hard controls vs soft controls


Aett_Thorn

 

Posted

Do they differ in taunt values? Which draws more aggo?


Teams are the number one killer of soloists.

 

Posted

Quote:
Originally Posted by SerialBeggar View Post
Do they differ in taunt values? Which draws more aggo?
First off I doubt you will find any two people agreeing to what constitutes hard and soft control. As far as "taunt" I assume you mean threat? City of Data may have the information you seek but I doubt it.

Try the Controller or Dominator forums.


 

Posted

Quote:
Originally Posted by SerialBeggar View Post
Do they differ in taunt values? Which draws more aggo?
Yeah, I think you're thinking of Threat, not Taunt, because almost not "controls" have a taunt value. Tanker/Brute attacks that do controls will, but that is more because they are Tankers/Brutes versus the control themselves.

As for which will generate more threat, that's going to depend highly on the control being used. Ones with a high amount of additional secondary effects will theoretically generate a higher amount of threat. However, enemy AI tends to hate being forced to stand still, so immobs and holds tend to generate a decent amount of threat (though with holds it doesn't generally matter, since they won't be shooting at you anyways). Compare this to something like a ToHit debuff, and the immob should generate more threat, though by how much, we don't really know.


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

 

Posted

Aett brings up a great point. Your answer will vary on an individual basis.


 

Posted

We don't know the coefficients for anything in the Threat formula, except the coefficient for the actual Taunt effect. Therefore, we can't give a definite answer.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

Quote:
Originally Posted by Fleeting Whisper View Post
We don't know the coefficients for anything in the Threat formula, except the coefficient for the actual Taunt effect. Therefore, we can't give a definite answer.
Well, we know the damage part, too, and AT mods.


Threat = Damage * AT Mod * AI Mod * RangeMod * DebuffMod * (TauntDurationRemaining * 1,000)


The values that we don't know are AI Mod, RangeMod (though we know that melee is ranked higher than range), and DebuffMod (though we know that MOST debuffs have a value of 2).


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

 

Posted

That's a general formula. There's more information on TauntDurationRemaining, because we were given that formula by Castle in a thread about why aggro could be stolen from Taunting Tankers. Castle went in and discovered exactly how Taunt works, and gave us that. The other variables presented may have other weights, and we know there's more to the equation than that (according to Castle, there's a "KillTheHealer" variable, which is currently unused)

We also don't know the rate at which Threat decays.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

Quote:
Originally Posted by Fleeting Whisper View Post
(according to Castle, there's a "KillTheHealer" variable, which is currently unused)
Actually that variable has a large value in my threat formula when fighting Cimerorans.
<.<


Dr. Todt's theme.
i make stuff...

 

Posted

Quote:
Originally Posted by Fleeting Whisper View Post
That's a general formula. There's more information on TauntDurationRemaining, because we were given that formula by Castle in a thread about why aggro could be stolen from Taunting Tankers. Castle went in and discovered exactly how Taunt works, and gave us that. The other variables presented may have other weights, and we know there's more to the equation than that (according to Castle, there's a "KillTheHealer" variable, which is currently unused)

We also don't know the rate at which Threat decays.
The "Kill the Healer" attitude isn't another variable. It would be part of the AI Mod. Yes, we do know that the spreadsheet for determining threat is vast, and has many variables. I was only pointing out that we know more about the formula than just the TauntDurationRemaining part.

The only items that are shady are:

AI Mod (obviously complicated)
RangeMod (we know how this generally works, but not the numerical values)
DebuffMod (we don't know if multiple debuffs stack, or if a single debuff is equivalent to multiple)


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

 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
The "Kill the Healer" attitude isn't another variable. It would be part of the AI Mod. Yes, we do know that the spreadsheet for determining threat is vast, and has many variables. I was only pointing out that we know more about the formula than just the TauntDurationRemaining part.

The only items that are shady are:

AI Mod (obviously complicated)
RangeMod (we know how this generally works, but not the numerical values)
DebuffMod (we don't know if multiple debuffs stack, or if a single debuff is equivalent to multiple)
Fun story with range mods, I know that once upon a time the giant monsers in Peregrine? They HATED ranged attacks. I had a friend who could solo them (waaaaay back when regen was either one shot them or you cant kill them) and I waited for him to take the monster down to like half life. Then I took ONE shot with my underslotted defender tier 1 blast. Guess who had aggro after that? :P