Taunt (Status Effect): Difference between revisions

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'''Taunt''' is a game mechanic that is used to hold or draw [[Aggro|aggro]] onto you. Most often used by [[Tanker]]s, [[Brute]]s, and [[Scrapper]]s, it is available to any [[Archetype]].
__NOTOC__
==Overview==
'''Taunt''' is a game mechanic that is used to hold or draw [[aggro]] onto you. Most often used by [[Tanker]]s, [[Brute]]s, and [[Scrapper]]s, it is available to any [[Archetype]].


== Powers ==
== Taunt Function ==
The following is a list of powers that cause Taunt, as of [[Issue 12]]:
Taunt works by multiplying the Threat generated by attacks, with the multiplier dependent on the AT in question, the duration of the Taunt, and the character's proximity to the enemy. In 2007, [[Castle (Developer)|Castle]] created a thread (since lost to [[Official Forums|forum purge]]) revealing this fact, as opposed to the commonly accepted explanation (and description in the game documentation) that Taunt simply overrode all Threat.
* [[Broad Sword#Confront|Confront]] (Available to [[Scrapper]]s in [[Broad Sword]], [[Claws#Scrapper|Claws]], [[Dark Melee#Scrapper|Dark Melee]], [[Dual Blades#Scrapper|Dual Blades]], [[Fiery Melee#Scrapper|Fiery Melee]] and [[Spines#Scrapper|Spines]])
* [[Katana#Calling the Wolf|Calling the Wolf]] (Available to Scrappers in [[Katana]])
* [[Martial Arts#Warrior's Challenge|Warrior's Challenge]] (Available to Scrappers in [[Martial Arts#Scrapper|Martial Arts]])
* [[Invulnerability#Invincibility|Invincibility]] (Available to Scrappers and [[Tanker]]s in [[Invulnerability]])
* [[Willpower#Rise to the Challenge|Rise to the Challenge]] (Available to Scrappers, Tankers, and [[Brute]]s in [[Willpower]])
* [[Fiery Aura#Blazing Aura|Blazing Aura]] (Available to Tankers and Brutes in [[Fiery Aura]])
* [[Ice Armor#Chilling Embrace|Chilling Embrace]] (Available to Tankers in [[Ice Armor]])
* [[Ice Armor#Icicles|Icicles]] (Available to Tankers in Ice Armor)
* [[Stone Armor#Mud Pots|Mud Pots]] (Available to Tankers and Brutes in [[Stone Armor]])
* [[Super_Reflexes#Evasion|Evasion]] (Available to Brutes in [[Super Reflexes]])
* [[Battle Axe#Taunt|Taunt]]
**(Available to Tankers in [[Ice Melee]])
**(Available to Brutes in [[Dark Melee]] and [[Electrical Melee]])
**(Available to both Tankers and Brutes in [[Battle Axe]], [[War Mace]], [[Dual Blades]], [[Energy Melee]], [[Fiery Melee]], [[Stone Melee]], and [[Super Strength]])
* [[Presence#Challenge|Challenge]] (Available to all Archetypes in [[Presence]])
* [[Presence#Provoke|Provoke]] (Available to all Archetypes in [[Presence]])
* [[Umbral_Aura#Black_Dwarf_Antagonize|Black Dwarf Antagonize]] (Available to [[Warshades]] while in [[Umbral_Aura#Black_Dwarf|Black Dwarf form]])
* [[Luminous_Aura#White_Dwarf_Antagonize|White Dwarf Antagonize]] (Available to [[Peacebringers]] while in [[Luminous_Aura#White_Dwarf|White Dwarf form]])


In addition, attacks from a Tanker's secondary or a Brute's primary will also Taunt.
The Taunt power (and Confront, Calling of the Wolf, Warrior's Challenge, Challenge, and Provoke) counts as an attack, so that hate may be gained with just the damage-less Taunt. Attacks made after the Taunt is applied have their Threat multiplied by <code>1,000 * Duration</code> (where <code>Duration</code> is the duration of the Taunt effect).
 
AT modifiers, damage dealt, and proximity to the enemy affect the amount of Threat generated. While a Tanker or Brute should normally be able to build Threat much faster than any other Archetype (especially with the help of the Taunt in all of their attacks), Castle's post was prompted by [[Issue 11]] testing with a Tanker using Taunt that was unable to pull enemies away from a [[Willpower]] Scrapper using [[Willpower#Rise to the Challenge|Rise to the Challenge]]. The combination of the Scrapper's enemy proximity, pulsing Taunt, and constant damage far outdid the ranged Taunt by the Tanker. After further testing, [[Ghost Widow (Developer)|Ghost Widow]] followed the code logic to discover that the game's internal documentation on the subject (supporting the "Taunt overrides Threat" argument) was incorrect.
 
== Powers With Taunt ==
Every [[archetype]] can choose Challenge, a single-target taunt power with a [[ToHit|hit check]], and/or Provoke, a multi-target taunt power with a hit check, from the [[Presence]] [[Pool Powers|pool power]].
 
All [[Tanker]] attack sets include an auto-hit, multi-target taunt power. Most Tanker defense sets include a [[toggle]] that includes a taunt effect. Additionally, all Tanker attacks benefit from [[Inherent Powers#Gauntlet|Gauntlet]], which is a multi-target auto-hit taunt.
 
All [[Brute]] attack sets include an auto-hit, multi-target taunt power. Most Brute defense sets include a toggle that includes a taunt effect. Additionally, all Brute attacks include a single-target auto-hit taunt.


== Function ==
All [[Scrapper]] attack sets include a single-target taunt power which is auto-hit. Some Scrapper defense sets include a toggle that includes a taunt effect.
Taunt works by multiplying the Threat generated by attacks, with the multiplier dependent on the AT in question, the duration of the Taunt, and the character's proximity to the enemy. <span id="_a0">Recently<sup>[[#a0|[1]]]</sup></span> [[Castle (Developer)|Castle]] create a thread revealing this fact, as opposed to the commonly accepted explanation (and description in the game documentation) that Taunt simply overrode all Threat.


The Taunt power (and Confront, Calling of the Wolf, Warrior's Challenge, Challenge, and Provoke) counts as an attack, so that hate may be gained with just the damage-less Taunt. Attacks made after the Taunt is applied have their Threat multiplied by <code>1,000 * Duration</code> (where <code>Duration</code> is the duration of the Taunt effect).
[[Warshade]]s and [[Peacebringer]]s have access to a multi-target taunt power with a to-hit check in their Dwarf forms.


AT modifiers, damage dealt, and proximity to the enemy affect the amount of Threat generated. While a Tanker or Brute should normally be able to build Threat much faster than any other Archetype (especially with the help of the Taunt in all of their attacks), Castle's post was prompted by [[Issue 11]] testing with a Tanker using Taunt that was unable to pull enemies away from a [[Willpower]] Scrapper using [[Willpower#Rise to the Challenge|Rise to the Challenge]]. The combination of the Scrapper's enemy proximity, pulsing Taunt, and constant damage far outdid the ranged Taunt by the Tanker. After further testing, [[Ghost Widow (Developer)|Ghost Widow]] followed the code logic to discover that the game's internal documentation on the subject (supporting the "Taunt overrides Threat" argument) was incorrect.
All forms of taunt have a to-hit check in [[PvP]], whereas [[Tanker]], [[Brute]], and [[Scrapper]] taunts are auto-hit in [[PvE]].


== See Also ==
== See Also ==
* [[Threat]]
* [[Threat]]


== Notes ==
{{Navbox Status Effects}}
# <sup>'''[[#_a0|^]]'''</sup> [http://boards.cityofheroes.com/showflat.php?Number=9702398 Taunt: How it works (Clarification)] Post by [[Castle (Developer)|Castle]], 11/26/07


[[Category:Status Effects]]
[[Category:Status Effects]]

Latest revision as of 12:22, 6 June 2012

Overview

Taunt is a game mechanic that is used to hold or draw aggro onto you. Most often used by Tankers, Brutes, and Scrappers, it is available to any Archetype.

Taunt Function

Taunt works by multiplying the Threat generated by attacks, with the multiplier dependent on the AT in question, the duration of the Taunt, and the character's proximity to the enemy. In 2007, Castle created a thread (since lost to forum purge) revealing this fact, as opposed to the commonly accepted explanation (and description in the game documentation) that Taunt simply overrode all Threat.

The Taunt power (and Confront, Calling of the Wolf, Warrior's Challenge, Challenge, and Provoke) counts as an attack, so that hate may be gained with just the damage-less Taunt. Attacks made after the Taunt is applied have their Threat multiplied by 1,000 * Duration (where Duration is the duration of the Taunt effect).

AT modifiers, damage dealt, and proximity to the enemy affect the amount of Threat generated. While a Tanker or Brute should normally be able to build Threat much faster than any other Archetype (especially with the help of the Taunt in all of their attacks), Castle's post was prompted by Issue 11 testing with a Tanker using Taunt that was unable to pull enemies away from a Willpower Scrapper using Rise to the Challenge. The combination of the Scrapper's enemy proximity, pulsing Taunt, and constant damage far outdid the ranged Taunt by the Tanker. After further testing, Ghost Widow followed the code logic to discover that the game's internal documentation on the subject (supporting the "Taunt overrides Threat" argument) was incorrect.

Powers With Taunt

Every archetype can choose Challenge, a single-target taunt power with a hit check, and/or Provoke, a multi-target taunt power with a hit check, from the Presence pool power.

All Tanker attack sets include an auto-hit, multi-target taunt power. Most Tanker defense sets include a toggle that includes a taunt effect. Additionally, all Tanker attacks benefit from Gauntlet, which is a multi-target auto-hit taunt.

All Brute attack sets include an auto-hit, multi-target taunt power. Most Brute defense sets include a toggle that includes a taunt effect. Additionally, all Brute attacks include a single-target auto-hit taunt.

All Scrapper attack sets include a single-target taunt power which is auto-hit. Some Scrapper defense sets include a toggle that includes a taunt effect.

Warshades and Peacebringers have access to a multi-target taunt power with a to-hit check in their Dwarf forms.

All forms of taunt have a to-hit check in PvP, whereas Tanker, Brute, and Scrapper taunts are auto-hit in PvE.

See Also