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  #16  
Old 06-13-2009, 01:23 PM
Congdar
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There are several other aggro rules that you can tweak. There's a melee range mod that matches your description above and several others:

Code:
RULE_BOOL ( Aggro, SmartAggroList, true )
RULE_INT ( Aggro, SittingAggroMod, 35 ) //35%
RULE_INT ( Aggro, MeleeRangeAggroMod, 10 ) //10%
RULE_INT ( Aggro, CurrentTargetAggroMod, 0 ) //0% --will prefer our current target to any other; makes it harder for our npcs to switch targets.
RULE_INT ( Aggro, CriticallyWoundedAggroMod, 100 ) //100%
RULE_INT ( Aggro, SlowAggroMod, 450 )
RULE_INT ( Aggro, IncapacitateAggroMod, 500 ) //mez, blind, charm etc etc
RULE_INT ( Aggro, MovementImpairAggroMod, 175 )
RULE_INT ( Aggro, SpellAggroMod, 100 )
RULE_INT ( Aggro, SongAggroMod, 33 )
RULE_INT ( Aggro, PetSpellAggroMod, 10 )
RULE_INT ( Aggro, StunAggroMod, 750 )
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  #17  
Old 06-13-2009, 01:27 PM
ChaosSlayerZ's Avatar
ChaosSlayerZ
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I am prety sure all those extra rules will not help a bit, if I let pet beat mob for 1k dmg and then kick for 5 and immiditaly steal agro.
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  #18  
Old 06-13-2009, 01:36 PM
Congdar
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Quote:
Originally Posted by ChaosSlayerZ View Post
I am prety sure all those extra rules will not help a bit, if I let pet beat mob for 1k dmg and then kick for 5 and immiditaly steal agro.
I'm not positive, but that may be the melee range aggro mod rule.
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  #19  
Old 06-13-2009, 10:28 PM
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Quote:
Originally Posted by Congdar View Post
I'm not positive, but that may be the melee range aggro mod rule.
I am telling you it only matters for player vs player evaluation, once pet comes into picture- all proximity agro goes out of the window

There is NO WAY, whatever this value is set to, that doing 5 dmg to a mob can posibly outweight a 1k dmg allready delt in terms of pure hate
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