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  #1  
Old 11-25-2008, 03:08 PM
Romai
Fire Beetle
 
Join Date: Mar 2006
Posts: 6
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Actually, on further thought, that would create too large of a change as aggro levels increase. It should have the same effect if the target is at 1/2 of the top of the list's aggro regardless of whether that is 500:1000 or 50000:100000.

Instead, how about just this:

Code:
thedam = thedam * (cur->GetHateAmount(target)/cur->GetHateAmount(cur->GetHateTop()));
that way, it would scale it back linearly for any aggro levels I don't know if linear is exactly what we want, but I think it'd be a step in the right direction.
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  #2  
Old 11-26-2008, 04:27 PM
KLS
Administrator
 
Join Date: Sep 2006
Posts: 1,348
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Part of the issue is the way we calculate the heal aggro. We do it in one pass when it should be two. I've been meaning to fix it. Heal aggro should be divided among the mobs who are receiving it, like you're fighting 3-4 mobs and drop a 3k heal it shouldn't be 3k worth of healing aggro per mob it should be 750-1k.

There also used to be a clause in there that would heavily reduce aggro below 100 or something but it made it so if you never used big heals you never pulled aggro with healing until you cast like 100 of them and at lower levels it was impossible to pull with healing spells at all unless the tank just didn't hit it. It just felt 'broken' and I haven't really thought of a way to fix it that doesn't seem broken yet. I think making it so you divide up the hate would go a long way toward fixing how heal aggro feels though.
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  #3  
Old 11-28-2008, 10:17 AM
KingMort
Banned
 
Join Date: Sep 2006
Posts: 841
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Hmm yeah i've just been slightly reducing spell agro in rules until i got it fixed.. but thanks
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