Dragon Age Wiki

Editing

Threat

1
  • The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit. If you are undoing an edit that is …
Latest revision Your text
Line 1: Line 1:
  +
{{See| Also [[Tanking: An Alternative Approach]]}}
  +
 
'''Threat''' is a mechanism in ''[[Dragon Age: Origins]]'' whereby enemies decide which characters in your party to attack.
 
'''Threat''' is a mechanism in ''[[Dragon Age: Origins]]'' whereby enemies decide which characters in your party to attack.
   
 
== Threat Level ==
 
== Threat Level ==
'''Threat Level''' is the means by which a character's threat is deduced, and is often referred to as relating to "enemy hostility." Essentially, the higher threat level a character has, the more "hostile" or aggressive enemies will be towards that character, which will result in drawing more enemies to attack that character. The lower the threat level a character has, the less "hostile" enemies will be, and the more likely an enemy will seek out a different target to attack - assuming their threat level is higher.
+
'''Threat Level''' is the means by which a character's threat is deduced, and is often referred to as relating to "enemy hostility". Essentially, the higher threat level a character has, the more "hostile" or aggressive enemies will be towards that character, which will result in drawing more enemies to attack that character. The lower a threat level a character has, the less "hostile" enemies will be and the more likely an enemy will seek out a different target to attack.
   
 
== Threat Mechanics in Combat ==
 
== Threat Mechanics in Combat ==
Line 8: Line 10:
   
 
===Initial Threat===
 
===Initial Threat===
The initial threat value for each party member upon being sighted is 10 (this value is relevant since Mages can reset all threat - except for the distance component - with [[Mind Blast (Origins)|Mind Blast]]).
+
The initial threat value for each party member upon being sighted is 10 (this value is relevant since Mages can reset all threat - except for the distance component - with [[Mind Blast]]).
   
 
On difficulties lower than Nightmare, armor increases the initial threat. The bonus is 5 for light armor, 10 for medium / heavy / massive armor.
 
On difficulties lower than Nightmare, armor increases the initial threat. The bonus is 5 for light armor, 10 for medium / heavy / massive armor.
Line 47: Line 49:
 
1.8m - 2m is the common melee-combat distance.
 
1.8m - 2m is the common melee-combat distance.
   
The distance-based threat component cannot be reset with Abilities / Spells like [[Disengage]], [[Distraction]], [[Mind Blast (Origins)|Mind Blast]] and is not affected by threat decay.
+
The distance-based threat component cannot be reset with Abilities / Spells like [[Disengage]], [[Distraction]], [[Mind Blast]] and is not affected by threat decay.
   
 
===Drawing Threat===
 
===Drawing Threat===
Line 55: Line 57:
 
ThreatIncrease = 100 * DamageDealt / MaximumHealth of Enemy
 
ThreatIncrease = 100 * DamageDealt / MaximumHealth of Enemy
   
In essence, the ''percentage'' of an enemy's ''maximum health'' you inflict as damage is the amount of threat you draw. For an enemy with 200 hit points, inflicting 40 points of damage (20% of maximum) draws 20 threat. This applies regardless of the amount of health the enemy currently possesses; taking the enemy from 180 to 140 health draws the same amount of threat as taking the enemy from 60 to 20 health.
+
For an enemy with 200 hit points:
  +
*Taking the enemy from 200 to 160 health (40 damage) draws 20 threat.
  +
*Taking the enemy from 60 to 20 health (40 damage) draws 20 threat as well.
   
 
Rogues will only draw 80% of the threat noted above.
 
Rogues will only draw 80% of the threat noted above.
   
{{Note| The main corollary of this formula is damage-based threat is much less effective against Boss/Elite Boss-rank enemies that tend to have thousands of health points. On the other hand, abilities having high built-in threat values - first and foremost, [[Taunt (Origins)|Taunt]] - become incredibly efficient against such enemies.}}
+
{{Note| The main corollary of this formula is damage-based threat is much less effective against Boss/Elite Boss-rank enemies that tend to have thousands of health points. On the other hand, abilities having high built-in threat values - first and foremost, [[Taunt]] - become incredibly efficient against such enemies.}}
   
 
====Warrior====
 
====Warrior====
 
Warriors have special abilities that can increase the amount of threat drawn.
 
Warriors have special abilities that can increase the amount of threat drawn.
*[[Taunt (Origins)|Taunt]] provides a one-time AoE threat increase of 300 (400 with [[Frightening Appearance]]).
+
*[[Taunt]] provides a one-time AoE threat increase of 300 (400 with [[Frightening Appearance]]).
 
*[[Threaten]] doubles the threat amount due to damage dealt.
 
*[[Threaten]] doubles the threat amount due to damage dealt.
 
*Most '''''Activated Talents''''' should draw additional threat from affected enemies. However, this only works for very few talents:
 
*Most '''''Activated Talents''''' should draw additional threat from affected enemies. However, this only works for very few talents:
 
**[[Arrow of Slaying]]
 
**[[Arrow of Slaying]]
**[[Pinning Shot (Origins)|Pinning Shot]]
+
**[[Pinning Shot]]
 
**[[Scattershot]], primary target only.
 
**[[Scattershot]], primary target only.
 
*'''''Armor''''' does not increase threat beyond the small bonus upon being sighted.
 
*'''''Armor''''' does not increase threat beyond the small bonus upon being sighted.
   
 
====Mage====
 
====Mage====
Some spells that affect enemies in a negative way draw additional threat, in addition to damage dealt. In many cases, this is not working properly for many spells and noted in the spell descriptions. However, it is working correctly for the following spells (per their spell descriptions):
+
Some spells that affect enemies in a negative way draw additional threat, in addition to damage dealt. This is not working properly for many spells and noted in the spell descriptions.
*Area of Effect spells
+
**[[Earthquake]] draws 50 Threat on Casual/Normal, increased to 70 on Hard/Nightmare
+
[[Walking Bomb]] is a special case and draws 100 threat on Hard and Nightmare difficulties.
**[[Miasma]] on Hard/Nightmare draws 20 Threat
+
**[[Death Cloud (Origins)|Death Cloud]] draws 80 Threat
+
On Hard and Nightmare difficulties, an additional 20 threat (in addition to the threat above) is drawn for non-damaging hostile AoE spells (when an enemy enters the AoE): [[Affliction Hex]], [[Earthquake]], [[Miasma]].
*Single-Target spells
 
**[[Walking Bomb (Origins)|Walking Bomb]] draws 50 Threat (in addition to damage-based threat) on Casual/Normal, increased to 100 on Hard/Nightmare. Explosion damage draws damage-based threat.
 
**[[Virulent Walking Bomb (Origins)|Virulent Walking Bomb]] draws 70 Threat (in addition to damage-based threat). Explosion damage draws damage-based threat.
 
**[[Crushing Prison (Origins)|Crushing Prison]] draws 100 Threat (in addition to damage-based threat)
 
**[[Petrify (Origins)|Petrify]] draws 100 Threat
 
**[[Death Hex (Origins)|Death Hex]] draws 100 Threat
 
**[[Misdirection Hex (Origins)|Misdirection Hex]] draws 60 Threat
 
**[[Horror (Origins)|Horror]] draws 60 Threat
 
**[[Paralyze]] draws 50 Threat
 
**[[Affliction Hex]] draws 30 Threat from the primary target. No Threat is drawn from the surrounding nearby enemies.
 
**[[Weakness]] draws 10 Threat
 
**[[Vulnerability Hex]] draws 10 Threat
 
[[Animate Dead]] is a special case as the summoned skeleton (not the caster) draws a lot of Threat when initially summoned.
 
   
 
====Items====
 
====Items====
Items with the {{ColorPositiveStat|Increases Hostility and Intimidation}} property such as [[Ageless]] do not have their effects implemented properly and do not adjust threat in any way. [[Cadash Stompers]], which have the {{ColorPositiveStat|Increases Hostility}} property are an exception and simply add +5 threat per hit, though this behavior is specific to this particular item and not all items with the {{ColorPositiveStat|Increases Hostility}} property. A [http://www.nexusmods.com/dragonage/mods/1601/? mod] is available that addresses many of these issues.
+
Items with the {{ColorPositiveStat|Increases Hostility and Intimidation}} property such as [[Ageless]] do not have their effects implemented properly and do not adjust threat in any way. [[Cadash Stompers]], which have the {{ColorPositiveStat|Increases Hostility}} property are an exception and simply add +5 threat per hit, though this behavior is specific to this particular item and not all items with the {{ColorPositiveStat|Increases Hostility}} property. A [http://www.dragonagenexus.com/downloads/file.php?id=1601 mod] is available that addresses many of these issues.
   
 
===Reducing Threat===
 
===Reducing Threat===
 
====Mage====
 
====Mage====
 
*Non-hostile spells and all buffs do not draw threat.
 
*Non-hostile spells and all buffs do not draw threat.
*[[Mind Blast (Origins)|Mind Blast]] clears all Threat drawn by the Mage, except for the distance-based component.
+
*[[Mind Blast]] clears all Threat drawn by the Mage, except for the distance-based component.
   
 
====Rogue====
 
====Rogue====
*[[Stealth (Origins)|Stealth]] causes the Rogue to disappear from perception by all enemies. After an event processing delay, the stealthed rogue will be dropped from all threat tables. However, if Stealth is broken quickly (within 1-2s, e.g. due to an automatic attack because the base AI forces the Rogue to defend himself or an attack was already queued), threat is not dropped. If the Rogue was dropped from the Stealth tables, his threat numbers will start from scratch with the ''Initial Threat'' and distance-based threat numbers.
+
*[[Stealth]] causes the Rogue to disappear from perception by all enemies. After an event processing delay, the stealthed rogue will be dropped from all threat tables. However, if Stealth is broken quickly (within 1-2s, e.g. due to an automatic attack because the base AI forces the Rogue to defend himself or an attack was already queued), threat is not dropped. If the Rogue was dropped from the Stealth tables, his threat numbers will start from scratch with the ''Initial Threat'' and distance-based threat numbers.
 
*[[Feign Death]] works similarly to Stealth. The same caveat applies, if Feign Death is given up too quickly, the drop from the Stealth tables (and subsequent drop of Threat) may not occur.
 
*[[Feign Death]] works similarly to Stealth. The same caveat applies, if Feign Death is given up too quickly, the drop from the Stealth tables (and subsequent drop of Threat) may not occur.
   
Line 98: Line 100:
   
 
====Items====
 
====Items====
The {{ColorPositiveStat|Reduces Hostility}} property found on items such as [[Bard's Dancing Shoes]], [[Dalish Promise Ring]], [[Amulet of Accord]], [[Magister's Cinch]], [[Adaia's Boots]] is not implemented properly and does not reduce threat in any way. A [https://www.nexusmods.com/dragonage/mods/1601/ mod] is available to address this issue.
+
The {{ColorPositiveStat|Reduces Hostility}} property found on items such as [[Bard's Dancing Shoes]], [[Dalish Promise Ring]], [[Amulet of Accord]], [[Magister's Cinch]], [[Adaia's Boots]] is not implemented properly and does not reduce threat in any way. A [http://www.dragonagenexus.com/downloads/file.php?id=1601 mod] is available to address this issue.
   
 
====Running Away====
 
====Running Away====
Line 138: Line 140:
 
*Base threat upon sighting (including weapon / armor bonus at lower difficulties).
 
*Base threat upon sighting (including weapon / armor bonus at lower difficulties).
 
*Threat based on damage (including [[Threaten]] functionality, [[Frightening Appearance]] does not give Threaten bonus).
 
*Threat based on damage (including [[Threaten]] functionality, [[Frightening Appearance]] does not give Threaten bonus).
*Spells draw additional threat, taken from ''ABI_base.xls'', threat_impact column. The threat_impact value is multiplied by 10. [[Walking Bomb (Origins)|Walking Bomb]] special case verified. This is triggered by the ''EVENT_TYPE_CAST_AT'' event in ''rules_core.nss''. This is working for about half the spells. Spell descriptions have been updated.
+
*Spells draw additional threat, taken from ''ABI_base.xls'', threat_impact column. The threat_impact value is multiplied by 10. [[Walking Bomb]] special case verified. This is triggered by the ''EVENT_TYPE_CAST_AT'' event in ''rules_core.nss''. This is working for about half the spells. Spell descriptions have been updated.
*Most Talents do not draw additional threat, there are threat_impact values in ''ABI_base.xls'' as well. All activated Talents have been checked. Only Archery talents [[Arrow of Slaying]], [[Pinning Shot (Origins)|Pinning Shot]] and [[Scattershot]], [[Shale]] talents [[Stone Roar]], [[Regenerating Burst]], [[Rock Barrage]] and [[Stone Aura]], and [[Dog]] talent [[Overwhelm]] draw additional Threat. The ''EVENT_TYPE_CAST_AT'' event is used as here as well to trigger the Threat update.
+
*Most Talents do not draw additional threat, there are threat_impact values in ''ABI_base.xls'' as well. All activated Talents have been checked. Only Archery talents [[Arrow of Slaying]], [[Pinning Shot]] and [[Scattershot]], [[Shale]] talents [[Stone Roar]], [[Regenerating Burst]], [[Rock Barrage]] and [[Stone Aura]], and [[Dog]] talent [[Overwhelm]] draw additional Threat. The ''EVENT_TYPE_CAST_AT'' event is used as here as well to trigger the Threat update.
*[[Taunt (Origins)|Taunt]].
+
*[[Taunt]].
*[[Feign Death]], [[Stealth (Origins)|Stealth]] reduce threat if the Rogue has disappeared from perception long enough.
+
*[[Feign Death]], [[Stealth]] reduce threat if the Rogue has disappeared from perception long enough.
 
*Reaching a distance of more than 60m drops threat.
 
*Reaching a distance of more than 60m drops threat.
 
*Target switch counters, limiting melee target switch rate.
 
*Target switch counters, limiting melee target switch rate.
*[[Mind Blast (Origins)|Mind Blast]].
+
*[[Mind Blast]].
 
*Items with ''Reduces Hostility'' and ''Increases Hostility and Intimidation'' properties do not work (tested items: [[Bard's Dancing Shoes]], [[Ageless]]). However, items like [[Cadash Stompers]] with ''Increases Hostility'' property do work (note the lack of "intimidation" in the property description). The latter items add 5 points of threat per hit.
 
*Items with ''Reduces Hostility'' and ''Increases Hostility and Intimidation'' properties do not work (tested items: [[Bard's Dancing Shoes]], [[Ageless]]). However, items like [[Cadash Stompers]] with ''Increases Hostility'' property do work (note the lack of "intimidation" in the property description). The latter items add 5 points of threat per hit.
 
*The distance-based threat generation is happening somewhere deep in the bowels of the engine and not performed using scripts. The values appear to be reproducible, but special cases that have not been discovered may exist.
 
*The distance-based threat generation is happening somewhere deep in the bowels of the engine and not performed using scripts. The values appear to be reproducible, but special cases that have not been discovered may exist.
  +
[[Category:Game rules]]
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]
  Loading editor
Below are some commonly used wiki markup codes. Simply click on what you want to use and it will appear in the edit box above.