Placacka
New Member

129 Posts |
Posted - 12/12/2003 : 12:07:08
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Docela zajímavé informace jsem našel na TCR foru, možná by stály za přečtení:
I don't want to sound presomptuous, I know many of you know these facts, but it seems to me many don't. So here goes, some general information about game mechanisms.
First, rampage. Most people know what an agro list is. A mob has a list of char names, with a hate value next to them. The list is in order of agro. So let's say a mob is unagro, the list is empty. I run near him inside his agro radius, he agros me, I get the first position on the list with a hate of (lets say) 1. Then yesod shots an arrow at him that does 25 dmg, and gets position 2 and an agro of (lets say) 25.
At this point, who will the mob go to. It depends on 3 things: hate, range and low hp. If we're dealing with a normal mob, like say an orc pawn, range wont matter much, hp wont matter much either, the orc pawn will be most concerned with hate. So in this case he would go for yesod.
Now what if we're talking about Tallon Zek. Well then it's an other story. His agro is based a whole lot on range and hp. In our scenario, if I'm closer to him than yesod, even if yesod has a higher hate, he will go to me.
Now for rampage, all that doesn't matter. I will get rampage because I'm 1st on the list, even if I stay at a hate of 1 and never melee him. The only cases when I would lose agro is if I die (or FD) or if I move out of his "rampage melee range" which is usually a bit larger than his melee range. If that happens, he will go to the next on the list that isnt currently a MT. If position 1 (me) just went out of melee range and then comes back in it, rampage will come back to me every time.
Second little bit of info. There's a point where hate will dominate the decision of who the mob will go to regardless of range and hp. Past that point, you have a build a pretty strong hate to come back in range of being able to get main agro on the mob. This is why we usually make the MT melee a mob solo for a bit, so that there is no chance that he will turn on someone else even if they do some big burst agro or if they get real close to the mob.
Now what happens if suddently the MT gets thrown very far from the mob (not that this doesnt apply to mobs with knock backs since these usually include a mem blur element in the spell). If the MT has lots of agro and is very far from the mob, then the mob will stand still, regen, and not move even if others go to agro them.
I'll give 2 examples where this can and has happened. Say a raid is killing phase 3 and a mob gates, but pretty far and still has a cleric on main agro. Well it will stand there and not do anything. Other example, Vindi is being splited, one of the guards gets casted by a far away shaman. Agro is passed to vindi, but since distance is pretty big, vindi doesnt come. He goes back to his pathing, but anyone trying to pull it will find it impossible to do.
Now there are 2 ways to break a mob from being still like that. First is the person on /assist has to come within a certain range of the mob. As soon as that person gets close the mob will charge them. Other way is for someone else to build enough agro, and then sit.
Hope someone read all that, its useful info.
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Placacka Grand Master of Chaos
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