Looking4Group / L4G_Core

Looking4Group Core
http://looking4group.eu
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npc reaction during player invulnerability or player cc or npc movement restriction #419

Closed Xadras closed 7 years ago

Xadras commented 9 years ago

Prenerf Mechanic:

This issue is partly solved, works for player invul and player cc, movement restriction still not fixed.


[ENG] During Player invulnerability or cc all npcs who have this player as highest threath target should switch to the second and so on. During root effects, npcs should always attack the highest threath target that is in melee range.

[GER] Wenn ein Spieler einen Unverwundbarkeitseffekt oder CC auf sich wirken hat sollten alle NPCs von diesem Spieler ablassen und stattdessen Pets und andere Gruppen / Schlachtzugsmitglieder angreifen welche auch in der Aggro geführt werden, bzw die mit dem NPC infight sind.


Iceblock will remove threat for the duration of Ice Block. When Ice Block wears off, some threat is restored.

http://www.wowhead.com/spell=45438/ice-block#comments, http://db.looking4group.eu/?spell=45438

By Tehsteve (3,945 – 6·30) on 2007/02/15 (Patch 2.0.7)
Just a little something to add. Mob's aren't quite as stupid as we think they are. If they notice that their attacks aren't affecting you because you're invulnerable they'll look for something nearby to attack. This can be anything from a teammate to an escort NPC. You've been warned...

Rarehunter on 2007/12/09 (Patch 2.3.0) The thing is, enemy AI actually depends on aggro. If you run in, and you're the only one on their aggro list, your Ice Block WILL cause the mob to continually attack you, even though you are 'Immune' to their attacks. If a party member or escort NPC helps/assists you or does anything to the mob in any way the mob will instead target the party member or NPC.

By TheMuffinMan (40,558 – 7·38·187) on 2008/12/03 (Patch 3.0.3) Ice Block simply makes you an invalid target, causing all mob AI to ignore you (assuming there is a viable target engaged to them), but it will not alter your threat. Be warned that your tank still needs to be able to taunt the mob away from you.


http://www.wowhead.com/spell=10278/blessing-of-protection, http://db.looking4group.eu/?spell=10278, Segen des Schutes (Nur Physical attacking NPCs)

For paladin tanks, if Righteous Defense is on cooldown, or the mob is immune to taunt, a paladin tank can cast Blessing of Protection on the one who pulled aggro (usually with a macro similar to that of Righteous Defense). In that case, if the paladin tank is the second on the threat list, the mob will come back to him immediately.


Divine Shield http://db.looking4group.eu/?spell=642

will cause mobs to ignore you for the duration of its effect, but only if you are not alone in an encounter.

Divine Protection http://db.looking4group.eu/?spell=498

will cause mobs to ignore you for the duration of its effect, but only if you are not alone in an encounter.

LongD Geschrieben: 29 October 2009 - 10:16 JEp sobald du die Bubbel benutzt wird der Mob auf den nächsten in der Aggroliste gehen. Sobald du sie abschaltest hast du deine Ursprüngliche Aggro wieder.

http://forum.buffed.de/index.php/topic/130508-gottesschild/


CC Effects (All Effects that make the player loose control over his character):

If certain abilities apply a debuff to a character that cause the mob to consider the player an invalid target. Usually these debuffs have a chance (or certainty) to break on damage, but there are some that don't but still cause the mob to consider the character an invalid target. Examples include Polymorph, Gouge, Fear, etc. These aggro reduction effects are temporary in most situations. When the ability wears off, previous aggro levels are restored immediately.


NPCs, which have an effect that stop their movement completely (Roots, Frost Nova etc.) will attack any target that gets into their melee range, going from top to bottom aggro list. (E.g. Tank is in range, tank will be hit if first aggro, if he is not in range it will take second highest threat target in range to attack this)

If certain abilities impair the access of the mob to its higher threat-ranked targets (e.g., root spells), the mob will attack the highest threat-ranked target in its ability range (usually visible for melee mobs or silenced casters, which have a combat range of 5 yards)


Sources:

http://wowwiki.wikia.com/wiki/Aggro

Xadras commented 8 years ago

Original comment by Anon X (Bitbucket: Anonx, GitHub: Anonx):


The Next step in prenerf direction would be, that npcs who are not able to melee attack their top threat target because of a root effect attack the next threat target which is in melee range.

Xadras commented 8 years ago

Original comment by hitpoint (Bitbucket: hitpoint, GitHub: hitpoint):


If certain abilities apply a debuff to a character that cause the mob to consider the player an invalid target. Usually these debuffs have a chance (or certainty) to break on damage, but there are some that don't but still cause the mob to consider the character an invalid target. Examples include Polymorph, Gouge, Fear, etc. These aggro reduction effects are temporary in most situations. When the ability wears off, previous aggro levels are restored immediately.

Right now mobs remain on the tank through all of these CC effects. Dramatically changing fights like high king, nightbane, morores, maiden, and most 5 man dungeons. Since we're on a 2.0 server with prenerf raids and dungeons, shouldn't this still be the case? It was changed in a much later patch:

By Tenjou (2,166 – 1·29) on 2007/10/29 (Patch 2.2.3) Fear shouldn't be an issue in 2.3. Official Blue Post: http://forums.worldofwarcraft.com/thread.html?topicId=2509265802&sid=1#14 Link broken "• Creature AI has been changed to no longer prioritize attacking unfeared targets over feared targets." Which means Nightbane will still be beating on the feared tank, instead of the rest of the raid.

Xadras commented 9 years ago

Thesis: Works for EAI Scripted Npcs, doesnt for hard coded npcs.

Xadras commented 9 years ago

This Issue is reproduceable with the following npcs and the spells given above:

Sisters of Pain & Pleasure in Black Temple

Illidari Boneslicer in Black Temple

Spiders in MH

Gruul Trash

At 50% High King Maulgar enters Phase 2. He becomes big and red and drops his hammer reducing his melee damage by a good amount so that the OTs can survive a few seconds without heal after a taunt. In this phase he will charge random party members. He will also cast Intimidating Shout on the main tank which will incapacitate him for 4 seconds and fear everyone around him. To deal with intimidating shout, have a second tank taunt Maulgar after all the other adds are down (the MT should immediately taunt him back) and then run out of range of the fear and wait. When Maulgar Intimidating Shouts the melee, his aggro will switch to the off tank until Intimidating Shout breaks. Once Intimidating Shout breaks, the off tank can intervene the MT to get Maulgar back in position. It's also possible for the MT to "stance-dance" through the fear. The first fear usually come about 5 seconds into phase 2. After that, Maulgar fears approximately every 15 seconds. (As of 2.3.1, Maulgar no longer switches targets upon fearing. He does however still maintain some degree of 'Mob ADD,' just not as regards Intimidating Shout. When he charges a random party member, there is some sort of aggro reduction on the top tank. A two tank strategy is therefore still advisable.)

https://www.youtube.com/watch?v=FaPjkTdNXIo

So wäre es halt "Pre Nerf" und das mit dem Fear ist halt bei allen Fear Encountern so. http://wowwiki.wikia.com/wiki/High_King_Maulgar

Auch Olm macht auf seinen Aktuellen Tank Deathcoil und geht dann auf den nächsten in der Aggroliste https://www.youtube.com/watch?v=4302sPx4k-U 3:35 Maulgar Charge+Fear Have Fun Tanks

Oder noch unkontrollierter: https://www.youtube.com/watch?v=3x-asYJTEeY


Archimonde das selbe: http://wowwiki.wikia.com/wiki/Archimonde_%28tactics%29

https://www.youtube.com/watch?v=P_gVIOBjwAo 4:18 5:10 5:52 etc Archi wendet sich ungefeartem Ziel zu , da MT im Fear ist. Auch erkennbar im Ziel des Ziels.

https://www.youtube.com/watch?v=Ro7_RiNBIF0 1:35+ Archi geht auf MDD


Oder Nightbane in Karazhan, welche den feared Tank schlägt, anstatt sich auf die zu stürzen welche nicht gefeart sind.

By Tenjou (2,166 – 1·29) on 2007/10/29 (Patch 2.2.3)
Fear shouldn't be an issue in 2.3.

Official Blue Post: http://forums.worldofwarcraft.com/thread.html?topicId=2509265802&sid=1#14

"• Creature AI has been changed to no longer prioritize attacking unfeared targets over feared targets."

Which means Nightbane will still be beating on the feared tank, instead of the rest of the raid.


Oder Moroes in Karazhan, dieser gibt dem MT Solarplexus und holt ihn dann gleich mit Autohits wieder raus...

tierrie am 2007.02.08 (Patch 2.0.6)

Moroes also has a Gouge ability which he will use on the main tank. When a player is gouged Moroes will switch to the person second highest on his aggro list. Therefore it is also important to have an offtank on Moroes


Spektraler Gaukler Trashmob Karazhan

They cast a sleep spell called "Bad Poetry" (Oh noetry!) with a cast time and a random target. It's a magic effect which can be dispelled by paladins and priests. If cast on a tank, the monster will switch targets, probably to a healer, which leads to trouble.


SSC Trash bleibt auf gefeartem Tank.


Knochenschnitter der Illidari - BT

By Levistusii (680 – 11) on 2008/01/02 (Patch 2.3.0)
These mobs cast Cloak of Shadows. Just like Rogue's cloak it dispels and makes spells highly resistible. He will resist your Rebanish. Look out for it.

This mob does an ability that Gouges in an AoE in front of the Boneslicer. Sort of like Moroes he will go after the person in 2nd highest threat on him. It is wise to keep a tank to taunt him when the original tank gets gouged. (Save this mob for when your other tanks are free)


Höllenfeuerwärter in Magtheridons Lair Deathcoils -> Aggro switch


http://de.wowhead.com/npc=16473/spektraler-gaukler#english-comments

http://de.wowhead.com/npc=15687/moroes#english-comments

http://www.wowhead.com/npc=17225/nightbane#comments

http://www.wowhead.com/npc=22869/illidari-boneslicer#comments


Iceblock works for npc = 16425; -> switch target.

Iceblock funktioniert zum Beispiel bei den Phantomgardist 16425, diese hören dann auf den Magier anzugreifen und suchen sich das nächste Ziel.

Funktioniert in TK bei Kaelthas bei der Tusse. Netherschutz on -> Aggro switch.


By Tenjou (2,166 – 1·29) on 2007/10/29 (Patch 2.2.3) Fear shouldn't be an issue in 2.3.

Official Blue Post: http://forums.worldofwarcraft.com/thread.html?topicId=2509265802&sid=1#14 Link broken

"• Creature AI has been changed to no longer prioritize attacking unfeared targets over feared targets."

Which means Nightbane will still be beating on the feared tank, instead of the rest of the raid.

http://www.wowhead.com/npc=17225/nightbane#comments

By kitolz (207 – 2) on 2008/05/20 (Patch 2.4.2) No idea what you guys are talking about. I'm a prot warrior and I just tank these in the corridor before the boss. Hits hard but even when he fears he doesn't switch targets, even in heroic. Maybe it was changed in 2.4?

swbang86 on 2008/06/02 (Patch 2.4.2) back in 2.3.0, getting feared meant the mob or boss would switch to a different unfeared target. if EVERYONE is feared this wouldn't be a problem, but aggro priority always went to unfeared targets. other than that, it doesn't matter anymore. HOWEVER, it is still good to break the fear, because you'll be running around aimlessly, and perhaps out of the healing range of your healer. If you're not well-geared or just geared enough for heroics, you can get wiped out by a few well-aimed blows from those mobs.

http://www.wowhead.com/npc=18796/fel-overseer#comments

Xadras commented 8 years ago

Didn't Gerkirin fixed this CC behavior, so that NPCs now selecting an other target if tank is cc'ed?

AnonXS commented 8 years ago

Yea everything except the root issue is resolved. Maybe someone composes an issue for this.

AnonXS commented 7 years ago

https://github.com/Looking4Group/L4G_Core/issues/2895 - npc behavior when NPC is CCed but still can act.