Dodi wrote:
Deadwing wrote:
Bakum wrote:
I mean enmity is all wrong on this server to begin with, I'd rather see an overhaul on that instead of fixing a symptom of a bigger problem.
[Citation needed]
I had an interesting situation happen recently. I was running through Lufaise meadows and I came up to where Megalobugard spawns and there was a guy standing there. Megalobugard spawned as I was running by and aggo’d the guy. He must have been afk because he made no action. I shot at it with my crossbow and missed (of course, thanks RNG buff!) and pulled it off of him. It ran over and hit me before my daggers were out (tabbed to other char) and immediately went back to attack the other guy. The thing is I’m pretty sure it went yellow after it hit me. I was also kind of shocked that the initial aggro on a char that had made no offensive action was more CE than my missed ranged attack.
I’m no expert on enmity but that whole exchange seemed wonky. I’m also not 100% sure it turned yellow but I remember being baffled at how the mob would go back to attacking a passive char over a char that had made an offensive action towards it. It was a freshly popped mob- no other actions occurred to affect the hate list. Literally just the original aggro, my missed ranged attack, and the damage I took from it’s autoattack.
Assuming the guy who aggro'd also took a hit at some point before you did, then maybe what happened was this:
1. Guy has 1 CE from initial aggro
2. Guy takes hit, goes to 0 CE / 0 VE, but mob still needs a target so keeps beating on him
3. You shoot and miss, generating 1 CE / 0 VE, pulls hate
4. You get hit, losing your 1 CE
5. Mob returns to original guy: if we assume you're both now at 0 CE / 0 VE, then perhaps mobs will default to either "who pulled first" or uses a chronological, historical order to determine breaks in a tie?