just means, based on dmg - the one with highest armor value gives the biggest threat. So an offensive monk won't pull agro off a defensive knight when hitting on same mob outwith warcry. would be really nice if windwalk had a fixate onto it as well I actually noticed this before, when trying out double barbarian combo on bosses before with cleric/bard -rather amusing double enrage frenzy and boss rotating back and forth between the two without hitting either What would be really cool change for barbarian to be more viable for arenas is to change whirlwind to "shockwave" aka wow warrior ability frontal cone stun for 3s. Would make up for being undesirable due to limited use of enrage. Edit: forgot GRATZ mika getting married!
I am almost positive I can do so much better in the arenas if I just take out my rogue and add in a second tank, but I'm just so attracted to my rogue's insanely high DPS especially with all the crit I've now added onto him. Am I the only one with this weird addiction to a character? :\
Ok looks like it's based purely on armour value. Tried pulling off skeleton warrior off my bard with my barbarian who is 2 def lower but wouldn't budge at all. This makes harder to use caster (or even rogue/barb) as tank/offtank without a fixate ability - unless armour trinket stacking or some how u level ur character to be higher than healer which is no easy feat I guess it shouldn't be too much problem for proper tank classes, unless bards level difference exceeds monks armour
Wait, so the character with the highest armor defense is the one enemies attack? Or is the character with the highest defense overall?
I like rogue too tho I go for haste trinkets purely for more paralytic procs. There is the obvious downside to 2tanks - much much longer fights, even to get to 70kill. My fav character is wynder still her dmg ain't great - marginally below wizards but her cc cripple and drainlife are awesome tools. I'm getting close to her selfhealing last boss without party using lifedrain trinkets
Correction just got wynder heal through last boss without anyone dying and before add phase with no heal trinkets/talents using monk with evasion/1000punch using codex + 2xrogue on full dps talent with eyes
Mobs that spawn will initially randomly choose target to attack until a higher armour target hits that mob. Eg bard with 80def is attacked by warrior skeleton, rogue with 78def cannot peel him off, but monk with 102def can. Exceptions to this rule are mobs who fixate on targets (bats+slimes) or randomly cycle between targets (archers). Knights have Warcry ability which forces all mobs to fixate on them. Archers can only be fixated for a short duration.
Thanks for sharing your findings - Guess I'll get some armor trinkets... or gimp the bard's gear. I think I can't do without the 2x Codex on him, so gimp the gear it is.
Done some more tests. I'm not sure if it's a bug or just the way threat is done. Tested my wynder with 2x armour trinkets bring her to 96 def while my bard has 87 def. Sometimes mob would be drawn all to my witch must mostly just stick with initial targets. Using rogue same way had no problems peeling from bard. So it's either ranged aren't able to divert mobs in first place or bug with armour threat using ranged units.
there is still bug with last boss knocking people out of the zone. My cleric was pushed back out of view on the bottom left part of screen - was only able to see top of his head. Strangely was able to call skill list but unable to target anyone. He subsequently disappeared after another round of knockbacks
This may be a stupid question, but what is the game logic behind having an enemy attack the most armored enemy, when it has a choice? Is this just a completely artificial way to help the player?
This could be great if you intend to support low level units with a high level knight as you gain more experience for them. But if let's say in your main party, your knight is the highest leveled unit or along the same range of levels as the other 3 units, then that knight would definitely have the highest armor stat. As such, with this new update, wouldn't his war cry ability essentially be useless, since all units, except I guess the archer, would always attack the knight first?
Oh and of course congratulations to the wonderful news. Can't wait for more great games coming our way from you two.
Tanks are supposed to hold agro off mobs. It is fix so you can use one knight as tank other knight as dps (or monk) without dps suddenly pulling agro and dying. The user still has to command unit to pull mob off other target. there are other mobs who aren't as easy controlled requiring more decisions to deal with.
No, the mobs still behave same as before - randomly picks target upon entering. User still required to attack mobs to agro or use warcry, a zone-wide taunt.
That's not an answer to the question, it's just repeating the question. I understand why the player would like that. But why would the enemies all rush to attack the character who is the most difficult to harm? Maybe the answer is just, "One successful game did that and so now everyone copies it."
I just beat the game with my L22 Knight, L21 Priest, L23 Rogue, and L19 Bard. Not gunna lie, the last boss was kind of easy. I was hoping for something more "epic"... ah well. Fun game, anyways!
It's a contrivance to allow for a "tank" to exist, and for the game to be playable and fun, that's all. It's a game, not a simulator. You might also ask why Bromswell can't wear plate armor, wield an AK-47 and drive a Ferrari.
No, silly. Two reasons: 1) If the monsters all attacked the clothies first, the game would be no fun to play, because it would be ALL agro management. 2) Monsters see a dude in armor with a bigass sword standing next to a frail old man wearing bed sheets. Which one looks like the threat?!?