Warl0ck45
Well-known member
- Joined
- Jan 31, 2014
- RedCents
- 8,554¢
While setting up some fresh toons, and finding they keep dieing from the default Melee settings while fighting WAY out of thier league with my usual group, some thoughts occured to me.
Since we now have ${Me.AggroPct} TLO (which is awesome and I use on my caster to keep them from stealing aggro from the tank) one could edit
to utilize aggro percentage, or make a similiar function using it, so secondary melee would not be in danger of out aggroing the tank.
Similiarly,
could altered to trigger when aggro is over X percentage instead of by hits. Then it would appropriately only fire as needed, instead of going off constantly when it may or may not be needed.
Along these lines, using more TLO magic of ${Me.SecondaryPctAggroPlayer.ID}!=$!{Me.ID} && ${Me.SecondaryPctAggro}>80 check on the plugin's aggro function, to know to ramp up the aggro. (though double checking .SecondaryPctAggroPlayer I find it not working, hm...)
I do this with my tanks through macros but use ${Me.PctAggro}. I think checking who the secondary holder is, and how much thier aggro percentage is, makes more sense though... IE instead of waiting till you lose aggro to fire off additional stuff, monitor the info already being sent on who holds secondary aggro, and if they are close to pulling aggro off the tank, have the tank fire off additional aggro holding stuff. IE Give the tank some more brains.
Just some thoughts for next time someone wants to mess with the plugin.
- - - Updated - - -
Yes I know the argument "if your tank can't hold aggro it sucks" but that doesn't help much while in the process of working your tank/group up. Instead of fiddling with INI's all the time to match soandso's aggro holding capability, or limit soandso's aggro building issues... why not utilize the existing tools ( IE aggro percentage checks) to either ramp up the tanks capability as needed, or throttle the DPS as needed. It may make the fights take a tad longer... but more toon would end up surviving the fights (can't when if your all dead! =P)
Since we now have ${Me.AggroPct} TLO (which is awesome and I use on my caster to keep them from stealing aggro from the tank) one could edit
Rich (BB code):
backoff=[0-100]
Turns attack off if your life percentage goes below the designated value. Will never back off due to low health if aggro=on.
to utilize aggro percentage, or make a similiar function using it, so secondary melee would not be in danger of out aggroing the tank.
Similiarly,
Rich (BB code):
jolt=[0-100]
Jolt every # of hits (0=off).
could altered to trigger when aggro is over X percentage instead of by hits. Then it would appropriately only fire as needed, instead of going off constantly when it may or may not be needed.
Along these lines, using more TLO magic of ${Me.SecondaryPctAggroPlayer.ID}!=$!{Me.ID} && ${Me.SecondaryPctAggro}>80 check on the plugin's aggro function, to know to ramp up the aggro. (though double checking .SecondaryPctAggroPlayer I find it not working, hm...)
I do this with my tanks through macros but use ${Me.PctAggro}. I think checking who the secondary holder is, and how much thier aggro percentage is, makes more sense though... IE instead of waiting till you lose aggro to fire off additional stuff, monitor the info already being sent on who holds secondary aggro, and if they are close to pulling aggro off the tank, have the tank fire off additional aggro holding stuff. IE Give the tank some more brains.
Just some thoughts for next time someone wants to mess with the plugin.
- - - Updated - - -
Yes I know the argument "if your tank can't hold aggro it sucks" but that doesn't help much while in the process of working your tank/group up. Instead of fiddling with INI's all the time to match soandso's aggro holding capability, or limit soandso's aggro building issues... why not utilize the existing tools ( IE aggro percentage checks) to either ramp up the tanks capability as needed, or throttle the DPS as needed. It may make the fights take a tad longer... but more toon would end up surviving the fights (can't when if your all dead! =P)
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