The best part of the 10th Anniversary of DDO...the description on the Oatmeal Raisin Kookie,
"From a distance you thought this was a chocolate chip kookie. Now you're sad."
What World of Warcraft does here with its taunts (IIRC) is that casting any taunt effect that hits (similar to a successful Intimidate roll) sets your threat to 130% of the highest threat anyone has against that particular boss. In DDO where threat does not decay this might not work as well (as Intimidating a raid boss that's at 50% would probably give you an unassailable threat lead for the rest of the encounter), but you might consider it.
Here's an idea (all of this assumes that 1 point of threat corresponds to 1 point of damage).
On a successful Intimidate, the boss immediately switches aggro to you, and your threat is set to equal to the highest threat, plus 50 times your Intimiate roll.
Example: You are tanking elite Horoth, and have 11200 threat when a DPS overtakes you with 12000 threat (silly DPS'ers that wear the Epic Claw set in the 'tanking' raids...). You Intim and roll 8+73=81, a success (IIRC the DC is 73). Your threat is set to 12000+(81*50)=16050.
On a failed Intimidate that fails by 10 or less, your threat is set to that of the highest aggro, minus 100 threat for each point by which you failed the roll (minimum 0 threat).
Example: You are tanking elite Horoth, and can't keep aggro at all. You have 6000 threat and that barbarian with a Devil's Ruin augmented epic Sword of Shadows and the Epic Claw set has 12000 threat. You intim, and roll 1 + 66 = 67, a failure by 6 (again I'm assuming 73 is the DC here). Your threat is set to 12000-600=11400.
On an Intimidate that fails by 11 or more, nothing happens.
I don't have a zerging problem.
I'm zerging. That's YOUR problem.
WoW puts you to 130% becuase to pull aggro on WoW you must exceed the threat of the current target by a certain percentage (30% in melee, 10% ranged) before the monster will switch.
On DDO, having 3 more threat than the other guy will make the monster switch (which is why you can bounce bosses back and forth if you want to), so there's no nee dto exceed it by such a large threshold: the wow functionality is the same that eladrin proposes (eg, giving you threat equal to the highest person on the table, +1).
Things worthy of Standing Stone going EXTREME PREJUDICE™ on.:
- Epic and Legendary Mysterious ring upgrades, please.
- Change the stack size of filigree in the shared bank to 50. The 5 stack makes the shared bank worthless for storing filigree in a human usable manner.
- Fixing why I don't connect to the chat server for 5 minutes when I log into a game world.
- Fixing the wonky Lightning Sphere and Tactical Det firing by converting them to use alchemist spell arcing.
- Redoing the drop rates of tomes in generic and raid loot tables.
Currently on live servers, there are some extremely irritating behavior with intimidating mobs. Mainly teleporting mobs, but others such as the DQ as well.
Specifically, if you hit the intimidate button immediately when the timer expires, you get ignored for the next six seconds until your timer resetts. Is there any fix in the works for this? Is it working as intended?
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If using Intimidate puts you to the top of the threat list, I think it should be slightly higher than just +1. This is because you lose attacks hitting intimidate, at which point the other character could easily pull aggro off. If you needed to use Intimidate in the first place, then you probably couldn't out-threat them to begin with, so having the threat from Intimidate give you say...105% of the person currently at the top, that should help the tank hold aggro a bit longer before needing to use Intimidate again.
When will we see intim affecting the amount of hate generated? Update 9? 10? 45?
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I'm kind of concerned about the intimidate rumors flying around. I've got a bard that I built with intimidate in mind, yes, as a tank. I tank things on my bard. She's got a good charisma and a great Intim score, but her dps and her hate is kinda....pitiful. Really it is. I'm somewhat concerned that she wouldn't be able to maintain aggro - for that matter, any tank that uses sword and board and shieldblocks doesn't really deal any damage....
Now that I know for sure you're still monitoring the thread, can you comment on how the Brute Fighting and Subtle Backstabbing stack with items and enhancements like Divine Righteousness?
Do items stack with enhancements by addition or multiplication, and how does Brute Fighting stack with those?
Thanks.
will the intimidate effectmaking you the target still last as long as the cooldown timer still? or will you hav to attack after intiming to gain any benefit from using the skill? some builds were built around intiming and shieldblocking, havign intim give them extra hate doesnt really help them and if you make it only a hate thing or if the cooldown and the duration of the way the intim works now( giving you aggro no matter what)then it kinda breaks their toon.
While putting a weight on the block key and spamming the intim button every 6s might be quite effective in a few select situations, I wouldn't call it challenging and fun gameplay.
One option would ofc be to make "shield absorbed damage" add a large amount of hate which could allow said builds to continue functioning in the same way.
A better option would imo be moving the mobs attack hooks back to the end of the animations, it would likely lead to more involving and fun combat.
I dont know why people keep saying intimitanking is broke or isnt working. I dont have any problems keeping agro with intimidate. People say that the boss ignores intimidate but thats not entirely true. The only time I noticed anything is if you keep mashing your intim before its ready, then it may fire and not work. This is probably because the timer wasnt really reset yet even though the icon was back. I have never mashed my button to use intim so maybe thats why the problem rarely ever happened.
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