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<span style="color:#1565c0; font-weight:bold;">ⓘ Availability Notice:</span> The Aggro System is currently active exclusively on '''Instance MVPs and Mini-Bosses'''. Standard open-world MVPs are not covered by this system at this time, though future expansion has not been ruled out. | |||
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== Overview == | |||
The Aggro System replaces the default Ragnarok Online targeting behavior for designated bosses with a '''hate table''' — a ranked list of every nearby player that tracks how much threat each one has built up against that enemy. | |||
Instead of the mob attacking whoever hit it last or whoever happens to be closest, it always pursues the player at the top of its hate table. This makes genuine '''tank / healer / DPS''' roles possible in instance content: the mob's attention can be earned, held, and deliberately shifted through coordinated play. | |||
== How it works == | |||
=== Threat generation === | |||
Every meaningful action a player takes while engaged with a threat-enabled boss contributes to their position on that boss's hate table. The two main sources of threat are: | |||
* '''Dealing damage''' to the boss. | |||
* '''Restoring HP''' of party members. | |||
Entering the boss's detection range for the first time also generates a small initial amount of threat, registering you on the hate table even before you act. | |||
Each player's threat is tracked independently. The mob always faces the player with the highest accumulated threat. | |||
=== Party roles === | |||
Players in an instance can be assigned a '''combat role''' — Tank, Healer, DPS, or Support — which influences how efficiently their actions generate threat against enemies. | |||
{| class="wikitable" style="width:100%;" | |||
! Role !! Threat profile | |||
|- | |||
| '''Tank''' || Generates significantly more threat per action. Designed to hold the boss's attention so the rest of the party can act freely. | |||
|- | |||
| '''Healer''' || Generates a moderate amount of threat for restoring allies' HP. An active healer will naturally accumulate threat over the course of a fight. | |||
|- | |||
| '''Support''' || Generates a moderate amount of threat for support actions. | |||
|- | |||
| '''DPS''' || Generates less threat per action by default. Designed to deal damage without pulling the boss's attention away from the tank. | |||
|} | |||
Roles are assigned through the instance system and are visible in the threat display. | |||
=== Target selection === | |||
The boss continuously evaluates its hate table to decide who to attack. Two rules govern when it actually switches targets: | |||
* '''Overtake threshold''' — a player must surpass the current target's threat by a meaningful margin before the boss changes focus. Being slightly ahead is not enough. | |||
* '''Retarget lock''' — after switching targets, the boss cannot switch again for a short window of time. This prevents the focus from flickering rapidly between players and gives the party time to react. | |||
If the current target dies or leaves the area, the boss immediately re-evaluates and pursues the next highest-threat player. | |||
=== Threat decay === | |||
Threat values decrease gradually over time for all players on the hate table. A player who stops acting will slowly lose their position. Entries for players who have been completely inactive for an extended period are cleared entirely. | |||
=== Losing aggro === | |||
When a tank loses the boss's focus — whether by dying, moving too far away, or being overtaken — the boss retargets. A partial threat reset for the tank follows, giving the party a recovery window to re-establish control before the situation spirals. | |||
== @aggro command == | |||
The <code>@aggro</code> command lets you view real-time threat information during an instance encounter. | |||
{| class="wikitable" | |||
! Command !! Effect | |||
|- | |||
| <code>@aggro start</code> || Activates the threat display. Shows which player currently holds the boss's attention and where each party member stands on the hate table. | |||
|- | |||
| <code>@aggro stop</code> || Deactivates the threat display. | |||
|} | |||
The command is only available inside instances. Using <code>@aggro start</code> outside of an instance has no effect. | |||
[[Category:Game Systems]] | |||
Latest revision as of 09:50, 23 July 2026
ⓘ Availability Notice: The Aggro System is currently active exclusively on Instance MVPs and Mini-Bosses. Standard open-world MVPs are not covered by this system at this time, though future expansion has not been ruled out.
Overview
The Aggro System replaces the default Ragnarok Online targeting behavior for designated bosses with a hate table — a ranked list of every nearby player that tracks how much threat each one has built up against that enemy.
Instead of the mob attacking whoever hit it last or whoever happens to be closest, it always pursues the player at the top of its hate table. This makes genuine tank / healer / DPS roles possible in instance content: the mob's attention can be earned, held, and deliberately shifted through coordinated play.
How it works
Threat generation
Every meaningful action a player takes while engaged with a threat-enabled boss contributes to their position on that boss's hate table. The two main sources of threat are:
- Dealing damage to the boss.
- Restoring HP of party members.
Entering the boss's detection range for the first time also generates a small initial amount of threat, registering you on the hate table even before you act.
Each player's threat is tracked independently. The mob always faces the player with the highest accumulated threat.
Party roles
Players in an instance can be assigned a combat role — Tank, Healer, DPS, or Support — which influences how efficiently their actions generate threat against enemies.
| Role | Threat profile |
|---|---|
| Tank | Generates significantly more threat per action. Designed to hold the boss's attention so the rest of the party can act freely. |
| Healer | Generates a moderate amount of threat for restoring allies' HP. An active healer will naturally accumulate threat over the course of a fight. |
| Support | Generates a moderate amount of threat for support actions. |
| DPS | Generates less threat per action by default. Designed to deal damage without pulling the boss's attention away from the tank. |
Roles are assigned through the instance system and are visible in the threat display.
Target selection
The boss continuously evaluates its hate table to decide who to attack. Two rules govern when it actually switches targets:
- Overtake threshold — a player must surpass the current target's threat by a meaningful margin before the boss changes focus. Being slightly ahead is not enough.
- Retarget lock — after switching targets, the boss cannot switch again for a short window of time. This prevents the focus from flickering rapidly between players and gives the party time to react.
If the current target dies or leaves the area, the boss immediately re-evaluates and pursues the next highest-threat player.
Threat decay
Threat values decrease gradually over time for all players on the hate table. A player who stops acting will slowly lose their position. Entries for players who have been completely inactive for an extended period are cleared entirely.
Losing aggro
When a tank loses the boss's focus — whether by dying, moving too far away, or being overtaken — the boss retargets. A partial threat reset for the tank follows, giving the party a recovery window to re-establish control before the situation spirals.
@aggro command
The @aggro command lets you view real-time threat information during an instance encounter.
| Command | Effect |
|---|---|
@aggro start |
Activates the threat display. Shows which player currently holds the boss's attention and where each party member stands on the hate table. |
@aggro stop |
Deactivates the threat display. |
The command is only available inside instances. Using @aggro start outside of an instance has no effect.