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关于仇恨 (From 按到)

Let's start with what the Melee are doing, tanks especially.

Melee Threat: (Weapon Damage + Damage Bonus)/swing regardless of hit or miss or actual damage done.

Weapon Procs: 400 Threat is the cap based on mob max HPs (Total HP/15) for non damaging effects. If a proc has both an effect (stun, snare, slow, etc) and a damage portion the damage portion generates threat in addition to the effect cap. SO early game example is the SSoY = 400 cap +75 dmg = 475 threat / proc on mobs with over 6000 HPs. on a success
Threat in spell effects /procs is based on intent not success. So it doesn't matter if the stun, snare, or slow is resisted they hate you all the same. Extremely important for the tanks and why SKs and Pallys are the king and queen (sorry let's be honest Pallys) of threat. Also, level of the ability has no bearing either so spamming lowest level spell with a stun or snare component is often the optimal way to build threat due to mana cost and often cast time as well.

One odd weapon proc is Runes which I will get into further below. Runes act like heals in that they can generate social witness agro and their hate value is 2 x the absorption value of the rune. So Rune weapons unlike most other tank proc weapons will create "Area" agro because all mobs that witness that rune have their hate increased against you for that same amount regardless of target.

MOB Bonuses to Threat:
Just getting on a mobs threat list adds a 100 hate bonus when you utilize any ability except a dispel, tash, or the SK terror line being released in Luclin. This only occurs once/person the first time you do something to get on the agro list. So Sks should never pull with their terror line it doesn't give them the 100 threat tag bonus.

If you run up to a mob and let it proximity agro on you it only generates 25 hate. This bonus only happens once when the mob is first aggrod. So generally this only occurs on one person, but it can be applied to anyone within it's passive agro range if they were all their at the same time. So when a mob spawns on top of your camp it added 25 bonus to everyone.

If you run up to a mob and let it hit you first, you generate 125 hate
Undead will constantly check for melee range and hate the closest person in their melee range to an unreasonable degree despite threat totals outside melee range.

Melee Range generates the following hate Bonuses:
If the NPC < 4000 HPs then Bonus = 100 hate
If 4000 < NPC <60,000 HPs then Bonus = ((Max HP-4000) / 15) + 100
If NPC > 60,000 HPs then Bonus = 250 + (Max HP / 100) with a cap of 2250
This one is hugely important and why it's so hard to get agro off a summoned caster. You have to be able to land a taunt.

Sitting Threat differs inside and outside melee range and is all over the place
Sitting IN melee Range:
If you are sitting within melee range on a mob with less than 13k HPs than the agro is max HP/15
If you are sitting within melee range on a mob with greater than 13k HPs it very strangely goes DOWN and equals zero once a mob has more than 100,000 HPs so 1000 - (max HP /100). So on trash sitting helps spin agro back to you temporary though it may be, but on bosses it does next to nothing or nothing until you leave melee range.

Sitting OUT of melee range:
If you are outside melee range threat = max HP / 15 with a cap at 1000 Hate. So anything with more than 15,000 HPs is equal to 1000 hate when you sit outside melee range.

Low Health Agro Hate Bonus = NPC Max HPs with a minimum of 500 Hate and a maximum of 10,000 Hate

Spell Threat:

Non-damaging detrimental effects = Fear, Stun, Snare, Slow, Blind, Mez, and AC debuffs (the only high threat debuff) generate hate based on the mobs max HPs (Total HP/15) where the cap is 1200 threat. So any mob with more than 18,000 HPs receives max threat value of 1200. Root is excluded from this list.

Stat and Atk debuffs other than AC and Tash (special case)only generate 10 hate per effect. So if a debuff lowers poison/dis/cold/fire that is 40 hate. Malo then generates 40 Hate (it used to follow the scaling rule and was reduced because shaman were getting eaten too much with malo+slow).

Tash spell have it's own hate calculations there are flat for each version of the spell. Tash lines are upgraded at 18, 41, and 57. So they no longer generate threat based on HP/15 yet they each have a high threat component based on an approximate HP/15 for a level 18 mob, 41 mob or 57 mob.
Dispells = 50 hate per cast up to a maximum of 100 hate and after the second cast they generate no more threat.

Poison and Disease counters do NOT add additional hate like they used to. This was another reason the shaman and enchanter spells and most importantly SK disease cloud used to generate so much hate.

Each effect within a spell stacks. i.e. malo being 40 hate. Stun with a damage component will be (HP/15</=1200)+dmg value.

Hate from Damage Spells = base spell damage (excludes resists, crits, focus effects, AAs).

   Root generates 10 Hate (but then changes the agro rules for the mob based on distance to mob)

Hate from Runes = 2 x Absorption Value

Heals (Direct) = 2/3 the amount healed (excluding critical, focus, and AA bonuses) capped at 800 on targets level 1-50 and capped at 1500 on targets level 51+. So milking heals is really important not just from a mana efficiency standpoint but from a threat standpoint.

Heal Over Time (HoTs) spells only generate 10 Hate
Buffs = 9 hate even if they include a heal component. This is why many of the original HP buffs that produce a heal component had their heal values adjusted and mana values adjusted because people were using them to heal in original EQ not just because they were relatively efficient vs their direct heal counterparts but because they generated essentially no threat for the amount healed.

Witness Checks on Beneficial Spells: It is possible for the target of your target as well as any other mobs in the area to fail a witness check. This is especially important for Heal spells which have an approximate 50% witness fail rate. This means that 50% of the time they generated no threat to a mob.


Song Threat:

Despite the problems bards cause when their songs chain agro on a pull they actually don't generate that much threat which makes them horrible tanks despite the Plate....which don't get me started, they should be in leather.

Non-damaging detrimental spells only generate 40 hate on mobs over level 20. Below level 20 they have a bunch of wacky values but who cares.

Bard Buffs = 2 hate per party member effected and subject to witness checks. There are a couple that add more but at the end of the day nothing a bard does while a mob is in camp will ever pull agro off the tank.
Yolanda Monk
Grom    Warrior
Thea     Cleric
Medan   Wizard
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