first things first, and this is very important:
aggression multiplier (jealousy augmented) needs to have taunt text changed from "aggro" to "die, die, die"
that said, i don't think the solution is to give the enforcer a new taunt nano: new, higher level nano in general means higher nano cost. one of the biggest problems in taunting as an enforcer is running out of nano, especially in a team that does not hit you with the nano that they aren't even using.
my idea for taunting problems is a scaleable solution, and would, in theory, require only one new nano in it's own nano line.
let's call it 'improve taunt' an enforcer only nano and is its own nano line. it is a 'buff it and forget it' sort of nano, meaning that it has a long duration [1hour, i'd like to see at least 2hr+ personally].
what does it do? it improves any taunt damage delivered by the enforcer that is running the nano. this applies to proc, mongo, and gadgets. it does not increase the natural taunt done by true damage.
i have been thinking of a formula to accomodate this, and this is the simplest one i have come up with:
Code:
NewTaunt = ((OldTaunt)+((OldTaunt*TitleLevelReduction)*(Level/220)))
OldTaunt is the base taunt damage of whatever taunt is activating. NewTaunt is...well...the new taunt damage that will activate, instead of the old.
TitleLevelReduction is based on your title level
Code:
TL7 = 1.0
TL6 = 0.75
TL5 = 0.60
TL4 = 0.45
TL3 = 0.30
TL2 = 0.15
TL1 = 0.0
i dabbled around with various ideas, first thinking that it would be nice if mongo could be scaled to deliver a 30k taunt at lvl220. however, the very premise of my idea was to encapsulate taunt improvement into a single new nano, and have the taunt improvements apply to all enforcer taunts, as stated above.
if mongo got 3x the boost, that would mean jealousy and proc would as well. this is way too much. jealousy alone would be almost a mongo crush, and that just seems a bit much on top of the other boosts. yeah, we'd never have to worry about losing aggro...but we would never have to struggle either...which is part of the fun and challenge
the current formula caps the taunt improvement at 2x taunt at lvl220. every level improves taunt damage, aside for title level 1 levels.
what is the deal with those title level reductions then? they are meant to provide a 'jump' between title levels. a steady increas in taunt damage is all fine and dandy, but part of the appeal in rpgs is to get something 'much' better than what you had. i had to figure in a way to satiate that desire while still maintaining the idea of one nano.
and so, this is what i have come up with. a single nano for the enforcer that scales with level and title levels, allowing for improved taunt ability without hindering his ability at the same time.
thoughts?