Taunt Aura's and damage not working ?


Dechs Kaison

 

Posted

Anyone else notice that taunt Aura's and damage are not pulling enemy like they should only taunt works. I have tested it with both my DA tank and my ICE/ICE tank and aura's seem to be broken.

I tested it with 1 scrapper and myself on the team, on 5 enemy at a time scrapper did AOE all 5 went after him, CE Aura was up and me doing damage had no effect only taunt worked.


 

Posted

What type of scrappers was it? A lot depends on that. It's not rare for me to pull aggro off of tankers when playing my elec/shield due to the ridiculous AoE damage and taunt aura combination I have. After all, damage multiplies the "taunt value" so very high damage with medium taunt (such as a taunt aura) will allow for high taunt values.


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Posted

He was BS/SD but did not use shield charge during the test. I did not want them all dead in 1 hit.


 

Posted

SD has a notoriously strong taunt effect, even on scrappers. Couple that with the damage they do and SD scrappers almost always end up with the aggro.

Also, a lot of it depends on who got aggro first. From what I understand, to "steal" aggro from someone else, you need to double the magical threat value that the enemy calculates.


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
SD has a notoriously strong taunt effect, even on scrappers. Couple that with the damage they do and SD scrappers almost always end up with the aggro.
Well, it's not so much the taunt effect as the fact that it provides you with more damage (which is one of the variables that determines threat) along with a full strength taunt aura (16.875 seconds compared to the 13.5 second duration of the damage auras) as well as a debuff effect (which, depending on how the power itself is flagged to generate threat, can double the total threat generation).

It's not so much the taunt effect itself so much as the massive interaction between all of the various mechanisms that the power has (which, when you compare them to virtually any other power in the game, blow them completely out of the water).

Quote:
Also, a lot of it depends on who got aggro first. From what I understand, to "steal" aggro from someone else, you need to double the magical threat value that the enemy calculates.
Considering that the primary determining factor once you account for threat multipliers (taunt duration and debuff) is damage and Scrappers get more out of AAO than anyone else, it's not uncommon for a Scrapper to steal aggro from a Tanker even if the Tanker got there first, simply because they'll outstrip the threat generation of any Tank not spamming the hell out of Taunt (to get greater threat multiplication via a much longer duration) by doing so very much damage.


 

Posted

Quote:
Originally Posted by Reflexx View Post
Anyone else notice that taunt Aura's and damage are not pulling enemy like they should only taunt works. I have tested it with both my DA tank and my ICE/ICE tank and aura's seem to be broken.
Seems to be working fine to me. I did 3 task forces today with tanks (2 with electric armor, one with willpower). At one point, I did wonder why the enemies weren't paying much attention to me. Then I realized I had turned off my taunt aura to travel to the mission and forgot to turn it back on. When I turned it on, all was well.

FYI, I did have one person keep taking enemies off me - a /invuln scrapper. That's pretty much normal.


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Posted

Quote:
Originally Posted by Umbral View Post
It's not so much the taunt effect itself so much as the massive interaction between all of the various mechanisms that the power has (which, when you compare them to virtually any other power in the game, blow them completely out of the water).
Pretty much this. A Shield Scrapper is one of the highest threat generating combinations in CoH.

By the way, similar to Shield Scrappers, Brutes generate more threat than Tankers, too.

Quote:
Originally Posted by Umbral View Post
Quote:
Originally Posted by Dechs Kaison View Post
Also, a lot of it depends on who got aggro first. From what I understand, to "steal" aggro from someone else, you need to double the magical threat value that the enemy calculates.
Considering that the primary determining factor once you account for threat multipliers (taunt duration and debuff) is damage and Scrappers get more out of AAO than anyone else, it's not uncommon for a Scrapper to steal aggro from a Tanker even if the Tanker got there first, simply because they'll outstrip the threat generation of any Tank not spamming the hell out of Taunt (to get greater threat multiplication via a much longer duration) by doing so very much damage.
This is true, however, holding aggro off a Shield Scrapper is much easier than taking it from them. If the Tanker gets into the group first and is spamming Taunt and attacks they can hold aggro. If the Tanker gets into the group second and plays exactly the same, it's much harder for him to establish aggro since he first has to double what the Scrapper has already accumulated.

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Situations like this are one reason I consider Taunt mandatory these days for holding aggro. Threat generation can be pretty easy (vs Blasters, Defenders, Dominators, etc) or hard (Shield/Invuln Scrappers, Brutes) unless you have in depth understanding of threat mechanics - which isn't explained anywhere in game. The contrast between these situations is very jarring for people. - as evidence the OP thinking the mechanic was broken. It's why I don't think Brutes or Scrappers should have access to taunt effects that are near Tanker potency. If anything, Brute/Scrappers should be ~70% or less the duration of Tankers.

(Tanker damage mod is ~71.11% of a Scrapper, 67.72% with 5% crit chance, 64.64% with a 10% crit chance. Compared to a Brute with 75% Fury, Tanker damage is 60.29% of theirs.)


 

Posted

Ok that explains it, I did not know damage from other toon's could break taunt aura's. I always figured threat lvl 4.00 with 400% taunt will always pull over threat lvl 3.00 and damage they do was not a factor.
Next I will try it with a defender and see if I get the same thing.


 

Posted

Quote:
Originally Posted by Reflexx View Post
Ok that explains alot I did not know damage from other toons could break taunt aura's I always figured threat lvl 4.00 with 400% taunt will always pull over threat lvl 3.00 and damage they did was not a factor.
next I will try it with a defender and see if I get the same thing.
If you're not adverse to getting into the mechanics, I'd suggest reading ParagonWiki's article on Threat. Damage alone won't be besting your threat generation. Damage and taunt effects (like Shield / Against All Odds) will.

-edit-
Additional reading:
ParagonWiki article on Taunt (Status Effect)
Castle's initial post explaining threat (You should be able to read more of his posts from that thread, too.)