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sharpnipple

agression mechanics

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Can anyone explain me how aggression works here

was killing rb, tanker loses rb from time to time, aggression and hate aura are used on cooldown

 

sws/bd can reagro rb from tanker with his aggression skill

tanker can't take rb from party members even if they don't hit rb for ~2 minutes

when tanker uses aggression for ~5min before party starts to kill rb - nothing changes

 

i guess gms did something with mechanics, like drop of aggression counter after some period of time,am i wrong?

should it be fixed?

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 video from EU off classic, looks like it works same that boss at some moment decides to go frenzy and attacks random target (once sws, once DE archer, once dwarf, etc.), so i suppose it works just fine here

 

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From my experience (is not something i am sure about it, is something i just think it could be like, from my programming experience and player experience.

I think agresion mechanics working like this (from what i have in mind, i will say something, i even could forget somethings now, while i write, so dont take me like this is 100% what i have in mind)

When people attacks raid or use some skill on it, game keep 1 number for each player hitting or generating agro on raid.

Player1agro = X ammount, Player2agro = Y ammount, Player3agro = Z ammount, ...

Something important we can say is, each some period of time, these ammounts are decreased, so maybe each 1 sec, ammount are decreased for some other ammount.

 

Lets say one example:

1st

tank use agro, archer still didnt hit,

Player1agro(tank) = 1000

Player2agro(archer) = 0

Raid on tank

2nd

Tank has agro on reuse so can not agro, Archer start hitting.

Player1agro(tank) = 1000 - 100 = 900 (because agro is decreased 100 per sec for example)

Player2agro(archer) = 120 ( agro amount is calculated from a game formula what ofc, i dont know, and yes, more damage, more agro, so bigger ammount )

Raid on tank

3rt

Tank has agro on reuse so can not agro, Archer keep hitting.

Player1agro(tank) = 900 - 100 = 800 (because agro is decreased 100 per sec for example)

Player2agro(archer) = 120 - 100 (because agro is decreased 100 per sec for example) + 400 ( critical hit from archer so bigger ammount of agro )  = 420

Raid on tank

4th

Tank has agro on reuse so can not agro, Archer keep hitting.

Player1agro(tank) = 800 - 100 = 700 (because agro is decreased 100 per sec for example)

Player2agro(archer) = 420 + 0 ( because missed hit ) - 100 (because agro is decreased 100 per sec for example) = 320

5th

Tank has agro on reuse so can not agro, Archer keep hitting.

Player1agro(tank) = 700 - 100 = 600

Player2agro(archer) = 320 - 100 + 420 = 640

Raid on archer cause he generated more agro. 640 > 600.

6th

Tank use agro, Archer start run because got agro

Player1agro(tank) = 600 - 100 + 1000 ( agresoin skill used )= 1500.

Player2agro(archer) = 640 - 100 + 0 ( because archer just running ).= 540.

Raid back to tank.

7th..

 

This is only an example to try explain my point of view of how it works.

There are many other possible examples. so i am not saying it works always like this, i dont say that when tank use agro, he is taking agro from raid 100%. Only in this example happen that, but we can say other examples where it would not happen, if for example archer is generating more agresion becuase bigger damage.

 

I have to add that there are any other things on agresion mechanics, because some times after 20 minuts or 30, raid boss jump to prophet(or wc, the buffer of the party) and keep running on him like mad. So there is another more mechanics on agresoin mechanics. or it is a bit diferent like i said, or just complete diferent. :D

 

I just wanted to give my point of view.

 

________________________

And will add 1 more thing about this, going for all bad players that say that they dont get the agro of the raid, and they are using agresion, just agresion dont work, are their argues. When they are spamming agresion 1 time each 10-12-14 secs, and they keep saying agresion doesnt work. ofc it works, but not the way u think.

From what i explained up.

if u use agresion 1 time each 10 secs

after 9 secs u will have => Player1agro(tank) = 1000 - 9 x 100 ( 9 secs x 100 decreased agresion ) = 100

if u use agresion 1 time each 6 secs

after 9 secs u will have => Player1agro(tank) = 1000 ( from 1st agresoin)  + 1000 (from 2nd agresion at 6th sec ) - 9 x 100 ( 10 secs x 100 decreased agresion ) = 1100

In first case, after 9 secs tank agresssoin ammount is 100, and in 2nd case, tank agression ammount is 1100.

 

So yes, spam agresion so quick as possible is better. and is not that it is not working, point is it works in a diferent idea some guys think.

 

Thanks.

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 video from EU off classic, looks like it works same that boss at some moment decides to go frenzy and attacks random target (once sws, once DE archer, once dwarf, etc.), so i suppose it works just fine here

 

NO!

 

2BeNicePls

don't make qoute for your post, too much of useles text.sad but true

cmon progrmmer,read my post again

sws/bd can reagro rb from tanker with his aggression skill

when tanker uses aggression for ~5min before party starts to kill rb - nothing changes

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BeNicePls its fun calculation i got same feeling of it, but back in old l2. Coz ur calculations miss fact that RB reagro even on dwarf with lowest dmg, so its not fitting classic.

Anyway its good that RB random reagro on anything, i would vote for this, and its good, its avoid of brainless killing RB with afk archers and tank on "coin".
Brings more fun whats game about.

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 video from EU off classic, looks like it works same that boss at some moment decides to go frenzy and attacks random target (once sws, once DE archer, once dwarf, etc.), so i suppose it works just fine here

 

NO!

​thats your argument against this video? u can see sws cannot maintain boss on himself, so this RB mechanics looks like korean random, however as u can see, it works same on off

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I must agree, with many times on RB it works same like in video RB is on archer most of time and sometimes it hits random targets

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...

I have to add that there are any other things on agresion mechanics, because some times after 20 minuts or 30, raid boss jump to prophet(or wc, the buffer of the party) and keep running on him like mad. So there is another more mechanics on agresoin mechanics. or it is a bit diferent like i said, or just complete diferent. :D

   ...

This is a quote of my before message.

BeNicePls its fun calculation i got same feeling of it, but back in old l2. Coz ur calculations miss fact that RB reagro even on dwarf with lowest dmg, so its not fitting classic.

Anyway its good that RB random reagro on anything, i would vote for this, and its good, its avoid of brainless killing RB with afk archers and tank on "coin".
Brings more fun whats game about.

​I already said on my message, that even if some agro mechanics is working like i said, there are some more things on the agro mechanics because raid boss is jumping randomly in other chars that make low agression.

This doesnt mean that my point be wrong, just prove that there is something more working there to make that raid change target in some other way like i said.

 

No problem, see you. :D

Thanks.

 

 

 

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most of the things in l2 are just korean random, i wouldnt really try to find out mechanics behind this game

i know u said there might be different mechanics except what u explained benicepls, but some flaws with reducing aggression over time i could see is when u use 1 aggression and leave it like that, then at some point it will drop to 0 and boss should stop attacking, or even if not, then lvl 1 character with any dmg give to RB after that should get the aggression from the boss, which wouldnt happen

also i remember at lower levels it wasnt always good to just spam aggression, but sometimes wait with it when for example minion started to go for another target, if u perma aggroed, u would lose the minion either way, however if u waited for him to change target and after aggro, it always came back to u immediately

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most of the things in l2 are just korean random, i wouldnt really try to find out mechanics behind this game

i know u said there might be different mechanics except what u explained benicepls, but some flaws with reducing aggression over time i could see is when u use 1 aggression and leave it like that, then at some point it will drop to 0 and boss should stop attacking, or even if not, then lvl 1 character with any dmg give to RB after that should get the aggression from the boss, which wouldnt happen

And just that is what is happening man, the point is u didnt check well. :D

Sometimes after some time raid stop moving

And after some time of agresion from the tank, sws, bd or other class, if other char take his fist, hands, unwear his weapon, and hit any minion or the raid, u get the agro, even doing 1-10 damage. :D

 

And, even if this didnt work this way, i already said u can add some other mechanics, like for example, keep always the agro on at least 1 target, the last target that got the agro, even if the amount of agro goes to 0.

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 video from EU off classic, looks like it works same that boss at some moment decides to go frenzy and attacks random target (once sws, once DE archer, once dwarf, etc.), so i suppose it works just fine here

 

NO!

​thats your argument against this video? u can see sws cannot maintain boss on himself, so this RB mechanics looks like korean random, however as u can see, it works same on off

​My bad,didn't look at the date of video, thought it was rb after 15mins of farm in 2.0

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Sometimes even distance matters...i've noticed that casters/healers have a higher chance to take the aggro from the tank, if they are close to the boss...also different spells/skills have different ammount of aggro generation...while the tank only uses aggression, the sws/bd are hitting and using skills which can generate more aggro. Also the level difference matters...sometimes the rb focuses on the lowest level player in the group as it is considered an easier target....those are just personal observations might be all wrong :D

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Aggresion is an interesting topic in classic, from my observations rb/monsters can randomly swap to closest target even tank generating max agro, and damage dealer generating very little agro. Say for example you have a large pack of monsters that had been agroed multiple tanks, a dd that has hit monsters walks into the pack, theres a large chance for monsters to start targeting him instead of tank.

As for raid boss fights at least at low level ones. Assuming dds are all staying at long range and tank is keeping boss tightly far away from dds with agression , rb is unlikely to swap targets, only raid fighters seem to swap them.

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