from testing some this change has seemed to increase the base taunt amount of my characters taunts and detaunts vs unbuffed mobs by about 3-4 X. my largest taunt on my monk on live hits for about 500k threat (Reprimand), on beta this is hitting around 1.5M -2M ... At 6% Hate Gan. with 50% Hate this same ability is hitting for up to 3M threat. So it looks like these changes are working as described in the notes. My monks "Normal" ST and Group Taunts also went from 150-250k (i think) range up to around 500k - 750k. As for Scouts "Evade" on live with by **** BL his Evade was hitting for 30-35k threat. on beta (Same character and same mobs) he is hitting for 200k-260k range. there is a desint gear difference between my monk and BL, but i think that Evade should be Detaunting for about the same as a Tank ST Taunt. i like the changes but i would like to hear what others think and what is the results of others tests.
I can't wait for this to hit live so i can see. It's a dream come true if its working like you claim. Taunts in this game do absolutely nothing except snaps. As a guard I don't care about dps. I want to use my taunts to hold agro , if I want to dps id make an alt.
Sounds like a very positive change. Thumbs up. Presumably detaunts will be affected by -hate gain too, so that might be something to consider with your BL. If it's hitting for 200-260k with minimal -hate gain, at -50% it should be considerably more?
my wife logged onto Beta with her trouby with about the same gear as my monk and her Evade was hitting for around 360k - 400k i think with -50 hate and around 200k - 260k with 0 hate. (i think these numbers are about right) so ya it is working as it should.
Xelgad can you tell me if this change means there is going to be an increase in the % hate cap on either side of the spectrum.
so Taunts will be getting increased by hate gain at the same time they are Reduced by the mobs mitigation. So basically it will be a Wash with just the illusion of showing bigger numbers. Looks like the net effectiveness will be about the same
Taunts will go back to working as intended, giving Bruisers and Paladins a chance to become tanks again.
March 20th 2014 March 28th 2014 I'm confused. Are the taunts being modified individually to specific resistances (e.g. evade: physical, clarion: arcane, etc.)? This would make sense, but the update notes on the 20th indicate that they are a function of arcane resist... which conflicts with the update notes on the 28th.
The update notes on the 20th were a mistake on my part. The notes on the 28th are a corrected version.
Most taunts have always been arcane resist based (well, mental actually before the resist merge). *Note - I say most here only because I have not checked every taunt effect. All of the base profession taunts are arcane. Detaunts have multiple resistance types. Concussive for example is arcane, while Evade is physical.
Will we see more aggression skills on armor or even aggression adornments that decrease the resist rate of taunts or even increase taunts effectiveness?
Overall this feels a bit heavy handed. I don't deny their are significant issues with tanks keeping up with the current DPs potential, but I don't feel that gap is in the order of magnitude of this change. I can do the math later, but it feels like I could hold agro after this change by just mashing one macro over and over.
After specing 10AA into the Hostility Heroic ability, and taunting everytime they where up with about 50% Hate i was able to produce around 600k threat per sec. this was more then the dps i was doing solo atm. (i do more normally in group and raid tho.) Edit: over all i like the change tho, it makes Taunts effective and worth using.