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Does anyone know exact aggro mechanics?


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#1
konfeta

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Dragon fight aggro mechanics largely seem simple - it just uses its attacks in sequence depending on if there is something that can be hit by them (i.e. tail whip on things in the back, claw/bite on things in front, breath in a cone in front, projectile at player far away, wing vaccuum if there is a player in range to be hit by it, and the dragon specific special AoE move just to be a dick).

 

Out of the fight it seems to fly around randomly and strafe pre-set locations? The pertinent question here is the projectile spit attack, how does it choose when and whom to shoot it at?

 

Stealth type enemies seem fairly simple. They beeline for the backline the moment they are engaged. Not sure if it prioritizes by class or lowest HP or just random.

 

Commanders seem to just become mortally offended by whoever glances at them funny first and then chase that target until it dies or someone else does a ridiculous amount of damage to them.

 

 

So that leaves everyone else, and I am most confused by those. Sometimes they go for whoever hits them first, sometimes they go on whoever aggros the first member ofthe pack first, sometimes they just berserk against the AFK dude at spawn, and they seem to switch targets depending on random/distance/spite. WTF is up there? A hidden aggro meter per enemy? Pixie dust?

 

 



#2
Drasca

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I posted earlier on aggro if you want to use the search button.



#3
Dekibra

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this thread should be helpful:

 

http://forum.bioware...aggro behavior



#4
konfeta

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So based off that link, if I understood correctly:

 

1. Group of linked monsters will aggro on entire player party by attack or line of sight.

 

2. It will decide initial aggro based on a predetermined 'enemy class - player class' table (and whatever aggro was created by the attack that aggro'd the enemy).

 

3. Every member of the monster group will complete moving in range of their initially chosen target and attacking it, and then recheck how aggro was changed depending on player actions up to that point.

 

The only way to break a monster action and force it to recheck its targets is disabling effects. Stealth/taunt are only temporary aggro adjustments.

 

Well, just one question then. Does a player need to actually affect a monster to gain any aggro on on it, or just use abilities in its vicinity/line of sight? In other words, if monster A is chasing player X, and player Y is standing close by mashing everything on Monster B without affecting monster A, will monster A gain any aggro on player Y or will it just keep chasing player X forever?



#5
Campout King

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Yes bring Teamlexana into game, open door, wait for Druffy to appear :)
That is Aggro
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