![]() ![]() If the statement on point 3 refers only to melee mobs, it should state so. With my Elementalist, I'm usually the the first or second on the list (my tandem fire build tends to wipe out multiple targets quickly) so I've sacrificed mana for extra HP and such in an attempt to counter this.but that is all another debate for builds and tactics. I think, with my MM's level 21 minions swarming the targets while rising bile and putrid bile drop considerable damage of their own, it is invariably more damage than the AI will tolerate from any single source, and it seeks to destroy that capacity by killing the MM despite high HP and armor. But the AI seems to override such concerns when they are taking the amount of damage I've tuned my usual group to put out. Konig/ talk 19:15, 17 February 2012 (UTC) Yes, when all is equal, the AI will pick targets based on armor, and HP, which is why I've shifted my builds considerably, making the MM one of my heroes with the most HP so that they can withstand a double spike and are not the immediate target by default (Konig's reported "target switching" is quite noticeable in my group as the MM is invariably the last to arrive in the fight), while I've lowered HP on other heroes to promote more hate toward them, and such. Manifold's explanation of melee also sounds accurate, and a possible source behind the line. I think the person who added this originally noticed this switching - and perhaps saw more switching due to AoE or saccing lowering an (directly) unattacked party member, causing the AI to target that new "weakest link." But my observations may be flawed. I have found it - and still do but to a lesser degree - that the initial attacks are on the first aggroed following this, they switch to whoever has less armor/health combo (effectively prioritizing the weakest member). Perhaps your MMs have less health than your other heroes? Manifold 18:08, 17 February 2012 (UTC) ![]() As for which target, the AI prefers low health, low armor targets, which is why just sending a warrior out in front doesn't help a ton with aggro unless they are the only thing the AI can "see" for several seconds. I'm pretty sure this refers to melee creatures, and that they will try to avoid more than 3 attacking the same target, which I believe is pretty true and consistent. I believe there was a specific update that added this behavior, but I'm not having any luck finding it, and I don't know of any way to search only update notes. The AI will target me at some point in this hate/threat order as well, varying accordingly to my class and role, as well as the damage (or healing) that I am doing.Īt any rate, the statement for point 3, based upon my observations reads (to me) as the opposite of what I find to be correct.the AI is decidedly MUCH more likely to focus fire with all of the units in a mob upon a single target. Only after all of the team has a DP of at least 10% will it then go after my tank. If the AI is unable to kill the intended target, it will default to my monk (protection) repeatedly until there is a sufficient DP to restrict mana to where the monk can no longer effectively sustain the originally intended target. In my typical eight member HH team, it will kill (in order) my MM and my life-steal/mana battery, then my ritualist (resto/channeling), then either my mesmer (disruption), or fire elementalist, generally in the order in which the opponents are taking the most damage from. Since that update, I have found that the AI is VERY predictable. Prior to the update allowing seven heroes, all henchies were simply fodder in all hard mode instances. When I'm in hard mode, invariably the AI will systematically and consistently spike members of my team until successfully killing them. I'm not sure if I'm misreading the statement in point 3 of the differences section ("Are more likely to avoid focusing their attacks on one target") but I find this is either not clear, or simply not accurate. ![]()
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