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View Full Version : Hate/Agro basics


Rok
12-23-2008, 04:22 PM
Hate: Each monster gives each player in combat with them a number based on what that player is doing, called Hate. In some other games this is called Threat.
Agro: The player with the most Hate on any particular monster gains Agro from that monster, meaning the monster attacks them.

I did a bit of testing in this area and would like to show you all my results.

1st Test
Graw, a helpful Black Orc in my guild, damaged a monster and then turned his back on it taking no further actions. I healed Graw until gaining Agro. We repeated this a number of times.
Result: I gained Agro whenever my healing done exceeded Graw's damage done.
Conclusion: The Hate from 1 point of damage = the Hate from 1 point of healing.


2nd Test
Graw body pulled one monster and damaged another, putting two monsters in combat. He then turned his back on them taking no further actions. I healed Graw until gaining Agro. We repeated this test a number of times.
Result: I gained Agro on the undamaged monster immediately and on the damaged monster when my healing done exceeded twice Graw's damage done.
Conclusion: The Hate from healing is split evenly between the monsters in combat.


3rd Test
I attacked a monster and then Graw taunted it off me. I then waited for the taunt debuff to wear off and healed Graw until gaining agro. We repeated this test a number of times.
Result: I gained agro eventually but could not find any pattern to the results.
Conclusion: Taunt gives an unknown amount of permanent Hate but the amount didn't seem to be based on anything. It was neither a flat amount, nor a flat amount on top of the Hate I had gained, nor a percentage of what I had gained.

LeviathanXIII
12-24-2008, 01:10 AM
The second test is by far the most interesting. This shows that holding many adds will disperse some of the hate generation from healers, and so long as the adds are not too much to cope with, will make holding aggro easier.

Nice work.

Tykero
12-24-2008, 11:07 AM
Very interesting! I hope to see more testing on this front for the PvE fellows.

Timthelord
12-24-2008, 06:27 PM
That's very ineresting. Thanks for that.

Melongod
12-27-2008, 02:47 AM
nice findings....very useful in slotting more efficent tactics...

Maestro Kenteko
01-03-2009, 11:16 PM
I wonder, does the hate work exactly the same with shields? Shields don't seem to count for contribution in terms of healing, do they provide a flat rate with healing or even aggro.

Does this also mean that the best people to guard are DoKs and WPs? Considering they both damage and heal, I'd imagine they would be aggro magnets (which they usually are).

LeviathanXIII
01-04-2009, 03:12 AM
I wonder, does the hate work exactly the same with shields? Shields don't seem to count for contribution in terms of healing, do they provide a flat rate with healing or even aggro.

Does this also mean that the best people to guard are DoKs and WPs? Considering they both damage and heal, I'd imagine they would be aggro magnets (which they usually are).

Against a single target boss (or one with few adds/nonrespawning adds) I generally guard a DoK. If there are a TON of adds and especially if they respawn, then I guard a sorc because AoE will pretty much always pull a ton of aggro that way.

Oizo
01-09-2009, 09:48 AM
Well, you're forgetting that there is another layer of agro that you are not testing. There have been times mobs have agro'd afk players. Meaning there is some other passive thing that affects agro that players have no control over.

Very interesting results, nonetheless!