- Is lowered framerate the key to overcoming immobility due to lag and clipping.
- Do the number of mobs in the train affect /heal aggro.
As for the second question. It arose when discussion of Astral Burning in MMM took place in a BG-forum thread. Some suggested that putting distance between you and the train would solve the problem of some mobs simply not aggroing the puller. This seemed to suggest that too many mobs in close vicinity would hamper eachothers detecting and aggro abilities. They definitely path much much worse with all their buddies around, but as far as I could tell last night, the /heal aggro kept working on jellies which I pulled when I already had a large train. So I don't know why those mobs in MMM would refuse to aggro sometimes or if being far from the rest of the train actually helps.
On Aggro
One thing I accuse people of often is not knowing how aggro and enmity work. While fighting a ZNM I suggested people log off and let the kiter die to reset the rage timer. They then proceeded to log back on immediately before the kiter could die and were taken aback by the fact that they still had hate on the mob. Gaining and losing aggro are not very complex mechanics, but even the basics about it haven't become common knowledge quite yet. I have to admit there are still a few things I need to figure out myself. I've written down some things I'd like to test so that I can better understand some of the seemingly abnormal occurrances.
A long time ago (January 2008) I did some testing solo and in party with Cyrille and Stellina (special thanks to those two) and found out some things for myself. I made a thread about it on BG forum, but it didn't get much attention and only started a discussion about Darters in Dragon's Aery. Here is a link to that thread. Most of what I wrote is still accurate. However, the deaggro timer seems to reset not when an action is taken on you, but when they are able to detect you. I had mentioned both as if they were both a requirement, but it seems only detection plays a part. Also, it seems that water triggering deaggro may still be tied to the timer unlike what I said in that thread. Also, since detection plays a role, the deaggro timer is probably a bit shorter than the 25 seconds I first assumed. You should definitely ignore some of my early replies as I apparently can't read and it's painful to look back on (except that one pwnage post where I disputed what Rena said with proof). I can't truly take credit for discovering anything, but as far as I can tell I was the first person to do such testing and I don't believe the party aggro mechanic was known or understood. I hope I'll be able to continue this line of testing after postponing it for so long.
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