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Inferno Gargoyle

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Re: Inferno Gargoyle

Postby Firon » 31 Oct 2015, 05:32

Too many quotes...
SupremeTentacle wrote:Taunt doesn't seem to work very well as other players still seem to be able to take aggro. The game's aggro mechanics seem to work more off the number of times a monster is re-aggro'd.

Tekato wrote:
Winter de Solis wrote:
Winter de Solis wrote:So one would need multiple taunts on one weapon then?

Hi, I just came back from looking up onigiri wiki and I think you made it sound like aggression depends on the number of times a monster is aggravated, disregarding damage values.
I just checked the wiki and it said taunt at skill level V is 1k, meaning it accounts for 1k damage?
Wasn't serious about adding all three taunts to my spear but was just pointing out the phrasing 'the number of times a monster is re-aggro'd,' makes it sound like monsters are aggressive to the number of times it is hit.

Tank builds aren't viable in this game period so there is no need for taunt in fact it should be removed.


This is what I've heard from a semi-reliable source:
Using a skill multiplies aggro (generally by ~50+)
Using Taunt adds aggro
Aggro is reduced over time
Aggro is capped at 1000000...

So, yeah. Taunt doesn't help much.

There's also the fact that things don't necessarily attack the player with the highest aggro and may go after a random person, the first attacker etc.
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Re: Inferno Gargoyle

Postby Ryxa » 31 Oct 2015, 09:07

No one knows how aggro actually works. (Actually, I could probably go find out but that sounds like a lot of work.)

My suspicions are the following:

- The player that causes the monster to spawn
- The player that has dealt the most total damage to said monster
- The player that dealt the most damage within a certain time frame
- Monster occasionally will not switch aggro after a certain amount of switches
- Totally random for no reason
- Nearest player
- First player to deal damage to it
- Player to hit the target monster the most times
- Player that hits the target monster the most times within a time frame

Those are the patterns I remember off the top of my head. Some monsters seems to take any combination of those as well with varying priorities.
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Re: Inferno Gargoyle

Postby Tekato » 31 Oct 2015, 10:36

tl;dr: Taunt is useless and should be removed from the game and anyone considering using it has reached new levels of autism.
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Re: Inferno Gargoyle

Postby SupremeTentacle » 31 Oct 2015, 12:30

My observations regarding aggro:

Monsters do not have aggro upon spawning.
After a monster is done spawning, it will aggro on the first player that enters its aggro range.
This first target is assigned an initial aggro value.
Anyone that attacks the monster will generate aggro.
Whoever has the highest aggro will cause the monster to aggressor on them.
Monsters can only change aggro several times before permanently aggroing on one person. This counter is reset if the monster kills someone.
Some monsters may randomly switch aggro simply because fuck you. This seems to be time based. If the monster has already "permanently aggro'd" before this occurs, the monster's aggro counter is NOT reset, even if it kills the person that it suddenly decided to turn on.

Taunt VII does practically nothing. A test I conducted about a year ago has yielded the following:

Player A spawns an Ungaikyou.
Ungaikyou aggros on said player.
Player A does NOT hit Ungaikyou.
Player B taunts Ungaikyou with a rank 7 version of the skill.
Ungaiykou don't give no fucks, and remains on player A.

I didn't really repeat this test recently, but this was after we confirmed that taunt has an aggro value associated with it. That said, there have been no patch notes regarding taunt, and hence, you can assume that it works in the same way.

The conclusion that this scenario implies is that taunt does so little it cannot even steal spawn aggro. And hence, like intimidate, it really isn't worth using.
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Re: Inferno Gargoyle

Postby Winter de Solis » 31 Oct 2015, 13:07

SupremeTentacle wrote:My observations regarding aggro:

Monsters do not have aggro upon spawning.
After a monster is done spawning, it will aggro on the first player that enters its aggro range.
This first target is assigned an initial aggro value.
Anyone that attacks the monster will generate aggro.
Whoever has the highest aggro will cause the monster to aggressor on them.
Monsters can only change aggro several times before permanently aggroing on one person. This counter is reset if the monster kills someone.
Some monsters may randomly switch aggro simply because fuck you. This seems to be time based. If the monster has already "permanently aggro'd" before this occurs, the monster's aggro counter is NOT reset, even if it kills the person that it suddenly decided to turn on.

Taunt VII does practically nothing. A test I conducted about a year ago has yielded the following:

Player A spawns an Ungaikyou.
Ungaikyou aggros on said player.
Player A does NOT hit Ungaikyou.
Player B taunts Ungaikyou with a rank 7 version of the skill.
Ungaiykou don't give no fucks, and remains on player A.

I didn't really repeat this test recently, but this was after we confirmed that taunt has an aggro value associated with it. That said, there have been no patch notes regarding taunt, and hence, you can assume that it works in the same way.

The conclusion that this scenario implies is that taunt does so little it cannot even steal spawn aggro. And hence, like intimidate, it really isn't worth using.


I see. In other words, it's broken.
I did mention it on suggestions thread to fix it and make it useful.
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Re: Inferno Gargoyle

Postby SupremeTentacle » 31 Oct 2015, 13:51

Not so much broken as useless. If you taunted the same thing like seven times before anyone else attacked it, it would actually turn on you.

Taunt will remain completely useless unless they change it so that it automatically perma-aggros the monster on you for X seconds.
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Re: Inferno Gargoyle

Postby Winter de Solis » 01 Nov 2015, 01:17

SupremeTentacle wrote:Not so much broken as useless. If you taunted the same thing like seven times before anyone else attacked it, it would actually turn on you.

Taunt will remain completely useless unless they change it so that it automatically perma-aggros the monster on you for X seconds.


To me that is a very useful advice.
Should base X seconds on the rank of taunt skill.
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Re: Inferno Gargoyle

Postby SupremeTentacle » 01 Nov 2015, 11:28

I believe that, even if they were to implement something like that, it would have to be of a shorter duration than that.

Because of Lv. 117 magatama and the Chidori alcohol, the average player will have 50-59% cool down reduction. This means that their taunt 7 will always be up before the taunt debuff expired, allowing permanent aggro.

*Imo* there should be downtime to the skill.
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Re: Inferno Gargoyle

Postby Tekato » 01 Nov 2015, 11:28

Winter de Solis wrote:
SupremeTentacle wrote:Not so much broken as useless. If you taunted the same thing like seven times before anyone else attacked it, it would actually turn on you.

Taunt will remain completely useless unless they change it so that it automatically perma-aggros the monster on you for X seconds.


To me that is a very useful advice.
Should base X seconds on the rank of taunt skill.

Either way even if taunt was useful for keeping aggro it wouldnt really help much since you still have to build for damage and dodge all the bosses attacks.. Also most of the bosses attacks hit a wide area even if its focused on you they can still get hit so tanking is pretty pointless everyone should be dealing damage and pulling their own weight so they can kill it faster anyway.
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Re: Inferno Gargoyle

Postby Ryxa » 01 Nov 2015, 11:37

I'd rather not see taunt become useful. It's already hard enough with people who somehow gain aggro by doing like 5k damage and then run like headless chickens. Imagine all the level 60 leechers who want to be "helping".
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