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#111
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This post being from 2002 is kind of proving my point.
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alksley <rampage> / <awakened> / <TSS>
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#112
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And yes, aggro pulling WAS an issue on AoW late in the fight.
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alksley <rampage> / <awakened> / <TSS>
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#113
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Hey CSR When Will PNP Rule 14 Be Enforced?
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#114
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Hey CSR When Will PNP Rule 14 Be Enforced?
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#115
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I don't know what the aggro mechanics were but I know P99 isn't accurate. Aggro here is a joke.
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#116
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#117
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First of all, if they're out of melee range it's 30% less. Even if EVERY CH in a 10 man chain is for 5k, that's 3500 every 30 seconds on 3s chain. Even if you didn't proc a single time, white aggro alone in 30 seconds should be about triple that. Add in procs and yeah. And on live, aggro WAS a problem on long fights. We used to CotH clerics after a few tank swaps. Sitting down was dangerous too. Sit aggro is obviously non-classic here.
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alksley <rampage> / <awakened> / <TSS>
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#118
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Healing aggro is discussed here.
"Yes, healing is one for one, *however*- Healing requires an intelligence check on the part of the mob to notice it at all. "(Note that some mobs are coded to have a hate modifier regarding heals, but these inconsistent in the game world and not something you normally need to worry about)" was written for tanks- obviously, it is more pertinent for priests. Some mob types are less likely to notice a heal- this includes golems, clockwork, and undead. The easiest way to demonstrate this is to watch your "in/out of combat" box. Even with zero Spell Casting Subtlety, sometimes, you will not be put in combat for casting a heal. This was because the mob didn't notice you. Group heals are far more likely to be noticed, and generate more hate in general, because it forces a check for every person or pet that it hits, which can be anything from one (if you're using it while soloing for some reason or other), up to twelve (if you have a full group with pets) or more. Splash has a fixed hate amount so that you don't implode using it, but it too, is near impossible to stay off aggro using, due to the number of checks." Of course, the most non-classic aggro mechanic on p99 is w/r/t Undead. On live classic, undead attacked the closest person. Period.
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alksley <rampage> / <awakened> / <TSS>
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#119
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#120
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I mean, was healing aggro being 1:1 ever contested? Was heals being "noticed" ever contested? I thought this was along the lines of the busted NPC melee or charm mechanics here, just things we accept are broken by choice.
AoW should attack 2.5 times per round, here every raid mob quads every round, and does not take equipped weapons delay into account. It's so far from classic that EQEmu base build is far more classic than p99 at this point. Same with charm. Give your pet a Torch at any time period in live or EQEmu's existance, and it prevents quads. Here, it guarantees them. Has anyone ever suggested this ISNT broken? I figured heal aggro was like that. No one really thinks heals did no aggro, right?
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alksley <rampage> / <awakened> / <TSS>
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