Scout Archive
Thread: So, uhh...what does this do?
Ferocity sort of measures if the creatures will BAF - bring a friend -if one is attacked. Paralopes have low ferocity - kill 1, the rest watch. Rancors have high ferocity, make one mad, he brings the clan to the party. The exception are "scout" animals, who can get even 0 ferocity creatures to BAF or swarm you.
There are ways around making them all mad and drawing just one, go to the Ranger forum and read Ranger Fred's stickied post about lairs.
enjoy
JB
One confirmed (by a dev) thing it does is change the aggressive radius of creatures. The higher the ferocity, the further away they will attack you. Note that maskscent breaking within 40 meters has a significantly higher chance of drawing aggression regardless of ferocity level.
It has been a long time since I had warning shot to test this, but early in the game ferocity also seemed to affect the chances of warning shot working. Higher ferocity critters were less likely to run away.
Gang,
Seiryuu's right about the range thing.
As for the warning shot - I don't know about that. But the range thing was confimed by Green way back in the day.
I'd elaborate but I'm sick as hell.
B
Well, poop. I fought Kilkniks two weeks ago and never noticed they were zero. Mean lil farts they are.
So how come rasps break my maskscent at 63.9 meters and swarm me like I was wearing a bird seed suit? Lately even the non-reds have been aggro-ing me. Must be my breath.
Hands Brisc someJack Black- screw the soup, enough of this you will forget you are sick.
JB
Being a former CH I know that ferocity is actually the rating that decides whether an animal will run from a fight or not.
Ever hear of CH's talking about how such and such type of pet always runs in the middle or a battle?
Well its because their ferocity is low.
As for when you are fighting them.. Low ferocitycreatures run immediately if their HAMs get below a certain level, high ferocitycritters fight it out until they have virtualy no HAM at all.
It's also a control modifer for CH. it provides some sort of virtual CL above the creatures CL. Like CL plus ferosity= CL of pet for calling (only effects CH's without tame 4 last I heard wayyyyyyyyy back before the CH revamp)
If anything runs before it is down to 10% or less health, it is due to a distance bug. This was most noticable in Publish 6 where all pets tried to stand at a distance of zero meters from their target, but some creature/pet combinations have always suffered from this. At very low health, then yes, ferocity will play a role.
As far as control and CL, no. The only factors in this are CL and whether the creature is aggressive or not, for which there are two different tame modifier. Ferocity plays no role whatsoever.
If you wish to test this, get a graul mauler and a giant angler. They are both CL 35. One has a ferocity of 0 and one has a ferocity of 10. Find someone with 2-x-x-x and enough +max CL to handle a CL 35 critter. They will not be able to call either naturally. Add +tame clothing until they can call one of them. They will be able to call the other at the same point (not simultaneously of course).