Last Updated: October 21, 2021 Reading Time: 2 min

AOE Stacking and Threat Mechanics Clarified

Today we've received clarification on two major combat mechanics from the New World developers via the official forums.

The first thread is about the stacking of AOE spells such as Ice Storm and Sacred Ground.

Hello combat fans,
I wanted to introduce myself, I’m DaveNW and I lead the combat efforts on New World. Thanks for bringing this topic up.

There was no change made to the AoE stacking logic. This is working as intended and has been working this way since Closed Beta.

We do not want long duration AoE spells to stack on top of each other as this will cause massive scaling issues with damage and healing output in combat. Stacking multiple Sacred Ground spells would result in players being unkillable and conversely stacking multiple Ice Storms would immediately kill opposing players, neither experience is something we want to have happen. When AoE spells stack on top of each other, the AoE with the longest remaining duration will take priority, we like the idea of coordinating between team members to maximize the damage and healing output of these spells. The less overlapping you have of the spells, the higher your damage and healing output will be as a team.

The other important mechanic is how threat works especially in regards to healing and the use of Carnelian Gems. There are also a few UI indicators and related bugs pointed out in the post.

Lots of great follow up discussion! Here’s some extra info on target selection based on some of the questions you’ve asked;

• Healing generates threat equal to the amount of health that is healed by the spell. If you cast Sacred Ground but no one stands in the AoE, no threat will be generated. But if you heal a damaged player for 150 health, you will generate 150 threat towards every AI already in combat in the area who is aware of you.
• Healing a player who is at full health will generate no threat.
• Socketing a Carnelian Gem into a weapon both enables Taunts AND increases the base threat you generate with attacks. The threat increase percentage depends on the tier of Carnelian that is socketed into your weapon.
• When you have aggro on an AI, that AI’s nameplate will have a bright red highlight around it. If that AI has aggro on someone else, the nameplate will appear as if the AI wasn’t targeting you.
• Each AI has their own threat table. This means that if you are fighting two Skeletal Warriors and a Skeletal Archer who is lurking in the back, the tank needs to make sure they’re hitting and Taunting the Archer! If they ignore the Archer, they could find that this AI targets someone else who has more threat.
• Weapon swapping has no impact on threat. It does not increase nor does it decrease your threat.
• Taunt sets your threat a fixed percentage above the current highest threat-holder. So, if you use Taunt to initiate a fight, your initial threat will be rather low. I highly recommend initiating with other abilities or light and heavy attacks, and then use a taunt a few seconds into the fight.

I also appreciate the bugs you’ve brought up! I do have notes on a few of them:

• The carnelian socketed into the amulet is indeed a bug. Carnelians that enable Taunt should exclusively be found in weapons, so I’ve notified our team about that item.
• The Taunt status effect icon doesn’t match the duration of the Taunts. What you see on the ability tooltip is indeed correct. Thanks to your reports we’re aware of this and investigating it!
• We’re investigating the reports of AI running towards non-engaged players when you’ve already aggroed them.

I hope this gives you a bit more insight into the target selection system. We’re always keeping a close eye on our AI and looking for areas that could be fleshed out or improved in the future. I appreciate all of the feedback you’ve given! As always, I hope to see you all in Aeternum!
About the Author:
Takyn originally founded NewWorldFans in 2019.
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