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Old 09-07-2006, 08:09 AM
EmanonCow
Sarnak
 
Join Date: Aug 2006
Posts: 35
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Aggro on Live:

Weapons:
SwingAggro:
On a 20/50 weapon with 15 damage bonus, every swing (hit OR miss) causes 35 points of aggro. 20 (weapon damage) + 15 (weapon damage bonus)

On a 6/18 weapon with 15 damage bonus, every swing causes 21 points of aggro.

Hitting, critting, and missing don't matter. The attempt to hit causes X aggro.

Procs:
For the most part, they work like spells. As an exception, procs of spells your class cannot cast cause less aggro if they are status effects.

A status effect proc (snare, stun, slow, etc) causes about 400 points of aggro (above and beyond any DD component).

Spells:
Nukes:
Crits and resists cause the same aggro as a hit. +% damage focus effects do not change the aggro generated by a nuke.

A nuke that lists at 500 damage does 500 hate.

DoTs:
I don't know how DoT aggro works.

Slows/Stuns/Snare/other status:
These do aggro that grows with the HP and Level of the mob. I don't know the formula.

Heals:
Heals generate aggro on every NPC who has the target on their aggro list. Small heals generate 1/2 a point of aggro for every point healed. There is a cap how much aggro a heal can generate.

HoTs:
These generate no more hate than a Buff.

Buffs:
Casting a buff on someone gives you 1 hate on every NPC who hates the person you buffed.

Kick/bash:
I believe these work just like melee attacks. Bash does "weapon damage" based off shield AC, and caps out at 25 "weapon damage". Kick I understand less.

HTH.
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