Taunt, Brutes, and I Trials


Aett_Thorn

 

Posted

One of the devs published the mechanism for threat a couple of years back - something very similar to


Character Threat*Damage*(1+1000*taunt duration remaining )/Distance

as a result it is possible but difficult to pull aggro from a taunter with pure damage if you are close and the taunt has little remaining duration.
A scrapper using a taunt however is much more likely to pull aggro off of a tank especially if the tank is taunting from range.
Where the tank has an advantage is that their ALL primary and secondary attacks apply a short duration taunt in addition to any taunt aura and taunt power in use.


Mind of Gaia lvl 50 Defiant's first Mind/Storm 'troller.
Deadly Doc 50 Dark/Dark Corr
and lots more on Pinnacle,Union and Defiant

 

Posted

Quote:
Originally Posted by Gaia View Post
One of the devs published the mechanism for threat a couple of years back - something very similar to


Character Threat*Damage*(1+1000*taunt duration remaining )/Distance

as a result it is possible but difficult to pull aggro from a taunter with pure damage if you are close and the taunt has little remaining duration.
A scrapper using a taunt however is much more likely to pull aggro off of a tank especially if the tank is taunting from range.
Where the tank has an advantage is that their ALL primary and secondary attacks apply a short duration taunt in addition to any taunt aura and taunt power in use.
Are you sure that it's divided by distance? The Threat formula that I know also contains AI mod, AT mod and debuff Mod values


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
But you have to read the next few sentences as well:

"While a Tanker or Brute should normally be able to build Threat much faster than any other Archetype (especially with the help of the Taunt in all of their attacks), Castle's post was prompted by Issue 11 testing with a Tanker using Taunt that was unable to pull enemies away from a Willpower Scrapper using Rise to the Challenge. The combination of the Scrapper's enemy proximity, pulsing Taunt, and constant damage far outdid the ranged Taunt by the Tanker. "

Notice the "constant damage" part, meaning that the Scrapper must have been attacking (since Willpower lacks a damage aura, it couldn't be that).
You're right -- *I* missed that part! I was misdirected by "I know of that famous experiment where a Tanker sat taunting an enemy off a Scrapper and the enemy never moved due to proximity" in the OP, and had even guessed that it was an Invuln scrapper doing truckloads of damage before I saw the link.

I didn't prove anything that most of us didn't already know -- sorry!


"But it wasn't anything some purples and oranges and lots of screaming in fear couldn't handle." -- Werner

30 level 50's: 12 scrappers, 7 other random melee types, 11 blaster/blapper/support squishies, two accounts, and a TON of altitis since 4/28/04

 

Posted

Quote:
Originally Posted by Darth_Khasei View Post
The taunt power is wonderful. It is the best aggro gathering tool in the game. Take it, slot it, use it, love it and be loved by your team as a competent meatshield!
I wouldn't say its the best aggro generator. Taunt (the power) shines when it is supplementing other methods of aggro generation, but not as a sole aggro generator. Passive aggro generation is far more useful (taunt auras/attacks with taunt components).


 

Posted

I recently respec'd into Taunt on my SS/Fire brute, and really love it. To the extent that now when I exemp down lower than the power pick, I'm really frustrated to find I don't have Taunt.

It's totally subjective feedback, I know, but with Taunt, I feel like I "own" whatever situation I'm in.


 

Posted

Quote:
Originally Posted by Eldorado View Post
the tanker was able to pull six of the villains off the scrapper at a time with Taunt.
You're an overachiever. The Tanker Taunt power is capped at 5 targets per use (multiple uses will let you stack up to the aggro cap, of course).


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
Are you sure that it's divided by distance? The Threat formula that I know also contains AI mod, AT mod and debuff Mod values
Yes definitely distance was a major factor.
There was a much older guess as to how it worked (from about 5 years ago) before they properly understood how the game worked are you thinking of that?
The AT mod and possibly debuff mod is effectively present in that - it affects the character threat i.e. the threat you see in character stats and reduced by 1 for stealth.


Mind of Gaia lvl 50 Defiant's first Mind/Storm 'troller.
Deadly Doc 50 Dark/Dark Corr
and lots more on Pinnacle,Union and Defiant

 

Posted

Quote:
Originally Posted by Gaia View Post
Yes definitely distance was a major factor.
There was a much older guess as to how it worked (from about 5 years ago) before they properly understood how the game worked are you thinking of that?
The AT mod and possibly debuff mod is effectively present in that - it affects the character threat i.e. the threat you see in character stats and reduced by 1 for stealth.
The formula that we were told directly by Castle is:

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


If you know of any place where the Devs have discussed further refinements of that formula, I'd love to see the discussion.


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 Sailboat View Post
You're an overachiever. The Tanker Taunt power is capped at 5 targets per use (multiple uses will let you stack up to the aggro cap, of course).
While you have a very good point, RttC's Taunt duration is so short (1.25 sec) that against +2s (80% effectiveness) it wears off right as it pulses again, and against anything above that it simply won't hold aggro without attacking. If the mission was set to +2/x8 but the mobs were +3 they could have just been going to find new targets anyway.

Quote:
Originally Posted by Aett_Thorn View Post
The formula that we were told directly by Castle is:

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


If you know of any place where the Devs have discussed further refinements of that formula, I'd love to see the discussion.
I think that what they're saying is that the RangeMod in your formula is an inverse of distance in theirs. With DebuffMod and AIMod typically unknowable on the player end but identical when using the same powers against the same mob, that would make them functionally equivalent.

On topic, I like having Taunt to get aggro on BAF to prevent sequestering when someone else is taunting and gets their second warning, or to bring things to the edge of patches in MoM. It has a use, but in a limited role... and I think the -range isn't resisted by AVs but I haven't specifically checked. I just know that if they're at range they come in closer.


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Originally Posted by PleaseRecycle View Post
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Originally Posted by Brillig View Post
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Posted

Quote:
Originally Posted by Siolfir View Post
I think that what they're saying is that the RangeMod in your formula is an inverse of distance in theirs. With DebuffMod and AIMod typically unknowable on the player end but identical when using the same powers against the same mob, that would make them functionally equivalent.
Well, we weren't really told how to calculate RangeMod, though. It might be equivalent to dividing by distance, or it might be a flat value for melee powers, and a lower value for ranged powers. A ranged power used at melee range might not generate any more threat than if its used at full range.

DebuffMod is usually 2 if there is a debuff associated with the power.


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 Sailboat View Post
You're an overachiever. The Tanker Taunt power is capped at 5 targets per use (multiple uses will let you stack up to the aggro cap, of course).
Heh - five, six, I'd mentioned early on that I couldn't remember (or find the link that you found) exactly how many targets Tank Taunt hit. My "big point" was that the tanker COULD Taunt things off a scrapper who was holding aggro with ONLY RttC. (Which as mentioned up-thread, REALLY isn't much of an accomplishment.)

Moving back to (or on to) the belief that Taunt sometimes seems to be "broken," I'D like to know how (or why) Taunt in PvE sometimes seems to cause runners to flee even faster. I saw it again last night with my claws/WP scrapper, who was teamed with a SS/invuln brute on +2/x8. We dove into a spawn, defeated all but villain, and the last one took off, so I tried to taunt him back. (And another thing: what sort of "OMG too much damage!" mechanic causes a villain to flee RttC and Invincibility auras in the first place?) Usually runners will come back, but...

It was, as always when it happens, kind of odd to see the target stop, run a few steps back toward me, then turn again and run two rooms away -- thanks to the targeting reticule, I can watch them through walls as they flee for their lives. Sometimes I'll chase after them and hit them with a second Taunt with zero effect, even though it lands.

I've seen it before, often with bosses but also with LT's and minions, and filed it under both "petition" and "bug report." The only thing I ever get back from Support is an e-mail saying "they'll forward it to QA and see if they can replicate it," which means I never hear anything else.


"But it wasn't anything some purples and oranges and lots of screaming in fear couldn't handle." -- Werner

30 level 50's: 12 scrappers, 7 other random melee types, 11 blaster/blapper/support squishies, two accounts, and a TON of altitis since 4/28/04

 

Posted

Quote:
Originally Posted by Eldorado View Post
Moving back to (or on to) the belief that Taunt sometimes seems to be "broken," I'D like to know how (or why) Taunt in PvE sometimes seems to cause runners to flee even faster. I saw it again last night with my claws/WP scrapper, who was teamed with a SS/invuln brute on +2/x8. We dove into a spawn, defeated all but villain, and the last one took off, so I tried to taunt him back. (And another thing: what sort of "OMG too much damage!" mechanic causes a villain to flee RttC and Invincibility auras in the first place?) Usually runners will come back, but...
Well, since it simply modifies your Threat and the AI fleeing is likely due to your Threat far exceeding a value it feels capable of dealing with (based on its chance to hit, attacks available, etc. - it's probably a calculated heuristic), increasing the Threat further would only make it that much more likely to flee under the same conditions, right?

WAI.

(Disclaimer: I have no idea what the AI is actually checking for or against, nor how it determines which state to enter; but it seems likely that the default action is to attack the highest Threat first, approaching to get the better (melee range) attacks, and flee if it feels it has no chance.)


Quote:
Originally Posted by PleaseRecycle View Post
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
Quote:
Originally Posted by Brillig View Post
It's hard to beat the entertainment value of Whackjob Wednesdays.

 

Posted

Placing mobs where you want them to be is an important part of successful, quick Incarnate Trials. Because of that an auto-hit taunt is very valuable.

It's also useful for hover taunting difficult mobs like the War Walkers and the Avatar of the Hamidon in the Underground trial; by hover taunting, you'll keep the league from being hit by Lethal Force.

It's a pro tool for Incarnate Trial leaders.


The Paladin
Steel Canyon, Virtue
Exalted

@Paladin