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The current enmity management system

Posted: Thu Jan 16, 2014 2:44 am
by delayedlaw
The enmity/hate management system does not work correctly. I have been told that on this project (big fan, long time follower btw) both cumulative and volatile sides of the system are programmed and in place. Two thoughts on the problem depending on how the system is managed.... I think that the scale/ratio between the two (C. vs V) should be adjusted so that cumulative takes priority to spike or the decay of one or the other changed. Or that the enmity value of spells, and job abilities, like provoke, are turned up, and/or melee and weaponskill enmity value turned down.

For example... (fantasy international server, Galka 99pld/war and mithra 99thf/whm) I was duoing an nm for gear drops. Both characters were well geared, the pld for attack and enmity, and the thf for accuracy and evasion. The thf was there for treasure hunter and maybe an emergency cure if needed. I was going nuts with the Pld, Berserk, provoke, flash, big cures, weaponskills, as soon as the ability was clear for recast. The thf, just meleeing. No sneak attack, no weaponskills, nothing, basically just swinging its Thfs knife, and some other 75ish dagger, nothing fancy. The thf would crit once or twice, and pull the hate for almost a full rotation of my plds tricks to get hate back. This happened with sword/shield, and great sword, all capped on skill and merits. I had to work, and work hard to keep the attention of the mob.

This is just a general example. But its a common problem, in most any party situation hate bounces around based on who spiked last, with seemingly at random, with no response to whom is using abilities/gear/merits/tanking tricks to keep the mobs attention. And that definite spike hate, stays with that person until someone else spikes.

I know that its a complex system, and Im not saying a full rebuild of the system is necessary, but if the ratios can be played with so that a tank can be used it would be greatly beneficial and praised by one and all.

Just my two cents. I truly respect, and admire everyones efforts in keeping this project moving, and available. I have followed for probably 2 years, on Whasfs test server and more recently the fantasy one, and have enjoyed every battle, and every addition you have brought forth. Keep up the kickass, and know that your work on this is a great achievement and that people are thankful for you.

Re: The current enmity management system

Posted: Thu Jan 16, 2014 1:30 pm
by kjLotus
i can't change any of what you suggest, as the values are all calculated and known, and i will not deviate from how it works on retail. if it still isn't like retail, then there may be a problem somewhere else. i've looked over the enmity code many times, printed out ce/ve numbers constantly, and have never noticed anything out of the ordinary

edit: now that I think about it, it's possible that mobskills don't reduce CE (I think they're supposed to)
edit2: accidentally a word

Re: The current enmity management system

Posted: Thu Jan 16, 2014 1:52 pm
by atom0s
delayedlaw wrote:For example... (fantasy international server, Galka 99pld/war and mithra 99thf/whm) I was duoing an nm for gear drops. Both characters were well geared, the pld for attack and enmity, and the thf for accuracy and evasion. The thf was there for treasure hunter and maybe an emergency cure if needed. I was going nuts with the Pld, Berserk, provoke, flash, big cures, weaponskills, as soon as the ability was clear for recast. The thf, just meleeing. No sneak attack, no weaponskills, nothing, basically just swinging its Thfs knife, and some other 75ish dagger, nothing fancy. The thf would crit once or twice, and pull the hate for almost a full rotation of my plds tricks to get hate back. This happened with sword/shield, and great sword, all capped on skill and merits. I had to work, and work hard to keep the attention of the mob.
If you have played retail in the last year or two, this is exactly how it is on retail as well. PLD is much under-developed with the content that is 75+. As soon as Abbysea came out, PLD was forgotten. No one was using them for any content anymore and instead were using MNK and WAR for tanks because with the Atma's it was much more practical. The damage scale does not work with the enmity scale that was pushed into retail during this time.

Since then, it hasn't been fixed at all. PLD has pretty much nothing going for it in terms of holding threat on anything while in a party with other melee classes. PLD is mostly not used at all on retail anymore besides for super tanking major events. In normal parties or anything similar, they aren't used at all anymore.

As kj said though, the focus of the project is to mimic retail. So that is what the current setup for enmity is.

Along with that, DSP's focus is for content up to 75. (Upto and including Treasures.) Anything past that is not a concern at the moment.