Difference between revisions of "Breaking"
(Add image) |
m (clarification) |
||
(One intermediate revision by the same user not shown) | |||
Line 7: | Line 7: | ||
== Distance == | == Distance == | ||
− | By creating more than '''1800''' in-game units of distance from all foes in a group, aggro will be broken. | + | |
+ | When you create sufficient distance from yourself to foes, they will break. | ||
+ | |||
+ | The logic that enemies follow when they are engaged with ''one'' target is roughly as follows, and runs regularly: | ||
+ | |||
+ | Am I settled? | ||
+ | No -> Am I within 1800 units from the target? | ||
+ | Yes -> Can I find a path to the target? | ||
+ | Yes -> Move towards target into autoattack range | ||
+ | No -> Break due to pathing | ||
+ | No -> Break due to distance, unless I am a ranged attacker and in a specific part of autoattacking | ||
+ | |||
+ | |||
+ | By creating more than '''1800''' in-game units of distance from all foes in a group, aggro will be broken. Similarly, if they have to move out of '''1800''' units of distance in an attempt to reach you, they will break. | ||
=== Shadowsteps === | === Shadowsteps === | ||
− | Shadowsteps can instantly create large distances from the mobs; do note though that when you shadowstep, foes may initially run towards your position regardless of how far you have gone (more than 5000 units stops this behaviour); it is not completely understood why this happens from the server side. | + | Shadowsteps can instantly create large distances from the mobs; do note though that when you shadowstep, foes may initially run towards your position regardless of how far you have gone (more than 5000 units stops this behaviour); it is not completely understood why this happens from the server side. This only happens for ranged attackers and casters and can be countered by running the opposite direction to them once you have finished the shadowstep, effectively following the Pathing rule below. |
=== Pathing === | === Pathing === | ||
By positioning yourself such that mobs have to reach '''1800''' in-game units of distance from yourself in order to reach you, they will break. | By positioning yourself such that mobs have to reach '''1800''' in-game units of distance from yourself in order to reach you, they will break. | ||
+ | |||
An example is the image below: mobs from above the gap would have to walk '''around''' the gap in terrain to reach the player, and in doing so they end up breaking towards the entrance but far enough that they are not a concern. | An example is the image below: mobs from above the gap would have to walk '''around''' the gap in terrain to reach the player, and in doing so they end up breaking towards the entrance but far enough that they are not a concern. | ||
Latest revision as of 15:32, 3 May 2023
Aggro from enemies can be broken through several ways:
Contents
Death
Dieing will immediately reset aggro from all enemies.
Distance
When you create sufficient distance from yourself to foes, they will break.
The logic that enemies follow when they are engaged with one target is roughly as follows, and runs regularly:
Am I settled? No -> Am I within 1800 units from the target? Yes -> Can I find a path to the target? Yes -> Move towards target into autoattack range No -> Break due to pathing No -> Break due to distance, unless I am a ranged attacker and in a specific part of autoattacking
By creating more than 1800 in-game units of distance from all foes in a group, aggro will be broken. Similarly, if they have to move out of 1800 units of distance in an attempt to reach you, they will break.
Shadowsteps
Shadowsteps can instantly create large distances from the mobs; do note though that when you shadowstep, foes may initially run towards your position regardless of how far you have gone (more than 5000 units stops this behaviour); it is not completely understood why this happens from the server side. This only happens for ranged attackers and casters and can be countered by running the opposite direction to them once you have finished the shadowstep, effectively following the Pathing rule below.
Pathing
By positioning yourself such that mobs have to reach 1800 in-game units of distance from yourself in order to reach you, they will break.
An example is the image below: mobs from above the gap would have to walk around the gap in terrain to reach the player, and in doing so they end up breaking towards the entrance but far enough that they are not a concern.
Note
Behaviour is different when multiple persons have aggro, known as "shared aggro". 1800 units has been measured as the distance applicable to mobs in all areas of DoA as well as other general PvE areas - however there may be exceptions, do add them here.