Calculating threat levels
1. We're not certain that's the entire equation; Castle posted it in a thread some time ago, but as I recall the wording of his post suggested it wasn't the complete formula.
2. We're not certain what floors/caps are involved in the equation
Edit: We do know there's at least a separate equation for AI Mod, and that depends on the AI in question, and that it can include a "kill the healer" value, though no current enemies in the game use it.
http://www.fimfiction.net/story/36641/My-Little-Exalt
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I found this formula for threat on Paragon Wiki:
Threat = Damage * Debuff Mod * AT Mod * AI Mod * Range Mod * (TauntDurationRemaining * 1,000)
However, according to this, if you do 0 damage to something, no matter how much you've debuffed or taunted an enemy, your threat rating will still be 0. Yet, you can clearly grab aggro without doing damage, via Taunt or a damage-less debuff. My assumption is that the value for "Damage" is floored at 1, which is a little weird. Is this correct?
This holds true for TauntDurationRemaining also. If you didn't taunt something then your attacks also wouldn't generate any threat, which seems not to be the case. My guess is (TauntDurationRemaining*1000) is also floored at 1. Is it?
Also, if a controller (AT Mod=1) uses Super Speed (Reduces AT Mod by 1), their AT Mod will be zero and thus they will totally stop generating threat no matter what they do. Isn't this awesome for say, that fire/fire blaster who keeps drawing too much aggro off of his less squishy teammates? Yet people don't seem to talk about it. Why is that?
Finally, regarding the argument of "Taunt does not absolutely ensure that you have aggro". We have the formula, why do people disagree so much? A Taunt effect with 2 seconds left will, all other things considered, generate as much threat as 2000 damage (assuming Damage is floored at 1), which is huge. That's like, twice the damage of a fully slotted Inferno, which I'm pretty sure even bosses can't survive. When you actually do damage (easily done to a bunch of mobs with just one AoE attack), the threat generated with Taunt gets even more ridiculous. And this is without even counting the fact that Tanks have 5 times the AT Mod of Blasters. Am I missing something here or do people just not look at this formula when they say they regularly peel aggro off of something a Tanker taunted?
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Damage probably is floored at 1.
People 'say' a lot of things. They rarely carefully test stuff.
For a while, there was a bug in the calculations which allowed a Scrapper to generate Taunt so high that a Tanker with Taunt and attacking couldn't get the agro off the Scrapper. That was carefully tested and repeated. And then it got fixed.
So, when people say they were able to peel agro off a Tanker who was Taunting and doing damage, they better have the demorecord file to prove it.
Now, if a Tanker was only Taunting and not doing damage, then maybe a Blaster can, by doing damage, generate enough Threat to get the agro. That would not be a bug. A tanker is only guaranteed to hold agro of a foe if there is a Taunt power in play with time remaining and having done damage to the foe.
But I'm willing into guess that it's most likely the case of a Tanker's Taunt duration expiring, or not laying a Taunt on every member in the group, or not doing damage, or the case of an AV which can resist Taunt.
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1. We're not certain that's the entire equation; Castle posted it in a thread some time ago, but as I recall the wording of his post suggested it wasn't the complete formula.
2. We're not certain what floors/caps are involved in the equation
Edit: We do know there's at least a separate equation for AI Mod, and that depends on the AI in question, and that it can include a "kill the healer" value, though no current enemies in the game use it.
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This. Castle gave us that VERY simplified formula a while back when Tankers were testing just how aggro worked. After doing some looking through the code, it was found that Threat in this game was calculated WAY differently than the Devs had thought. At the time, it was thought that Taunt was a binary state, just like a mez. If you Taunted a mob, he was on you, unless another player was able to stack up more than twice the Taunt duration.
Now we know that this is how Threat generally works. A lot of those values are based on exactly what you're fighting, and we have no idea what some of them are (for instance, we don't know what the RangeMod actually is, only that melee seems to be higher than range).
Most Debuffs have a value of 2, but this is not consistent across all debuffs. The highest that value can go, that I know of, is 8, but I don't think that that is a hard limit, just the most debuffs a single power has.
Most of those values in the threat formula should be floored at a set value higher than zero, but we don't know what that is. I will try to correct that page, since this isn't the first question we've had about that.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
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For a while, there was a bug in the calculations which allowed a Scrapper to generate Taunt so high that a Tanker with Taunt and attacking couldn't get the agro off the Scrapper. That was carefully tested and repeated. And then it got fixed.
So, when people say they were able to peel agro off a Tanker who was Taunting and doing damage, they better have the demorecord file to prove it.
[/ QUOTE ]I believe that ws also around the time of the release of Willpower, which does have a weaker taunt aura than other sets; WP Tankers were losing aggro to non-WP Scrappers (Dark Armor, Invulnerability, or using Confront) and Tankers, and people were confused.
http://www.fimfiction.net/story/36641/My-Little-Exalt
I found this formula for threat on Paragon Wiki:
Threat = Damage * Debuff Mod * AT Mod * AI Mod * Range Mod * (TauntDurationRemaining * 1,000)
However, according to this, if you do 0 damage to something, no matter how much you've debuffed or taunted an enemy, your threat rating will still be 0. Yet, you can clearly grab aggro without doing damage, via Taunt or a damage-less debuff. My assumption is that the value for "Damage" is floored at 1, which is a little weird. Is this correct?
This holds true for TauntDurationRemaining also. If you didn't taunt something then your attacks also wouldn't generate any threat, which seems not to be the case. My guess is (TauntDurationRemaining*1000) is also floored at 1. Is it?
Also, if a controller (AT Mod=1) uses Super Speed (Reduces AT Mod by 1), their AT Mod will be zero and thus they will totally stop generating threat no matter what they do. Isn't this awesome for say, that fire/fire blaster who keeps drawing too much aggro off of his less squishy teammates? Yet people don't seem to talk about it. Why is that?
Finally, regarding the argument of "Taunt does not absolutely ensure that you have aggro". We have the formula, why do people disagree so much? A Taunt effect with 2 seconds left will, all other things considered, generate as much threat as 2000 damage (assuming Damage is floored at 1), which is huge. That's like, twice the damage of a fully slotted Inferno, which I'm pretty sure even bosses can't survive. When you actually do damage (easily done to a bunch of mobs with just one AoE attack), the threat generated with Taunt gets even more ridiculous. And this is without even counting the fact that Tanks have 5 times the AT Mod of Blasters. Am I missing something here or do people just not look at this formula when they say they regularly peel aggro off of something a Tanker taunted?