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#21
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Nm.
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Last edited by Tecmos Deception; 09-20-2012 at 10:48 AM..
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#22
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Quote:
Rogean is saying that if two warriors have the same weapon and one does 200 damage and another 25 they'll generate the same amount of aggro because aggro isn't based on the damage you actually deal with your weapon but the "potential threat" your weapon has each swing. Instead of cherry picking a quote you might want to read the context!
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#23
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Yeah, reading farther into that thread I'm seeing the whole "aggro is based on the maximum potential damage... kind of" thing.
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Last edited by Tecmos Deception; 09-20-2012 at 11:06 AM..
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#24
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Hence why even when you miss a backstab or double backstab, you have a chance at pulling agro. The potential for dmg to be done was there.
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#25
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This whole theory is extremely clear watching two monks. One dual wielding and the other with a 2hb. The one doing the most damage will consistently hold aggro, regardless of weapon speed. The lack of aggro that a missed flying kick generates is also incredibly clear. So, regardless of what the forums say, I suggest taking actual practice into account. Fanatical speculation and assumptions are what causes absolutely off the wall theories like the offhand not having an independent delay. Check the facts for yourself.
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Last edited by Cippofra; 09-20-2012 at 02:23 PM..
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#26
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I have to say, I don't think the 'aggro is entirely based on swings' thing is correct. My experience is that if I have a 2hb that deals a whole ton of damage, and somebody is using 2 jade maces along with me, I will hold aggro, even thought they get MANY more swings than I do.
I suppose you could say that it's POTENTIAL damage, so the weapon ratio x swings per time period is the deciding factor, but I dunno. One way to test would be to have 2 players use the same weapon, same haste, one really bad at the weap skill and one good. If neither one can hold aggro lock, then its the weap ratio and swings. If the one with the good skill can lock down aggro, then its damage done. You'd have to overcome the 'current target' bias, so maybe something like let the poorly skilled player beat on it for a while, and then see if the well skilled player can eventually strip aggro. If they can't, its swings. If they can, its damage.
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The Ancient Ranger
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#29
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I'd really like to hear the conclusion to this matter. More swings doesn't necessarily mean more agro, but potential damage generates the threat?
Would be awesome if we could get dev confirmation on this.
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#30
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Quote:
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