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| | #31 | |
| Sticky Paws Sterling Star Join Date: May 2006 Location: Southern California
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My Mood: | Re: Awesome testing done on enmity Quote:
Talk with Kaeko about your setup and methodology; it will make your hard work even more valuable.
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| | #32 | |
| Tamarsamar - 赤魔騎士 Bronze Star Join Date: Oct 2006
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My Mood: | Re: Awesome testing done on enmity Quote:
= You ain't stealin' hate from me! ( . . . ****, why do I level so slowly? I want my /PLD now! ;_; )
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| | #33 |
| Nekoai Nanashi Allied Ribbon of Glory Join Date: Dec 2005 Location: Dumfries, Virgina
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My Mood: | Re: Awesome testing done on enmity
Amusing. By theory, any rdm gear up could out tank a pld in terms of keeping hate and to later extent, lessen damage. I must do tests myself... if i wasn't sick of playing rdm at this time...
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| | #34 |
| 不完全の花 Administrator Iron Emblem of Service | Re: Awesome testing done on enmity
Something I thought I'd point out just to have on the table, though I'm sure most already realize this. It isn't as though a player can cap out on enmity and then just sit pretty on the top of the hate list. Whenever damage is taken or a shadow is lost there is a drop in enmity that has to be compensated for. What I'd really like to see the values for are the drops from losing a shadow or taking X damage. Also, the blog post has been edited to reflect the fact that the test does not prove that Dispel provides exactly 320 units of enmity, only that 320 units is the non-decaying component of Dispel's enmity.
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| The following user says "Thank You" to Taskmage for above post: | WishMaster3K (11-09-2007) |
| | #35 |
| Have Faith, Be Brave Brass Ribbon of Service Join Date: Jan 2006 Location: Blue Ridge, TX
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My Mood: | Re: Awesome testing done on enmity That's pretty much what I was trying to get at when asking my questions. I'm interested in how much hate is lost when damage is given and taken, and at what rate each is expected to run at. It'll take a lot of testing, but eventually such information can pay dividends in the long run. It could help change the way the game is played if we begin to understand in depth how enmity in this game works.
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| | #36 | ||
| 2300 AD is pretty screwed up Iron Emblem of Service Join Date: Aug 2003 Location: Puerto Rico
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My Mood: | Re: Awesome testing done on enmity Quote:
Quote:
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| | #37 |
| Digital Wizard Super Moderator Holyknight Emblem Join Date: Aug 2003 Location: Florida, USA
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My Mood: | Re: Awesome testing done on enmity
Another interesting point is that hits for 0 obviously do NOT deplete your enmity rating at all. Important to note for those who are doing end-game as WHM or BLM and stacking Stoneskin. Not that using Stoneskin isn't a good idea, mind, just that if you end up taking 0 damage from the first hit (unlikely but possible) from an HNM, you haven't bled off any enmity, which is a bad thing. Of course, this is still preferable to getting clocked for 350 points of damage, but still important to note. Icemage |
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| | #38 |
| <3 Duo/Trio | Re: Awesome testing done on enmity Initial Boost Test I did a quick test of Boost with the help of a MNK/WAR (Fruit, thank you!). Our testing suggested that Provoke and Boost go into a single pool which decays at a rate of 60HU per second. While Boost is weak alone (~300iHU), when combined with Provoke in a cycle, approximately 2 Dispels worth of hate is built each cycle. Very soon all those WAR/MNK and MNK/WAR tanks might actually have some proof that spamming Provoke+Boost+Boost is effective. UPDATE: I just tested that I could pull hate from Nonomii after she casted 31 Dispels while using a Provoke+Boost+Boost cycle with my WAR/MNK. It only takes about 9 minutes to hit maximum hate. However, after 32 Dispels, I was unable to maintain hate for the whole cycle. This might open up more options for kiting HNMs. Provoke Update Terms: HU: Hate Unit - a unit of hate defined as the hate (emnity) left from casting Blind and waiting 2 minutes iHU: Initial Hate Units - initial hate generated from a spell or action fHU: Final Hate Unit(s) - hate remaining from a spell or action after a passage of time which fully decays the hate Given: Blind, Stoneskin, Refresh, and Barspells all give 1fHU. I tested this myself my casting Blind followed by one of the other spells. It would take two Provokes to maintain hate. Method: Ryoii would pull an enemy with Provoke. Nonomii would cast Blind on the enemy and let Ryoii zone. Nonomii would cast Blind again, and Ryoii would zone back. Now Ryoii has 0 HU and Nonomii has 2 HU. This was tested by having Ryoii use Provoke twice and not loose hate the second time. Now Nonomii would cast Dispel 5 times and cast 1 fHU spells until she has 1801 HU. Now Ryoii would zone out and back to reset her hate to 0. Now it would require that Ryoii use Provoke twice to get the enemy to turn away for Nonomii for only a second. I waited about 5 minutes and tried several more Provokes which still caused the enemy to turn for only a second. This would be much easier with another RDM casting Refresh and Phalanx II. I'll make 100% sure this weekend that I have this all correct. I'm still trying to figure out the decay. It appears that it might be 60 per second, which would fit reasonably well with my previous data except for the error about 5 Dispel > 1 Provoke. 5 Dispel = 1600 fHU, so hate is lost from Provoke after 4 seconds. 4 Dispel = 1280 fHU, so hate is lost from Provoke after 9 seconds. 3 Dispel = 960 fHU, so hate is lost from Provoke after 14 seconds. 2 Dispel = 640 fHU, so hate is lost from Provoke after 20 seconds. 1 Dispel = 320 fHU, so hate is lost from Provoke after 25 seconds. Current Theory: Provoke = 1800iHU and 1fHU with a loss of 60HU per second Comments: You will see below that I never got to exactly 1801 HU, but I believe some of the following may have happened: I miscounted my Barspells, Dispel is 321fHU, or Provoke is 1801iHU. Raw Data for Attempt #1: Spell, Nonomii's Total HU Blind 1 Stoneskin 2 Refresh 3 Blind 4 Dispelx5 1604 Refresh 1605 Stoneskin 1606 Barx6 1612 Barx6 1618 Barx6 1624 Barx6 1630 Barx6 1636 Refresh 1637 Stoneskin 1638 Barx6 1644 Barx6 1650 Barx6 1656 Barx6 1666 Refresh 1667 Stoneskin 1668 Barx6 1674 Barx6 1680 Barx6 1686 Barx6 1692 Barx6 1698 Refresh 1699 Stoneskin 1700 Barx6 1706 Barx6 1712 Barx6 1718 Barx6 1724 Barx6 1730 Refresh 1731 Stoneskin 1732 Barx6 1738 Barx6 1744 Refresh 1745 Stoneskin 1746 Barx6 1752 Barx6 1758 Barx6 1764 Barx6 1770 Barx6 1776 Refresh 1777 Stoneskin 1778 Barx6 1784 Barx6 1790 Barx6 1796 Required 2+ Provokes Raw Data for Attempt #2: Spell, Nonomii's Total HU Blindx2 2 Refresh 3 Stoneskin 4 Dispelx5 1604 Barx6 1610 Barx6 1616 Refresh 1617 Stoneskin 1618 Barx6 1624 Barx6 1630 Barx6 1636 Barx6 1642 Refresh 1643 Stoneskin 1644 Barx6 1650 Barx6 1656 Barx6 1662 Barx6 1668 Refresh 1669 Stoneskin 1670 Barx6 1676 Barx6 1682 Refresh 1683 Stoneskin 1684 Barx6 1690 Barx6 1696 Refresh 1697 Stoneskin 1698 Barx6 1704 Refresh 1705 Stoneskin 1706 Barx6 1712 Barx6 1718 Barx6 1724 Blindx2 1726 Refresh 1727 Stoneskin 1728 Barx6 1734 Barx6 1740 Barx6 1746 Barx6 1752 Blindx2 1754 Refresh 1755 Stoneskin 1756 Barx6 1762 Barx6 1768 Barx6 1774 Barx6 1780 Refresh 1781 Stoneskin 1782 Barx6 1788 Barx6 1794 Required 2+ Provokes Last edited by Ryoii/Nonomii; 11-08-2007 at 11:47 PM. |
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| | #39 |
| 2300 AD is pretty screwed up Iron Emblem of Service Join Date: Aug 2003 Location: Puerto Rico
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My Mood: | Re: Awesome testing done on enmity
Wait. Are you saying Provoke's initial hate spike will pull hate from 5 Dispels?
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| | #40 | |
| Veteran Member Allied Ribbon of Bravery | Re: Awesome testing done on enmity Quote:
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| | #41 |
| Sticky Paws Sterling Star Join Date: May 2006 Location: Southern California
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My Mood: | Re: Awesome testing done on enmity
I dunno... I may prefer Chainspell Stun + Aspir. That way I'd be alive when Chainspell ends, and have MP, too. (Only works for stuff which has MP and isn't an Undead, of course.)
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| | #42 |
| Fence Sitter Brass Ribbon of Service Join Date: May 2006 Location: UK
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| Re: Awesome testing done on enmity
The mp usage on CS Dispel is phenominally high - 32 Dispels = 800 mp. You would be risking an awful lot on a convert when doing this. Also, thinking about when I CS stun, and there is a zerg going on, I can't pull hate for the life of me, and in our shell for DL, I'm generally the first to go, with the rest of the rdm taking their timing from me. |
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| | #43 | |
| Veteran Member Allied Ribbon of Bravery | Re: Awesome testing done on enmity
Althought I think the whole point of this is to have the mob pretty much dead within the time limits for 2hr running out, otherwise people wouldnt be all going apeshit to start with anyway. EDIT: CS Stun is great and all, but mobs still do moves through, and if they have any kind of stun move you're gonna break that Cs cycle. Added to the fact if you are tanking something that others are zerging, likely hood its going to be a higher lvl mob, your Aspirs are going to be neglible at best. ------------------------------------------ Quote:
I know from CS Stunning things like Suzy where noone pops Invincible, I pull hate nearly everytime, with my poor buffer as witness.
__________________ [SIGPIC][/SIGPIC] ![]() Sig - Selphiie RDM75 BLM75 bautier.wordpress.com - My new and 1st blog! (No longer updated, some useful info there though :D) Last edited by hongman; 11-09-2007 at 04:46 AM. Reason: Automerged Doublepost | |
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| | #44 |
| 2300 AD is pretty screwed up Iron Emblem of Service Join Date: Aug 2003 Location: Puerto Rico
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My Mood: | Re: Awesome testing done on enmity
If you're going /NIN, you could spam Utsusemi as needed during the Chainspell (along with a Stoneskin in there for good measure,) and it'd be better than Stun at ensuring that you don't take damage. Plus, on anything that's actually a threat, going /DRK for Stun and Aspir would ultimately mean a lot less hate after Chainspell is over since you're going to get hit, and getting hit hard loses more hate than losing a shadow as /NIN. That aside, odds are Stun and Flash are both decaying hate. Reason Flash is so good for PLD is probably the fact that it prevents you from getting smacked for about 12 seconds, and that's 12 seconds you didn't lose permanent hate. There's something I believe we need to look into. I recall an interview a year or two ago with S-E, and they inquired about Enmity and Provoke. If my memory serves me, S-E replied that Enmity doesn't affect Provoke, but that due to the nature how Provoke works, a higher level player makes more hate with Provoke than a lower level one. This sounds extremely fishy, but we need to check to make sure. Could have something to do with Ryoii/Nonomii making more than 5 Dispel's worth of hate with Provoke, too.
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| | #45 |
| Veteran Member Allied Ribbon of Glory | Re: Awesome testing done on enmity
I think what you're suggesting for chainspell dispel is substantially what already happens with chainspell stun. The rdm/drk will rip hate off anything and everything, and it's typically only the fact that the target spends most of its time stunned that keeps it from snacking on you. (In some cases they manage to do something anyway; I've eaten flares from Suzaku while chainstunning him during his own chainspell, for example.) Although it's possible that stun decays more, and it's only the fact that the stuns are all done in rapid succession that pushes them up to such a ridiculous hate value. In any case, if this does become abused somehow, it would be simple to fix: greatly lower the enmity of dispels that don't dispel anything. Then you can't cast 32 dispels for full hate unless the target has 32 dispellable effects on (not bloody likely), but the enmity of dispel in ordinary situations wouldn't be affected (you're only going to cast it when you expect it to have an effect). P.S. "Non-decaying" hate is somewhat misnamed: in real fight situations, it will still be reduced when the monster takes a swing at you and does damage or removes shadows (the part that is too complex to easily see by this type of test). So the hypothetical dispel-tank would also need to kite and consistently stay out of range/never have their stoneskin broken to maintain hate (/nin wouldn't really help because, although you might stay alive by using it, you'd shed the hate you 2houred to build). Regularly renewed spike hate can be just as important as "permanent" hate over the long term when hate is being lost to hits faster than it can be lost over time. While this information *is* useful, don't try to apply it beyond its actual applicability. The test scenario contains several simplifications not present in the typical real fight. P.P.S. It's unfortunate that their testing methodology requires illegal hacks. Maybe there's some setting where distance can be calibrated by other means (tiles on the floor?) that would allow non-hacking players to contribute data?
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