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Re: Aggro mechanics?
Posted: Wed Jul 19, 2006 1:47 am
by mehanson
borg9 wrote:<snip>... and btw Aen is not the only mob on the mainland to drop 'uber' loot.
namothil wrote:Gibbakin, Gibbakya, Fraketh, Cukan, Cukoo All the named primitives.
Hmmm, I guess our definitions of "uber" loot differ. I don't consider the jewels these guys drop to be "uber". Good, yes, but not "uber".
Of the "mobs" that dropped high level complete sets of armour (like Pei, Lixie, Aen,...) only Aen is left.
Re: Aggro mechanics?
Posted: Wed Jul 19, 2006 5:49 am
by iwojimmy
heading back in the direction of the original post,
Mobs will usually focus on a target within their attack reach, but do swing at others in that reach, possibly form who did the most damage to them ( anyone remember the hit-burst bug
)
however if a second mob joins the fight, it will usually ignore the tanks and go for the healers, or any female in Zorai light pants.
the tank needs to have taunt and circular atack to hold the attention of multiple mobs, and the magic using people need to be far enough back that the tank has room to work. This can be inconvenient as spells have a flight time - the closer you are the faster they hit.
there are exceptions to every rule, play the game and learn them
Re: Aggro mechanics?
Posted: Wed Jul 19, 2006 5:09 pm
by overide1
i am trying to remember some information mentioned back towards release and may be confused so bear with me here.
i recall some mention of "collision detection" working in combat. in essence the mob will attack whatever is closest first and then what ever ticks it off enough (agro) second. so, it will switch targets if another player builds up enough agro, it then moves (if its something other than a plant) over to the new target making it the closest target. plants may be the same or somehow differ i am not sure.
the way this comes in handy is that if the mob is attacking someone other than the tank the tank can run inbetween the mob and the mobs current target to get agro on him/her again.
i have done this in fights and do recall it working though i have not been the main tank enough times to be absolutely
so, something to experiment with i suppose.
Re: Aggro mechanics?
Posted: Thu Jul 20, 2006 12:48 am
by borg9
overide1 wrote:i am trying to remember some information mentioned back towards release and may be confused so bear with me here.
i recall some mention of "collision detection" working in combat. in essence the mob will attack whatever is closest first and then what ever ticks it off enough (agro) second. so, it will switch targets if another player builds up enough agro, it then moves (if its something other than a plant) over to the new target making it the closest target. plants may be the same or somehow differ i am not sure.
the way this comes in handy is that if the mob is attacking someone other than the tank the tank can run inbetween the mob and the mobs current target to get agro on him/her again.
i have done this in fights and do recall it working though i have not been the main tank enough times to be absolutely
so, something to experiment with i suppose.
Mobs can be pushed away from the group, even if you don't have aggro, they are 'mostly' soild.
Each mob type has different 'tactics' which are all learnable.
The one that seems popular with a lot of mobs is the shuffle, the mob will remain looking at the tank, but will shuffle around them until they are between the tank and the group, then it strikes at the group at the back.
Armas do this and will even attack a healer thats healed only once and the tank has been continously hitting it.
Its very hard to script how to deal with mobs in ryzom, but you can learn lots of tactics that will keep the group alive.
Try to avoid thinking in numbers, eg Nukers wait till the tank has hit 10 times then nuke the mob to death, and more about the fight itself, eg the healers are low on sap and hps, I will stop nuking and heal them, then go back to nuking.
There is a single class in Ryzom, its Homin, use the skills you have ALL of em (well maybe not harvest or craft, but I have seen it done
)
Re: Aggro mechanics?
Posted: Thu Jul 20, 2006 11:41 pm
by nygel36
thanks for the responses guys!
over the inital shock from the transition between newbie island and mainland, and man.. IM STOKED to play more! really fun game, totally refreshing from all the mmo's i have played in the past.
plus, as an added bonus, this community rocks!!
Re: Aggro mechanics?
Posted: Fri Jul 21, 2006 12:05 am
by tylarth
best tip to avoid non-tanks/soft team members getting aggro, is tank literally blocks the path way, using their presence to regain the aggro.
In a fight taunt alone will not pull a mob aggroing another, need to whack it too, and the other player is advised to back away and definatly not cast at point blank, distance lessens aggro.
aggro is partly increased by each aggro action, hence dual dagger users often pick up aggro even if another warrior is out damaging them.
multiple aggro can be held, but is tricky, circular attack is a must as is swaping targets to refresh a taunt on each, especially on a 'twitchy' mob (one trying to turn to attack healers/casters)