Sup yall it's me, its ya boy Kabby!
Tanking in MMOs is a pretty huge feature, so it would make sense for Dyescape to have this. This used to not be possible, but with the new rule engine, it should be possible for this kind of mechanic to be added to dyescape. But first, we need to explain a few ideas.
Threat vs Aggro
Aggro is defined as the condition of a particular mob attacking a particular player, whereas threat is defined as the numerical value that each player generates through items, spells, damage, casting beneficial buffs and removing harmful debuffs during an encounter which the mob(s) will use to determine which player(s) to attack. In most cases, this would be the person with the highest threat.
Transferring Aggro
Transferring aggro is generally done through the means of taunt abilities or other abilities that function similarly. If the mob is untauntable, another way to transfer aggro is to gain more threat than the person you want aggro from. This can be simply done by increasing DPS from the person who wants aggro and reducing DPS on the person dropping aggro.
Well, how do you generate threat?
Threat should be gained in different ways during an encounter like dealing damage, healing, buffing or debuffing. Each of these actions has a set value of how much threat they generate. Here are some example numbers, though the content team would be free to edit these.
Damage: Damage generates threat 1-to-1 ratio. This means if you deal 100 damage, you generate 100 threat. Critical hits do not generate double threat and some spells and attacks would have different ratios, for example, a knight spell could have 1.5x threat generation so knight players can more easily keep aggro.
Healing: Healing generates threat 1-to-0.25 ratio. This means if you heal 100 health, you generate 25 threat. As it's not directed towards a specific mob, healing generates threat evenly towards each mob the group is in combat with.
Lifesteal: Abilities with lifesteal do not calculate both damage and healing. They would only generate the damage amount of threat.
Buffs/debuffs: Buffing or debuffing will both generate a set amount of threat, depending on the effect. Similarly to healing it will be split among all mobs the group is fighting.
That's cool and all, but why would you need this?
Simply put, you need this to make tanking really work. Sure there could be some workarounds like mobs attack the first person who hit them or the person with the highest armor value, but a threat mechanic makes it more flexible, interesting, and dangerous since a bad tank could possibly drop aggro and wipe the whole party.
Well if threat comes from damage, wouldn't the DPS always get aggro?
This can be avoided by giving tanks access to abilities like taunt, which transfers them aggro instantly or abilities that have increased threat generation. And if that still isn't enough, you can make it so tank specs gain a passive 1.2x threat generation or something along those lines. With that, and having abilities on DPS that allows them to either passively reduce their threat generated or by having abilities that zero their threat there shouldn't ever be a problem of DPS getting aggro unless the tank doesn't understand what they're doing.
Also from what Zirker said, this might already be a planned idea / it has at least been discussed by the content team.
Also two suggestions two days in a row Pog
Tanking in MMOs is a pretty huge feature, so it would make sense for Dyescape to have this. This used to not be possible, but with the new rule engine, it should be possible for this kind of mechanic to be added to dyescape. But first, we need to explain a few ideas.
Threat vs Aggro
Aggro is defined as the condition of a particular mob attacking a particular player, whereas threat is defined as the numerical value that each player generates through items, spells, damage, casting beneficial buffs and removing harmful debuffs during an encounter which the mob(s) will use to determine which player(s) to attack. In most cases, this would be the person with the highest threat.
Transferring Aggro
Transferring aggro is generally done through the means of taunt abilities or other abilities that function similarly. If the mob is untauntable, another way to transfer aggro is to gain more threat than the person you want aggro from. This can be simply done by increasing DPS from the person who wants aggro and reducing DPS on the person dropping aggro.
Well, how do you generate threat?
Threat should be gained in different ways during an encounter like dealing damage, healing, buffing or debuffing. Each of these actions has a set value of how much threat they generate. Here are some example numbers, though the content team would be free to edit these.
Damage: Damage generates threat 1-to-1 ratio. This means if you deal 100 damage, you generate 100 threat. Critical hits do not generate double threat and some spells and attacks would have different ratios, for example, a knight spell could have 1.5x threat generation so knight players can more easily keep aggro.
Healing: Healing generates threat 1-to-0.25 ratio. This means if you heal 100 health, you generate 25 threat. As it's not directed towards a specific mob, healing generates threat evenly towards each mob the group is in combat with.
Lifesteal: Abilities with lifesteal do not calculate both damage and healing. They would only generate the damage amount of threat.
Buffs/debuffs: Buffing or debuffing will both generate a set amount of threat, depending on the effect. Similarly to healing it will be split among all mobs the group is fighting.
That's cool and all, but why would you need this?
Simply put, you need this to make tanking really work. Sure there could be some workarounds like mobs attack the first person who hit them or the person with the highest armor value, but a threat mechanic makes it more flexible, interesting, and dangerous since a bad tank could possibly drop aggro and wipe the whole party.
Well if threat comes from damage, wouldn't the DPS always get aggro?
This can be avoided by giving tanks access to abilities like taunt, which transfers them aggro instantly or abilities that have increased threat generation. And if that still isn't enough, you can make it so tank specs gain a passive 1.2x threat generation or something along those lines. With that, and having abilities on DPS that allows them to either passively reduce their threat generated or by having abilities that zero their threat there shouldn't ever be a problem of DPS getting aggro unless the tank doesn't understand what they're doing.
Also from what Zirker said, this might already be a planned idea / it has at least been discussed by the content team.
Also two suggestions two days in a row Pog