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Reasonable Taunt Success Rate

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Old 02-02-2005   #1
Greyfin
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Reasonable Taunt Success Rate

What is a reasonable percentage of Taunt failure to expect with Maxed Taunt Skill?

Scenario tends to be:
  • Adds are mezzed, I kill original and go to wake first offender
  • Taunt Fail... Taunt Fail... (grrr) Taunt Fail... Taunt Fail
  • Taunt Succes (finally)
  • Incite
  • Wake

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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Old 02-02-2005   #2
Frig Coldheart
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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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Old 02-02-2005   #3
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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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Old 02-02-2005   #4
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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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Old 02-03-2005   #5
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Quote:
Originally Posted by Venkmen
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.
My thinking was that the value of undivided attention was higher than hate efficiency (though to be honest I had no idea that there was a difference between the amount of hate generated).

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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Old 02-03-2005   #6
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btw, +taunt skill% items won't increase your taunt success by a noticeable amount...
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Old 02-03-2005   #7
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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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Old 02-03-2005   #8
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Quote:
Most time, if he's been mezzed twice, if I only taunt, he'll still chase chanter
Probably cos the chanter is sitting down, therefore has a larger aggro bonus.
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