First, straight from the devs :
Additionally DPS only generate threat at a 1:1 ratio per damage done, healers generate aggro evenly among all mobs present per point of healing done. So their threat = Heals/#mobsBlackMink: Could you please explain SWTOR's threat mechanics? What exactly do the de-taunt abilities do, and how exactly is threat generated? Is threat directly related point for point to the damage you do, or does each individual ability generate a pre-set amount of threat?
Cameron Winston (Combat Designer): Threat is calculated based on damage done, plus or minus certain modifiers, with one damage translating directly into one point of threat. These modifiers are always called out in the abilities which adjust them. For example, Soresu Form increases your threat generation globally, while Crushing Blow or Hilt Strike specifically generates extra bonus threat when activated.
De-taunt abilities reduce your threat level by a flat percentage of its current value. Healing generates less threat than damage and is split evenly among all enemies you are currently fighting.
In order to "pull aggro" if you are standing more than 4 meters away from the mob you must generate 130% of the tank's (or whoever the mob is attacking) threat. In order to "pull aggro" if you are closer than 4 meters you must do the same except only for 110%.
Taunts
Both single target and area of effect taunts work the same way. They are a threat multiplier essentially. You are granted all the threat of the person at the top of the list plus 10% when within 4m of the target and plus 30% when at maximum melee range or further. It also locks the target on you for 6 seconds regardless of threat. Threat generating abilities (abilities that "generate a high amount of threat") give a point for point threat per damage plus they have a 50% multiplier built in. Additionally tanks generate +50% while in tank stance so 1.5*1.5=225% of damage done as threat when using those special abilities.
Aggro Drops
All aggro drops work the same in that they all drop a % of aggro off. Some are more effective than others. However, since they drop a % and not a flat numerical value they are of no use at the beginning of a fight. When in an operation all dps should be using threat drops on cooldown no matter what, unless the fight warrants doing otherwise.
Practical Application and examples
What does this mean? It means the following:
- After the first minute or two of a fight a tank can literally keep aggro by taunting at maximum melee range every cooldown without attacking. This is especially true if the first taunt comes after the dps unload their opening burn and follow with an aggro drop after the taunt. DPS will essentially never be able to accumulate enough threat ever to come close to pulling of the tank for the rest of the fight. Why is this? Because you build additional threat by taunting not only off of other people but also off of yourself. This means that if the above scenario is done correctly the tank can continue to build aggro without even attacking. With attacking his/her threat would be untouchable. This needs to come with the disclaimer that unless you have another taunt available and someone isn't playing by the rules and/or there is a threat wipe mechanic taunt cannot be spammed. This is only viable in certain situations.
- Tanks standing at maximum melee range while taunting = generating the maximum threat per taunt
- DPS standing at maximum melee range = maximum threat threshold before aggro is pulled
- Using aggro drops after the opening salvo and taunt for dps and on every cooldown thereafter = no aggro problems (some exceptions, but this is a pretty hard rule)
- Rotating taunts with another tank builds massive threat
- Using the following order = no aggro lost off of tanks ever for a single target operation boss: Tank in /w normal attacks (no taunt) -> Dps in after 2-3 seconds, initial burn -> allow 3-5 seconds for burn, taunt -> rotate taunts with other tank while dps uses aggro drops on cooldown -> never lose aggro because is it impossible for dps or heals to generate enough aggro to pull again if done correctly. Guards fix anything wonky.
Example: Nefra
Note: Nefra turning to allow a "burn and pullback" by the tanks is extremely undesirable due to frontal AE.
-> Tanks in together use highest damage attacks to open in the first 2-3 seconds -> first tank AE taunts to top potential healer buildup -> more high damage attacks in the 4th and 5th seconds -> second tank AE taunt -> dps in full burn -> 3-4 seconds into burn first tank uses single target -> burn continues and 3-4 seconds later second tank burns single target and notifies the raid -> everyone aggro drops = Nefra never turns.
Will add stuff as I think of it. Just wanted to get this out there for people to read.