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| The Arena Stats and Skills |
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#1 |
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Veteran User
Join Date: Apr 2004
Location: Orlando, FL USA
Age: 45
Posts: 81
Rep Power: 19 ![]() |
Reasonable Taunt Success Rate
What is a reasonable percentage of Taunt failure to expect with Maxed Taunt Skill?
Scenario tends to be:
I've seen items with Taunt mod, but so far none good enough to warrant replacing my other gear with... would they have a noticeable effect? Is there anything else that could be causing my fails? Makes me feel like... less of an Ogre. Thanks in advance! btw: This may happen only occasionally, but it SEEMS too often for my liking... thus the question. This slows down the fighting AND makes it more likely that a trigger happy pally will wake mob or for that matter the mob will wake on its own. I like to keep the chanter happy, and having an angry, smack-happy mob chasing them around usually doesn't fit the bill. |
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#2 |
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Veteran User
Join Date: Dec 2003
Location: Houston
Age: 44
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I think the normal success rate you can look for is around 60-65% depending on your lvl vs. the lvl of the mob. Also the RNG will have streaks in it. There have been some parses done on it.
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#3 |
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YOU AC WHORES!!!
Join Date: Apr 2003
Posts: 3,608
Rep Power: 24 ![]() |
60% is around even con I think. It doesn't increase too much for lower though, but does decrease by a lot aqgainst higher cons. If I had to guess, I'd say it's about 25% on +3, and a lot less from that point on.
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Phantron |
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#4 |
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Veteran User
Join Date: Dec 2003
Posts: 175
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Not to be picky but you really should wake it (do some damage) before using incite, or you do not get the full hate from incite.
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#5 | |
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Veteran User
Join Date: Apr 2004
Location: Orlando, FL USA
Age: 45
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Quote:
Given the issue with taunt, in order to be sure of getting the initial attention, without the Incite hate on top of a successfull taunt before wake, would I have to taunt 2... 3 times successfully? I guess what I don't want is the mob chasing someone... that much harder to lock him down. Theoretically, when I hit taunt once successfully, I'm at the top of the hate list, but in reality, if the mob was mezzed twice, debuffed, etc, the one taunt isn't going to do it. Most time, if he's been mezzed twice, if I only taunt, he'll still chase chanter. I'll play with it and see... how much less efficient is it? |
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#6 |
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The MS Office Paper Clip
Join Date: May 2004
Location: Germany
Age: 32
Posts: 8,353
Rep Power: 29 ![]() ![]() ![]() |
btw, +taunt skill% items won't increase your taunt success by a noticeable amount...
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#7 |
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Veteran User
Join Date: Sep 2004
Location: UK
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My experience is mainly from LDoN at the moment, which is where I'm doing most of my tanking with lots of mezzing.
First taunt seems to be successful enough times, if the first taunt fails, my second taunt almost always fails (grrrr - gut feeling, probably not true), 3rd taunt is almost always successful if the first two fail, and on very rare occaisions I get a 3rd failure. I always, 1. taunt until successful or 3rd failure 2. whack mob 3. get close if it ran off 4. taunt 5. incite Chanters get rune, and the regular chanters I group with know that taunt isn't always successful, so they're ready for some hits in LDoN. I'd rather get the group moving on a 3rd failure even if it means the chanter gets whacked than have to wait another 6-18 seconds. Also, at that stage, you run the risk of mezz dropping anyway and I'd rather know I broke mezz. Of course, this process is risky if the mob can 1 or 2 round your enchanter before you get aggro back. I just got AE Taunt last night, and I intend to do this from now on (was going to come here and check it made sense), 1. taunt until successful or 3rd failure 2. whack mob 3. get close if it ran off 4. AE Taunt 5. incite |
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#8 | |
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Quote:
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