Three tank Techniques taunt. One of them ignores Effect Hit and Effect RES completely, two of them roll against those stats, and all three are certain against monsters. Read from the skill prefabs, with the game's own wording that tells you which is which.
Factread from the client's code or tablesDerivedarithmetic on those factsOpinionwhat we would do with themReportedwhat players report on the Chinese forums, cited, not in the client
TL;DRFact
Heart of Challenge lands on a player 85% of the time whatever either side has stacked.
Last Stand and Hamper Strike start at 85% and are then rolled against your Effect Hit Rate and the target's Effect RES.
All three are certain against monsters, summons and pets. The skill carries its own override for those unit types.
Taunt is a debuff, not an ailment. It skips the harsher ailment roll, it does not fade with repeated use, and a cleanse removes it.
The three taunts Fact
Heart of Challenge Knight, tier 2
every enemy within 3 grids of the caster, cast once before the battle starts
flat 85%100% on monsters
Last Stand Templar, tier 5
one enemy next to the caster, after a move of up to 4 grids
85% base, rolled100% on monsters
Hamper Strike Guardian, tier 4
every enemy within 2 grids of a chosen grid up to 4 grids away
85% base, rolled100% on monsters
The game's own text already tells you which is which. Heart of Challenge says "an 85% chance to inflict Taunt". The other
two say "an 85% base chance", and the tooltip for base chance reads: "Represents the base chance of inflicting ailments on
the target. The final chance is affected by the attacker's Effect Hit and the target's Effect RES."
How a taunt lands Fact
Every status a hit applies comes with a base chance and a switch the developers labelled "the probability is affected by
attributes". Heart of Challenge has the switch off. Last Stand and Hamper Strike have it on. All three carry the same
override list: against a monster, a summon or a pet the chance is 100% and the switch is off. The roll itself happens on
the server, so a fight only ever shows you whether it landed.
What lands is the same status every time: taunted enemies target the caster only and walk toward the caster when they
use a damaging Technique, their summons still work, and their ally-targeting Techniques are disabled. It lasts one turn on
the caster's own clock, it ends if the caster dies, and any dispel clears it. Iron Will is the Charm built on it: Guardians take less damage from anything they have taunted.
What the stats do to it Derived
Last Stand, Hamper Strike (rolled)Heart of Challenge (flat)
Even stats leave the rolled taunts at their 85%. A target whose Effect RES is well ahead of your Effect Hit Rate pulls them down along the curve. The flat one does not move. The lead is measured against the game's hidden per-level bases, so a few thousand points at Champion is a small step on this axis.
Effect Hit Rate and Effect RES only enter the rolled pair. Because taunt is a debuff, the target's lead is a plain
division of your chance. Ailments get a harsher treatment in the same formula, and the game halves their chance on a target that was
just hit by one, but none of that touches a taunt. The client does not show where the chance
is capped, so treat anything above 100% on the curve as certain and nothing more.
What to do with it Opinion
A Knight opening with Heart of Challenge can ignore Effect Hit Rate for taunting. Spend those stat rolls elsewhere.
A Templar or Guardian who relies on Last Stand or Hamper Strike in PvP should treat Effect Hit Rate as part of the tank kit,
and expect high Effect RES targets to shrug the taunt off more often than the 85% suggests.
Against monsters, none of it matters. Every taunt is certain, so pick the taunt by its shape, not its odds.
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