I was wondering if anyone can explain the skill: charm for me?
Skill description: Charms the enemy to decrease its desire to attack player, power xxx
I have tried using this skill in various ways but it never seems to work.
a) aggro mob - use charm - the mob should turn not aggro? Result: The mob is still aggro after charm, skill did nothing.
b) I attack a mob, the mob runs after me - use charm - the mob should stop following me? Result: Mob is still following me, skill did nothing.
c) In a party I can prevent the mob from attacking me, using charm on it first? - use charm - party attacks mob - mob still runs to me if I do the most dmg. Result: skill did nothing.
d) In a party I can make the mob change its target from me to someone else in party using charm? -Attack mob - mob aggros me - use charm - mob does not change target. Result: skill did nothing
This skill is not a "harmony type" of skill which you may have experienced in EQ1 or simlilar games. It is does not affect a mobs aggression state. Those are fixed. This is a combat modifier skill which is used to move the character targeted by the mob on the mobs "hate/aggression" list.
It is a situational modifier skill which means that it has to be used in conjunction with raw damage as well as other skills, most notably the hate/aggression skill of a knight.
Allow me to explain the Mob behaviour and hate/aggression system in the game.
In L2 the mobs may be:
Passive non social - eg. elpys and other stuff you find in newbie areas. These mobs will not initiate combat and will not attract others of their race to assist them if attacked.
Passive social - eg. some low level orcs. These mobs will not initiate combat but once engaged they have a social radius within which any members of their race will endeavour to assist them.
Aggressive non social - various mobs. These mobs will attack you should you wander into their aggression range. By virtue of being aggressive they will automatically be social to their own race. However at lower levels these mobs will be indiferrent to their surrounding mobs of other races, with whom they share their immediate environment. You can target these mobs first in order to "pull" them out of what would otherwise be a large group of mobs to fight.
Aggressive Social - various mobs, more prevalent as you get higher level and often found in dungeons. These mobs will attack you if you wander into their aggression range and bring their racial friends who are in the vicinity. In addition these mobs will also rally the support of all other mobs (regardless of race) within a certain radius when they come to engage you. This is the most common cause of party wipe-outs as pullers make the mistake of not chosing their mobs based on their social class correctly and end up bringing in a train on their party.
In addition to the above you also have group mobs. Group mobs are identifiable by having a leader type mob and their minions who loiter in close proximity. The aggression and any social behaviour of these mobs is linked to the leader mob. Attacking a minion will trigger the leader and minions to attack. All of the mobs in the group are linked to the "leaders" target. If you want to get a group mob off your nuker or healer you have to target the leader. If you killl the leader before you manage to change the target it becomes very difficult (if not impossible in some instances) to pull off the minions from their last designated target. (large DPS spikes have been known to do it)
Raid mobs behave like group mobs when engaged. Those that are alone tend to summon minions throughout the fight which then take on the group mob attributes.
Now, when you engage a mob (regardless of whether its passive/agressive or social) you are placed on the mobs hate list. The person at the top of this hate list is the person which the mob will target. Once combat ensues ppl will move up and down on the hate list IAW with how they interact with the mob (eg how much damage they do to it, how much damage they heal on the mobs primary target, what buffs they cast and on whom, the higher the person on the mobs hate list the more hate is generated by the supporting effect).
The mobs hate/aggression value is numeric and relates directly to the damage valute or skill value (eg the power of the hate/charms skills are a direct damage equivalent) being utilized by the players as they prosecute the engagement.
Various buffs/non damage effects have intrinsic numeric factors which influence the mobs aggression value. I don't know what those are exactly, but you can get a feel for what they are the longer you play L2. As a tank I have "bracketed" those values simply by seeing how much "hate" I have to spam (which has a numeric value) IOT turn the mob back onto me.
In addition the Mob AI associated with Aggressive/social behaviour will tend to build up hate on non primary targets as a portion of the damage received by the primary target.
In this way you can begin to control the aggro of the "adds" depending on your knowledge of the mobs behaviour class as described above.
This info is not only important for tanks but also DD's who may have skills such as charm or confusion.
In this situation charm acts to decrease the persons aggression value on the mobs hate list. If there is noone competing for the mobs aggression then charm cannot lower you competitively and so the mob continues to attack you.
The difference between charm and confusion is that charm lowers your aggro value, whereas confusion adds its value to a random party member hoping to elevate them above you in the hate list.
The purpose of charm is to assist DD's in maintaining the tanks spot at the top of the mobs hate list. In complicated situations the tanks can also use it as a survival tactic IOT "turn" non social mobs off themselves onto heavy armour DD's like Glads, Warlords, Destroyers, Warsmiths if they had a bad pull, got respawned on etc... In this manner they will disburse mob group DPS and allow time for the healer to react and cast their spells. This is esp important if mobs have nasty secondary attacks like poision dots and if you have a good tank who knows how to use the hate/charm combo in conjunction with good comms with the DDs, they can save your group from wiping out.
Its important to understand that these skills are entirely reliant on combat effects, the most influential of these being raw DPS.
In light of the ever increasing DD DPS the effectiveness of these skill effects diminish. This is furhter exascerbated through the use of Soul/Spirit shots as these do not have any corresponding effect on hate, charm or confusion as they have on damage spells/skills.
There have been lots of requests to have the hate skill tweaked, but I'm not sure whether this has been noted and whether it will occur in the short or long term. In the same vein Charm and Confusion will show a corresponding increase in efficiency if this issue is addressed.
Regards,
Ellyrion Fiallathandriel
6X Knight of Eva
Kain