter. I'm just here to state:
1) Low HP aggro is a +hate conditional addition (it goes away when the player is above 19-20%, so the mob(s) WILL turn on another player with higher base-aggro).
2) Proximity is also a conditional modifier to hate.
3) Sitting contains a +hate conditional addition as well (you can stay in an aggro range between not having aggro when standing and having aggro when sitting).
Last edited by falkun; 03-22-2013 at 08:05 AM..
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