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'''Threat''' is a value kept by each enemy [[critter]] ([[NPC]]) for each player it has entered combat with. Enemies will [[aggro]] on the highest player (or enemy NPC) on their Threat list.
 
'''Threat''' is a value kept by each enemy [[critter]] ([[NPC]]) for each player it has entered combat with. Enemies will [[aggro]] on the highest player (or enemy NPC) on their Threat list.
  
==Calculating Threat==
+
== Calculating Threat ==
 +
While the complete formula isn't known, nor do players know most of the minimums or maximums, [[Castle (Developer)|Castle]] posted the following in a <!-- now purged -->thread on the [[Official Forums]]:
  
Threat = Damage * Debuff Mod * AT Mod * AI Mod * Range Mod * (TauntDurationRemaining * 1,000)
+
Threat = Damage * Debuff Mod * AT Mod * AI Mod * Range Mod * (TauntDurationRemaining * 1,000)
  
 
Definitions of terms used, and their known values:
 
Definitions of terms used, and their known values:
  
 
;Damage:This is the final damage a power will cause, not the base damage of a power.
 
;Damage:This is the final damage a power will cause, not the base damage of a power.
;Debuff Mod:This is a value created by the Devs to represent the fact that Mobs don't like being debuffed. Values range between 1 and 2, but on most powers, the value is a 2. This means that with two attacks that cause the same damage, but one has a debuff and the other doesn't, the one with the debuff will generate up to twice as much threat.
+
;Debuff Mod:This is a value created by the Devs to represent the fact that Mobs don't like being debuffed. Values range between 1 and 2, but on most powers, the value is a 2. This means that with two attacks that cause the same damage, but one has a debuff and the other doesn't, the one with the debuff will generate up to twice as much threat.
 
;AT Mod:This is the value assigned to each AT, described in the table below.
 
;AT Mod:This is the value assigned to each AT, described in the table below.
;AI Mod:This is a value that is unique to each Mob type. We do not know many value for this variable, but we know that they, in theory, could have a very large range of values.
+
;AI Mod:This is a value that is unique to each Mob type. We do not know many value for this variable, but we know that they, in theory, could have a very large range of values.
;Range Mod:In general, attacks in melee have a higher modifier. However, we know very few specifics about this value.
+
;Range Mod:In general, attacks in melee have a higher modifier. However, we know very few specifics about this value.
;TauntDurationRemaining:Pretty self-explanatory. This is the remaining duration of any Taunt or Taunt-like effects the character has on the enemy.
+
;TauntDurationRemaining:Pretty self-explanatory. This is the remaining duration of any Taunt or Taunt-like effects the character has on the enemy.
 +
 
 +
Many of these values have a floor.  However, it is unsure what the floor is for each value.  It is likely set to 1 for a minimum possible Threat rating from this formula of 1, but that is just a guess.
 +
 
 +
== Threat Decay ==
 +
 
 +
Over time, threat values will decrease.  While it is unknown how quickly this happens, a character with a high degree of threat against an enemy can lose it over time to another character.  As such, it is recommended, if you wish to keep aggro, to continue applying effects to the enemy in order to prevent aggro loss due to Threat Decay.
  
 
== Threat Levels ==
 
== Threat Levels ==
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! style="background:#efefef;" | Taunt AT Multiple
 
! style="background:#efefef;" | Taunt AT Multiple
 
|-
 
|-
|[[Image:Archetypeicon tanker.png|18px]] [[Tanker]]
+
|[[File:Archetypeicon tanker.png|18px]] [[Tanker]]
 
| 4
 
| 4
 
| 1
 
| 1
 
|-
 
|-
|[[Image:V_archetypeicon brute.png|18px]] [[Brute]]
+
|[[File:V_archetypeicon brute.png|18px]] [[Brute]]
 
| 4
 
| 4
 
| 1
 
| 1
 
|-
 
|-
|[[Image:Archetypeicon scrapper.png|18px]] [[Scrapper]]
+
|[[File:Archetypeicon scrapper.png|18px]] [[Scrapper]]
 
| 3
 
| 3
 
| 0.75
 
| 0.75
 
|-
 
|-
|[[Image:Archetypeicon peacebringer.png|18px]] [[Peacebringer]]
+
|[[File:Archetypeicon peacebringer.png|18px]] [[Peacebringer]]
 
| 2 (3)*
 
| 2 (3)*
 
| 0.85
 
| 0.85
 
|-
 
|-
|[[Image:Archetypeicon warshade.png|18px]] [[Warshade]]
+
|[[File:Archetypeicon warshade.png|18px]] [[Warshade]]
 
| 2 (3)*
 
| 2 (3)*
 
| 0.85
 
| 0.85
 
|-
 
|-
|[[Image:V_archetypeicon stalker.png|18px]] [[Stalker]]
+
|[[File:V_archetypeicon stalker.png|18px]] [[Stalker]]
 
| 2
 
| 2
 
| 1
 
| 1
 
|-
 
|-
|[[Image:V_archetypeicon arachnos soldier.png|18px]] [[Arachnos Soldier]]
+
|[[File:V_archetypeicon arachnos soldier.png|18px]] [[Arachnos Soldier]]
 
| 2
 
| 2
 
| 0.85
 
| 0.85
 
|-
 
|-
|[[Image:V_archetypeicon arachnos widow.png|18px]] [[Arachnos Widow]]
+
|[[File:V_archetypeicon arachnos widow.png|18px]] [[Arachnos Widow]]
 
| 2
 
| 2
 
| 0.85
 
| 0.85
 
|-
 
|-
|[[Image:V_archetypeicon_mastermind.png|16px]] [[Mastermind]]
+
|[[File:V_archetypeicon_mastermind.png|16px]] [[Mastermind]]
 
| 2
 
| 2
 
| 0.5
 
| 0.5
 
|-
 
|-
|[[Image:archetypeicon_blaster.png|16px]] [[Blaster]]
+
|[[File:archetypeicon_blaster.png|16px]] [[Blaster]]
 
| 1
 
| 1
 
| 0.5
 
| 0.5
 
|-
 
|-
|[[Image:archetypeicon_controller.png|16px]] [[Controller]]
+
|[[File:archetypeicon_controller.png|16px]] [[Controller]]
 
| 1
 
| 1
 
| 0.5
 
| 0.5
 
|-
 
|-
|[[Image:V_archetypeicon_corruptor.png|16px]] [[Corruptor]]
+
|[[File:V_archetypeicon_corruptor.png|16px]] [[Corruptor]]
 
| 1
 
| 1
 
| 0.5
 
| 0.5
 
|-
 
|-
|[[Image:archetypeicon_defender.png|16px]] [[Defender]]
+
|[[File:archetypeicon_defender.png|16px]] [[Defender]]
 
| 1
 
| 1
 
| 0.5
 
| 0.5
 
|-
 
|-
|[[Image:V_archetypeicon_dominator.png|16px]] [[Dominator]]
+
|[[File:V_archetypeicon_dominator.png|16px]] [[Dominator]]
 
| 1
 
| 1
 
| 0.5
 
| 0.5
Line 93: Line 100:
 
* [[Concealment#Invisibility|Invisibility]]
 
* [[Concealment#Invisibility|Invisibility]]
 
* [[Concealment#Phase Shift|Phase Shift]]
 
* [[Concealment#Phase Shift|Phase Shift]]
* [[Illusion_Control#Superior_Invisibility|Superior Invisibility]]
+
* [[Illusion Control#Superior Invisibility|Superior Invisibility]]
* [[Illusion_Control#Group Invisibility|Group Invisibility]]
+
* [[Illusion Control#Group Invisibility|Group Invisibility]]
 
* [[Luminous Aura#Quantum Flight|Quantum Flight]]
 
* [[Luminous Aura#Quantum Flight|Quantum Flight]]
 
* [[Umbral Aura#Nebulous Form|Nebulous Form]]
 
* [[Umbral Aura#Nebulous Form|Nebulous Form]]
Line 100: Line 107:
 
== See Also ==
 
== See Also ==
 
* [[Taunt]]
 
* [[Taunt]]
* [[Inherent_Powers#Gauntlet|Gauntlet]] ([[Tanker]]'s inherent taunt ability)
+
* [[Inherent Powers#Gauntlet|Gauntlet]] ([[Tanker]]'s inherent taunt ability)
  
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]

Latest revision as of 18:40, 23 June 2009

This article is a stub. You can help the Paragon Wiki by expanding it.

Overview

Threat is a value kept by each enemy critter (NPC) for each player it has entered combat with. Enemies will aggro on the highest player (or enemy NPC) on their Threat list.

Calculating Threat

While the complete formula isn't known, nor do players know most of the minimums or maximums, Castle posted the following in a thread on the Official Forums:

Threat = Damage * Debuff Mod * AT Mod * AI Mod * Range Mod * (TauntDurationRemaining * 1,000)

Definitions of terms used, and their known values:

Damage
This is the final damage a power will cause, not the base damage of a power.
Debuff Mod
This is a value created by the Devs to represent the fact that Mobs don't like being debuffed. Values range between 1 and 2, but on most powers, the value is a 2. This means that with two attacks that cause the same damage, but one has a debuff and the other doesn't, the one with the debuff will generate up to twice as much threat.
AT Mod
This is the value assigned to each AT, described in the table below.
AI Mod
This is a value that is unique to each Mob type. We do not know many value for this variable, but we know that they, in theory, could have a very large range of values.
Range Mod
In general, attacks in melee have a higher modifier. However, we know very few specifics about this value.
TauntDurationRemaining
Pretty self-explanatory. This is the remaining duration of any Taunt or Taunt-like effects the character has on the enemy.

Many of these values have a floor. However, it is unsure what the floor is for each value. It is likely set to 1 for a minimum possible Threat rating from this formula of 1, but that is just a guess.

Threat Decay

Over time, threat values will decrease. While it is unknown how quickly this happens, a character with a high degree of threat against an enemy can lose it over time to another character. As such, it is recommended, if you wish to keep aggro, to continue applying effects to the enemy in order to prevent aggro loss due to Threat Decay.

Threat Levels

Archetype Threat Level Taunt AT Multiple
Archetypeicon tanker.png Tanker 4 1
V archetypeicon brute.png Brute 4 1
Archetypeicon scrapper.png Scrapper 3 0.75
Archetypeicon peacebringer.png Peacebringer 2 (3)* 0.85
Archetypeicon warshade.png Warshade 2 (3)* 0.85
V archetypeicon stalker.png Stalker 2 1
V archetypeicon arachnos soldier.png Arachnos Soldier 2 0.85
V archetypeicon arachnos widow.png Arachnos Widow 2 0.85
V archetypeicon mastermind.png Mastermind 2 0.5
Archetypeicon blaster.png Blaster 1 0.5
Archetypeicon controller.png Controller 1 0.5
V archetypeicon corruptor.png Corruptor 1 0.5
Archetypeicon defender.png Defender 1 0.5
V archetypeicon dominator.png Dominator 1 0.5

* - In "Dwarf" form, Kheldian characters and critters have a threat level of 3.

Negative Threat

Negative threat reduces the beginning threat level for that character's calculations.

The following powers will reduce a character's threat level by one:

See Also