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  #1  
Old 06-06-2009, 05:36 PM
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pfyon
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Just did some testing now. Setting that aggro rule definitely made it more interesting. Mobs will agro bots during combat if they do too much dmg or heal too much.

edit: any chance someone could add a note in the table describing what Aggro:SmartAggroList does so this problem shouldn't come up again for new users?
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  #2  
Old 06-13-2009, 01:11 AM
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ChaosSlayerZ
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I have simular problem.
I specificly set Aggro:SmartAggroList to FALSE so my pets can hold agro while I am also in melee but this only works for a split second

I sic pet on mob- let pet beat on mob for a WHILE - i use special TEST mob who has 1mln hp but hist back for only liek 1 dmg.

Then i come into melee range - mob ignore me.
I KICK the mob for liek 5 dmg - and ob IMMIDIATLY turns to me and starts beating on me like in last 5 min my pet gained no hate what so ever

I take a step back - the mob turns back to pet. I step back in and hit mob once for like 10 dmg- and again mobs entire attention is on me.

In other words, if I set Aggro:SmartAggroList to TRUE -= mob is always on me. If ist false- even with a LOT of time to gain agro, procing agro spells, nuking etc - as soon as i hit the mob just once- i have all the attention.

I realy wish this get fixed

as a side quetsion- do pets EVER realy taunt? I click "taunt" and pet always replies- "taunting now". WHile on LIVE I belive pet was saying "taunting now" when you click once, and "no longer taunting" when you click again. (they were taunting by default) On Emu I don't see any diffirence.
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  #3  
Old 06-13-2009, 01:56 AM
Shendare
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I don't know about bots, but the behavior you're describing is the way it's always been with pets in EQ. NPCs will always attack the pet's owner if he/she gets within melee range, no matter how much hate the pet itself has built up.

- Shendare
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  #4  
Old 06-13-2009, 02:10 AM
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ChaosSlayerZ
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Quote:
Originally Posted by Shendare View Post
I don't know about bots, but the behavior you're describing is the way it's always been with pets in EQ. NPCs will always attack the pet's owner if he/she gets within melee range, no matter how much hate the pet itself has built up.

- Shendare

you right on EQ, but thats why we have this RULE they put it to let agro manage itself.
What I am saying that rule isn't working
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  #5  
Old 06-13-2009, 02:16 AM
Shendare
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Roger that.

- Shendare
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  #6  
Old 06-13-2009, 03:19 AM
gaeorn
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From what I have heard, the rule is not for the sake of bot aggro. It just happens to affect bot aggro. The rule was put in to allow a server op to decide to use newer or older aggro code.

Both the old and the new set of aggro code works as intended when it was written. Unfortunately, neither works perfectly for the bots.
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  #7  
Old 06-13-2009, 01:23 PM
Congdar
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There are several other aggro rules that you can tweak. There's a melee range mod that matches your description above and several others:

Code:
RULE_BOOL ( Aggro, SmartAggroList, true )
RULE_INT ( Aggro, SittingAggroMod, 35 ) //35%
RULE_INT ( Aggro, MeleeRangeAggroMod, 10 ) //10%
RULE_INT ( Aggro, CurrentTargetAggroMod, 0 ) //0% --will prefer our current target to any other; makes it harder for our npcs to switch targets.
RULE_INT ( Aggro, CriticallyWoundedAggroMod, 100 ) //100%
RULE_INT ( Aggro, SlowAggroMod, 450 )
RULE_INT ( Aggro, IncapacitateAggroMod, 500 ) //mez, blind, charm etc etc
RULE_INT ( Aggro, MovementImpairAggroMod, 175 )
RULE_INT ( Aggro, SpellAggroMod, 100 )
RULE_INT ( Aggro, SongAggroMod, 33 )
RULE_INT ( Aggro, PetSpellAggroMod, 10 )
RULE_INT ( Aggro, StunAggroMod, 750 )
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