Aggro, the biggest secret ever.

"
mruuh wrote:
Just promise us one thing - that you will keep these AI scrips under control, lest they achieve sentience and go all Skynet on us. :)
It's already too late
Just to illustrate in what aspect this information could be helpful. Here's a real recent example:

https://www.pathofexile.com/forum/view-thread/1593252/page/2#p12921186

That was a theorycrafting post, and wanted to find a way to avoid projectiles (using a meat shield) for a flicker strike build without increasing other dangers (melee enemies hitting my meatshield and catch me in the middle by luck).

The relevant piece of information is what I found in an animate weapon build thread:

"
- Unlike SRS, monsters will attack animated weapons instead of you most of the time, so use Convocation to keep your weapons between you and the monsters.


Source: https://www.pathofexile.com/forum/view-thread/1464279

Conclusion of my experience:
SRS is much better for me because I wanted that melee enemies targeted me instead of my meatshield. I just found out for pure luck that SRS is a much better option at this than Animate Weapon. This is something you don't "learn by just playing the game".

Buuut I understand this might be a colossal task to explain and understand, or you simply want to keep it a secret. I don't have a problem with that. I just wanted to expose a real situation were this kind of information would had been helpful to build a character with a meatshield.

e.g.
Knowing that enemies have high "aggresion rates" towards animated weapons might end up in people making meatshields with cwdt+convocation & AW+spell totem for totems builds (after you pick loot, you drop AW totem and move to next pack, so you build defences while transitioning between packs)

Last edited by Visca#7546 on Mar 3, 2016, 7:01:16 PM
"
Visca wrote:
Conclusion of my experience:
SRS is much better for me because I wanted that melee enemies targeted me instead of my meatshield. I just found out for pure luck that SRS is a much better option at this than Animate Weapon. This is something you don't "learn by just playing the game".
This is because Summoned Raging Spirits can not be targeted at all. This is spelled out on their skill gem & skill tooltip in-game: "Enemies will not directly engage these spirits"

"
Visca wrote:
Knowing that enemies have high "aggresion rates" towards animated weapons
For the record, they do not. Nor is that the kind of thing that can reasonably be done within the system outside of special cases like specific bosses. Monsters have to be able to target everything, so they don't discriminate based on what type of thing they are, beyond the previously mentioned fact that all minions have a lower chance to be targeted in general.
Last edited by Mark_GGG#0000 on Mar 3, 2016, 8:05:04 PM
"
Boem wrote:
LOL

:-D

Peace,

-Boem-

man u're really pissing to read with peace , boem , false irony or triyng to be original
foolish mortal, only skilled players blessed by RNGesus himself can ever farm one, not you!
"
xtothez wrote:
"
Boem wrote:
LOL

:-D

Peace,

-Boem-

man u're really pissing to read with peace , boem , false irony or triyng to be original


dont be knocking Boem now he's an important figure around here
I dont see any any key!
"
Mark_GGG wrote:
"
Visca wrote:
Conclusion of my experience:
SRS is much better for me because I wanted that melee enemies targeted me instead of my meatshield. I just found out for pure luck that SRS is a much better option at this than Animate Weapon. This is something you don't "learn by just playing the game".
This is because Summoned Raging Spirits can not be targeted at all. This is spelled out on their skill gem & skill tooltip in-game: "Enemies will not directly engage these spirits"


REKT
"
Mark_GGG wrote:
"
Quantume wrote:
For example, we know that bosses are immune to "flee on hit".
That's not directly a aggro related line,
but something that boss monsters have in their AI file
No, that isn't in or even directly related to their AI. It's separate to both the AI and aggro systems (which you also seem to be conflating - those are distinct but interrelated things).


The misunderstandings in the quoted text and the aforementioned conflation of concepts is a demonstration of why we can't reasonably tell you the details of this - you lack the basic knowledge needed to understand the details. And explaining the basic knowledge would both take huge amounts of time, and explain things we need to keep secret. Then on top of that, the details are far more complicated than you realise - as Dan pointed out, there isn't a "Most common" set of conditions (nor is there actually a list or priority queue of conditions as you believe, the reality is different to that). Pretty much every monster type has it's own AI, which is distinct and customised to that monster (and that's not even getting into the great work Dan's done on Grandmasters, with very detailed and complex AI scripts).





Second-class poe gamer
Am I the only one who doesn't sit down to have tea & scones with monsters before I slaughter them (or occasionally they slaughter me) ?

Besides, you don't need to know whats going on under the hood with AI and agro and other stuff. means to an end, the end being how the monster behaves. that isn't too difficult to pick up in most games.

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