Quote from: Joshex on Jan 01, 2025, 01:08 AMSo, the idea originated when I thought about a tank that instead of having a Taunt power, had a PBAoE (point blank Area of Effect) attract power, leaving taunting to the power of inherent Gauntlet, essentially anything hit by the attract power would be taunted over time.
A Tank Without Taunt is going to be a Failure as a Tank.
Here's why (including link to the wiki page):
QuoteCalculating Threat
While the complete formula isn't known, nor do players know most of the minimums or maximums, Castle posted the following in a thread on the Official Forums:
Threat = Damage * Debuff Mod * AT Mod * AI Mod * Range Mod * (TauntDurationRemaining * 1,000)
Definitions of terms used, and their known values:
Damage
This is the final damage a power will cause, not the base damage of a power.
Debuff Mod
This is a value created by the Devs to represent the fact that Mobs don't like being debuffed. Values range between 1 and 2, but on most powers, the value is a 2. This means that with two attacks that cause the same damage, but one has a debuff and the other doesn't, the one with the debuff will generate up to twice as much threat.
AT Mod
This is the value assigned to each AT, described in the table below.
AI Mod
This is a value that is unique to each Mob type. We do not know many value for this variable, but we know that they, in theory, could have a very large range of values.
Range Mod
In general, attacks in melee have a higher modifier. However, we know very few specifics about this value.
TauntDurationRemaining
Pretty self-explanatory. This is the remaining duration of any Taunt or Taunt-like effects the character has on the enemy.
Many of these values have a floor. However, it is unsure what the floor is for each value. It is likely set to 1 for a minimum possible Threat rating from this formula of 1, but that is just a guess.
Tanker Secondaries ALL have a Taunt type power that does 3 things (in PvE at least).
- Mag 4 Taunt for 41s
- -100% Range debuff for 20s
[li]Range: 70ft, Endurance cost: 0[/li][/list]
[/list]
That high magnitude and duration are what allow Tankers to "pull aggro" from others.
The high magnitude is required to affect Bosses. Stack the power to affect Elite Bosses and up.
The Range debuff is what forces Foes to move towards the Tanker ... and if they can't (Ditch Strategy against the Avatar of Hamidon, Hover Taunting against Maelstrom, Corner Pulling, etc.), then the Foe AI can be "foiled" by the fact that they can ONLY attack a Tanker who is "out of range/reach" which then prevents them from attacking.
Starting from a premise of weakened/no Taunt power is what relegated Willpower to "also ran" status for many years, due to the fact that Rise to the Challenge was designed to have a lower Mag (3 instead of 4, so needed to be 2x stacked to work against Bosses) and had a 1.25s duration on a 1.0s activation ... meaning you needed +60% Taunt enhancement (minimum) to extend the duration to 2.0s in order to double stack the Taunt Aura effect of Rise to the Challenge enough to have an effect on Bosses.
It was POSSIBLE to compensate for this drawback, but doing so required 2 enhancement slots be dedicated to the purpose of bringing Rise to the Challenge "up to par" for a Tanker PBAoE Taunt Aura.
Now you're suggesting
repeating that mistake with a Gravity type armor+melee powerset, on the assumption that the Threat generated by Attract+Punchvoke will be "enough" to compensate.
I can tell you, right now, that it won't ... especially because you're saying the Attract power(s) should be non-damaging. Look at the Threat formula cited above. Zero damage adds ZERO Threat, because damage is a multiplier factor.
Additionally, if all you're doing is adding Gauntlet (Mag 4 Taunt for 14.96s) to DAMAGING ATTACKS (another strike against non-damaging powers, since they won't invoke Gauntlet), you're looking at a short Taunt duration (~15s) as a side effect of using damaging powers. In a lot of circumstances, that's sufficient ... but in Main Tank applications, it can be woefully inadequate.
For example:
My SR/MA/MP Tanker build for Redlynne uses a common Taunt:
50+5 IO in Warrior's Challenge (the Martial Arts "taunt" power). This gives the power a 41*(1+0.424*1.25)=62.73s duration for my Taunt power. This is 4x the duration of Taunt duration from Gauntlet (punchvoke). Therefore, a One Slot Wonder™ Taunt power will EASILY override the "attention/aggro-grabbing" power of Gauntlet alone ... because of how Threat is calculated (see above).
TauntDurationRemaining * 1,000 from Gauntlet = 14,960
TauntDurationRemaining * 1,000 from Taunt enhanced with 1x 50+5 common IO = 62,730
There's a REASON why Tankers who assume they can "just get by" on Gauntlet alone CANNOT hold aggro away from a Tanker with an (actual) Taunt power.
I know, I've DONE IT ... on an 8-man Tanker Tuesday on Virtue server running an ITF.
I was playing an Ice/Ice Tanker, told all 7 of the other Tankers that my build "inhaled aggro like a wind tunnel" and that they wouldn't be able to pull aggro off me. There was, of course, some good natured ribbing before the ITF started ("yeah right" and "we'll see" and so on).
Once we got into the ITF, it quickly became apparent that
ALL THE AGGRO BELONGED TO ME ... because of the damage aura (Icicles) and slow aura (Chilling Embrace) stacking on everything around me. But then, I also had the actual Taunt power ... and apparently, none of them did (so they were built more like Scrankers, really).
Occasionally, one of them (the Team Lead) would try to break away from the pile surrounding me to get aggro from the next group. I'd see it, target one of the Foes they were trying to pull the aggro of, cast taunt ... and that fresh pile would just run right past them to make a beeline for joining the mosh pit around my Ice/Ice Tanker.
NO ONE on that ITF run was able to pull aggro away from me for more than a few seconds.
Even the Team Lead was
crying that he couldn't get ANY aggro ... on an 8-man Tanker Tuesday run through ITF. For the entire run, my Ice/Ice Tanker was the MAIN ATTRACTION ... and everyone else were just my "groupies" for dishing out DPS, making them Scrankers.
When we got done, basically none of the other Tankers could believe what had just happened.
8 Tankers ... but only 1 "real" aggro magnet ... who wasn't any of them.
And because Ice/Ice Tankers are best played with a Scrapperlock/Brute type mentality (gotta keep "feeding the beast" of Energy Absorption in order to keep Defenses up, much like with Rage type mechanics), I was just a steamroller of destruction, while everyone else was just along for the ride (because they couldn't get any aggro away from me). So everything turned into HERD & (Cold) BURN for the entire run, and the most $Target Rich Environment™ was to be found around my Ice/Ice Tanker, who was more of a "flypaper build" (pull them in, get them stuck, they can't get away).
This is why I say that I know what you're reaching for ... but it won't work out the way that you're thinking it might (or even ought to).
The reason why Ice Armor is such a strong aggro magnet is because it has a debuff (Chilling Embrace) AND and damage (Icicles) aura power that are meant to be used concurrently, which then magnify the amount of Threat generated by the Tanker very efficiently, while also making retreat/escape from the effects of those auras much more difficult (making them more "sticky").
Non-damaging powers that Attract won't be able to compete with that combination, let alone rival it.
And now I want to rebuild my Ice Tanker on Rebirth ... thanks a lot.