OMFG Taylor
(?)Community Member
Offline
- Posted: Mon, 28 Jun 2010 00:13:31 +0000
Yo.
There seems to be a lot of confusion among players about how hate and aggro work. Over the course of many, many SS runs, HotRed_Streak and I have attempted to determine the best ways to balance aggro between a Healer and another crewmate (a Tank?). As a result, we have spent a great deal of time studying how zOMG's aggro and hate system works. This guide isn't aimed at the average user - it's pretty in depth, and deals with mechanics that most players are happy to ignore. But if the inner workings of hate and aggro pique your interest, read on.
Keep in mind that this guide is somewhat of a work in progress. The concepts aren't exactly easy to explain, so let us know if something doesn't make sense.
__________________________________________
Key Term Definitions:
Aggro/Hate Management System: System that uses hate values to determine which player an animated is aggro'd to.
Hate List: Each animated keeps its own list of players it hates, and ranks them based on how much hate they've generated.
Hate: Points that keeps track of how much damage, healing, and CC a player has done.
1 damage to an animated = 1 hate
1hp healed of a player an animated hates = .5 hate
Agrro: A state of being targeted and attacked by one or more animated. Occurs when a player has more hate points than any other player on an animated's hate list. An animated can only be aggro'd to one player at a time.
Tanking: Holding aggro and absorbing the majority of the damage for your crew. Benefits include a healer being able to focus healing on one person, and the crew having more stamina for attacks.
Sweeping: Dealing a high amount of damage in a short time. Damage alone is usually insufficient to hold aggro, so it is different than tanking, though they are often confused.
For an explanation on how we tested hate values, read this post.
There seems to be a lot of confusion among players about how hate and aggro work. Over the course of many, many SS runs, HotRed_Streak and I have attempted to determine the best ways to balance aggro between a Healer and another crewmate (a Tank?). As a result, we have spent a great deal of time studying how zOMG's aggro and hate system works. This guide isn't aimed at the average user - it's pretty in depth, and deals with mechanics that most players are happy to ignore. But if the inner workings of hate and aggro pique your interest, read on.
Keep in mind that this guide is somewhat of a work in progress. The concepts aren't exactly easy to explain, so let us know if something doesn't make sense.
__________________________________________
Key Term Definitions:
Aggro/Hate Management System: System that uses hate values to determine which player an animated is aggro'd to.
Hate List: Each animated keeps its own list of players it hates, and ranks them based on how much hate they've generated.
Hate: Points that keeps track of how much damage, healing, and CC a player has done.
1 damage to an animated = 1 hate
1hp healed of a player an animated hates = .5 hate
Agrro: A state of being targeted and attacked by one or more animated. Occurs when a player has more hate points than any other player on an animated's hate list. An animated can only be aggro'd to one player at a time.
Tanking: Holding aggro and absorbing the majority of the damage for your crew. Benefits include a healer being able to focus healing on one person, and the crew having more stamina for attacks.
Sweeping: Dealing a high amount of damage in a short time. Damage alone is usually insufficient to hold aggro, so it is different than tanking, though they are often confused.
For an explanation on how we tested hate values, read this post.