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Threat conversation
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03-02-2012, 04:18 PM
Post: #16
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RE: Threat conversation
I thought I'd share the results of my tests, current as of 01/03/2012.
(03-01-2012 11:36 AM)Kor Wrote: Current threat understanding is that all damage done generates an equal amount of threat. Tanks generate 50% more, so 1 damage = 1.5 threat. Healing generates 50% less, so 1 healing = 0.5 threat. Confirmed (03-01-2012 11:36 AM)Kor Wrote: Unknown as to whether healing threat is applied equally to all targets, or split between targets as it was in WoW (ie. in WoW, if you were against 5 targets, healing the tank for 10 HP would generate 10*0.5 = 5 threat, split among targets, so 1 threat per target). Untested (03-01-2012 11:36 AM)Kor Wrote: Threat is pulled at 110% of the current aggro target's threat if the new threat target is in melee range, 130% if they are not. Unable to confirm Tested using a Sith Inquisitor and Khem / Sith Warrior on the Tatooine world boss. One player would build up roughly 100k threat on the boss and the threat required to pull the boss was measured. In every case the attacker required 130% threat to the precision of the particular test to pull argo from the original attacker - that is the final attack that pulled argo from the original attacker crossed the 130% threat threshold. If you were able to consistently pull threat from the current target at 110% on a particular encounter please let me know. (03-01-2012 11:36 AM)Kor Wrote: Still untested whether threat multipliers are additive or multiplicative, though. For example, Wither Confirmed I was able to confirm that the threat multiplier attached to the Sith Warrior's ability Backhand is multiplicative. (03-01-2012 11:36 AM)Kor Wrote: It is also unknown if there are any static threat factors from applying buffs or any other non-damage non-healing effects. Untested (03-01-2012 11:36 AM)Kor Wrote: Taunts instantly set your threat equal to the current aggro target's, as well as force the target to attack you for the duration of the effect. Other players would then need 110% or 130% of your threat (depending on their position) to pull off you after the effect ends. Unable to confirm Tested using a Sith Inquisitor and Sith Warrior on the Tatooine world boss. The tank would build up roughly 100k threat, stop attacking, taunt, and the threat required to pull argo was measured. Every test was consistent with a threshold of 169% threat required to pull argo after the taunt (1.3*1.3) – that is Taunt appears to set the player's threat level to 130% of the current target. Additional tests were performed using a Sith Inquisitor and Khem in a mid level dungeon. Khem would build up roughly 15k threat, stop attacking, and taunt three times (all abilities turned off and manually activated). 298% of Khem's original threat was required to pull argo consistent with Taunt functioning as listed above regardless of the mob's current target (1.3*1.3*1.3 = 219.7% original threat after the last taunt with 1.3^4 = 285.61% threat required to pull). Additional tests will be performed at a later time to validate this result. (03-01-2012 11:36 AM)Kor Wrote: The only threat reduction effects that currently work properly are Extrication Unable to confirm Tested using a Sith Inquisitor and Sith Warrior on the Tatooine world boss. The inquisitor built up well over 100k threat following which the tank built up sufficient threat so that a 5% threat drop would pull argo (at the time I was attempting to place an upper bound of the threat dump). When activated Cloud Mind dropped threat following which the Inquisitor continued damaging the world boss until argo was pulled. The additional threat required to pull argo back was consistent with a 25% threat drop. Additional tests will be performed at a later time to validate this result. |
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