| | |||
| 全部 | Complete List | ||
| 研究 | Research | ||
| ダメージ | Damage Dealt Enmity | ||
| Damage Taken Enmity | |||
| ケアル | Cure Enmity | ||
| 戦 | Warrior | ||
| モ | Monk | ||
| 白 | White Mage | ||
| 黒 | Black Mage | ||
| 赤 | Red Mage | ||
| シ | Thief | ||
| ナ | Paladin | ||
| 暗 | Dark Knight | ||
| 獣 | Beastmaster | ||
| 吟 | Bard | ||
| 狩 | Ranger | ||
| 竜 | Dragoon | ||
| 召 | Summoner | ||
| 忍 | Ninja | ||
| 侍 | Samurai | ||
| 青 | Blue Mage | ||
| コ | Corsair | ||
| か | Puppetmaster | ||
| 踊 | Dancer | ||
| 学 | Scholar |


Comments
Phemduk - Diabolos - Illuminati - 75 Pld, 75 War, aspiring blm
DRK is a better sub for NIN in terms of hate generation and in turn, tanking.
-Ryoii/Nonomii
The only exception we've found to this is Bind - it seems to have some type of hate reset when "Bind effect wears".
Secondly: Do you have any future plans to include a simplified model for nukes/cures and other spells that generate a variable amount of enmity? If so, how can I help?
Our goal is going to be figuring everything out except the following 4 things first...
1) Damage you deal to an enemy
2) Damage you take from an enemy
3) HP you cure using cure 1-4 (-ga)
4) Distance loss
Those 4 things are probably the most complicated at the moment. There are some other groups working on these but Ashi and I probably won't post anything on that ourselves until we figure the rest of the 'basics' out. We already figured out most everything, just shoring up the spells and stuff.
As far as helping, you would need a 3 character team to do any sort of legit testing. The new information is a little more difficult to scheme, but we could definitely use help figuring out the spell CE and VE values. This is very simple to do (outlined in part3 and part4).
Best thing anyone could do to help us out right now is to pick a spell or ability not on this current list and find it's "CE" value - most of them will be 1 anyways. This way I can get it on the list. There are 360 non-damage/cure spells in the game right now and I've only gotten about 1/6th of those listed.
I ask because in my experiences tanking as NIN/WHM, I've never pulled hate with a Barelementra, and if the effect were spread out and the VE was multiplicative, it would make a single Barspell in a 6 person party (standing close enough together) the equivalent of a Provoke, which I can assure you isn't so...
I just woke up, I'll try to get some people for testing later.
p.s. awesome tests!
i'd be happy to help, i have BLM73, with WHM & RDM subs, on Asura. if anyone needs one more person for their test group on Asura, pls say so :)
a couple questions.. why do you say the two testers must stand at the same distance from the monster? i thought you confirmed in the earlier tests that distance has no impact on enmity?
i also wanted to add to the list of things to do at some point. in addition to enmity from standard abilities/damage/etc, it would be nice to know the enmity generated by special actions:
- healing (by sitting down)
- passive aggro (be seen/heard/etc. by a mob that aggroes sight/sound/etc.)
- aggro that spreads from another mob through linking
- aggro that spreads from the pet or summon - if any
- aggro that spreads from another pt member - if any (a pt member forgot to cast sneak and died to a sound-aggro mob; the mob then proceeded to attack the rest of the pt, even though we were all sneaked, and didn't cure etc.; might have been a glitch though...)
--Doval
So is the VE number of 300 on Warcry based on the user being solo?
* Cumulative and Volatile Enmity values for ally target actions represent values for 1 target hit
- Multiply values given by number of players hit to calculate total CE and VE values
- Certain actions are single target only, but can be made multi-target by use of "Diffusion" JA
So yea the 300 VE number is for 1 player only. If you had a full 6 player party it would be 300x6=1800 = same as voke.
Good work! Keep it up!^^
Invisible is not even listed right now. There is no way you could possibly make a comparison between Invisible and PLD 2hr on this table right now.
On a side note, if you used PLD 2hr, then waited 2 minutes, then had someone else use Invisible on the hate list already, yes Invisible would pull hate.
Interesting to see that Meditate is CE and not VE, unlike most similar JAs (Last Resort, Souleater, Warcry,...).
But I do have some questions: would 1 point of damage=1 point of CE be a good approximation?
Same question for cures.
And lastly, another about Aspir.
320 CE just doesn't seem right.
Casting Drain (and Aspir if applicable) at the beginning of fights used to be standard practice for black mages years ago, and it generated very low hate.
Shouldn't the mob have turned from the tank after Provoke's enmity dissipated, especially at low levels?
I've always believed enmity from Aspir (and Drain) was proportional to the MP or HP recovered, hence why casting both at the beginning of a fight didn't turn the mob from a NIN that only voked, even at lv30.
Has this possibility been considered?
If these questions have been answered in the links detailling the methodology, I apologize.
I haven't read them yet, but I will eventually.
Other than Aspir, most the values that I have experience with seem to be dead accurate.
I had no idea Poison and PoisonII had such a VE, they always felt like low-hate spells.
1) DD Tank
2) VE Tank
3) CE Tank
4) TE Tank
DD tank refers to anything that uses damage as its primary source of hate. Most comment example of this is a merit party or say MNK tanking Salvage.
VE tank refers to the old school PLD/WAR. You're not doing damage, but you're constantly spiking VE using things like Flash and Provoke. Obviously this is not too commonly seen in endgame nowadays.
CE tank is anything that tries to cap CE at 10000 and maintain it; but cannot cap VE. RDM/NIN accomplishes this the easiest with all the high CE moves it has. I would say in true endgame, you'll want to do better than this.
TE tank will cap both CE and VE. VE is more difficult to cap and requires a constant spamming of high VE moves. CE just generally means you're not getting hit. RDM/NIN, PLD/NIN, and NIN/DRK can all reach this point without much issue if well played. PLD/NIN probably has the most difficult time doing this of the 3, but it is still generally the most stout tank.
As far as what is a good tank, if you're going for a perfect scenario on a wyrm, you want to TE cap. Doing this makes it impossible for anyone in the alliance to get hate off you unless they too are able to hit the TE cap (requires some really nasty DDs to do this). This is the basis behind how groups do Tiamat fights and spam the shit out of it for an hour and have no hate switches.
The key to turning your tank from something that caps only CE to one that caps VE as well is to break the VE decay rate of -60VE a sec (3600 a minute). Doing so means you are having a net gain of VE and you will eventually cap. NIN/DRK has the easist time doing this of the big 3. RDM/NIN does pretty well on this as well IF they spam blind (which many do not).
I was able to get my characters fairly balanced w/ cure 0's on the lvl 68.
I was doing this on an air elemental so I was spamming it with aero spells in oder to get the lowest amount of damage possible.
Tier1 Aero was ~12 cures on the 68 char
Aero 2 was ~= 2 Aero1's
Aero 3 was ~= 2 Aero2's
My results obviously aren't accurate down to the unit for many reasons but I thought I'd post because it gives a starting point for looking at values. I noticed after pulling hate back w/ the last 2 aero2's I wasn't able to rebalance hate w/ a Cure1 but a single tier1 Aero pulled hate right back and held it.
I can say at least for certain elemental spells have a higher CE than 1(somewhere closer to 10) and the CE increases as the spells go higher.
I only tested with aero so each spell may have a different CE since each spell has a different base damage?
http://fi.faservers.net/ninhate.jpg
http://fi.faservers.net/rdmpldhate.jpg
http://fi.faservers.net/pldhate.jpg
http://fi.faservers.net/whmhate.jpg
BUT
As far as terminology is concerned, I think you could reword it and choose alternative terms which would be added value, and take these findings from findings to comprehensive laws.
CE- Cumulative Enmity, I believe it is more accurate to regard this as either Constant (non-variable/non decaying) Enmity, or Consistant (non-volatile)
VE- Volatile Enmity is perfect. Someone argued for Corrosive, but Volatile is far more accurate in descibing this form of Enmity. As it initially is an added value that later decays. Corrorsive would imply the negative effect without accounting for the positive effect.
TE- Totall Enmity, I think this should be either left the way it is or changed to Cumulative Enmity as Cumulative means the sum of. Problem being that so many people are now used to the current terminology you use that it will probably confuse everyone for a while.
The reasoning for this was to not force any more terminology on others. These names were best in my opinion since their terms were being thrown around on BG already, and were DIRECT translations from the JP magazine, which had already popularized those terms in the JP community. I just felt it made more sense to stick with it, especially, since the table is now offered in English and Japanese.
If you want to see the original coining of the names, it would be the JP names for them. Whether or not they are the best names is certainly up for debate, but as you mentioned, changing them now would be pretty difficult.
Basically, was not my call! I just went with what was being used. I personally am fine with the naming though.