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Enmity Testing Round 1 results.Follow

#1 Jan 08 2012 at 5:24 PM Rating: Good
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Enmity Testing Round 1 results.
So today I decided to do Enmity testing with a fellow linkshell mate that had GLA at 50, here are the results.

2 Gladiators Setup, No gear.

1st Gladiator provoked, Mob on him. 2nd Gladiator provoked, mob stayed on 1st Gladiator.

1st Gladiator provoked, mob on him. 2nd Gladiator provoked with +10 enmity belt, mob turned to 2nd Gladiator

1st Gladiator provoked, mob on him. 2nd Gladiator flashed mob stayed with 1st Gladiator

1st Gladiator provoked, mob on him. 2nd Gladiator flashed x2 mob turned to 2nd Gladiator

1st Gladiator provoked, mob on him. 2nd Gladiator flashed x2 mob turned to 2nd Gladiator. 1st Gladiator flashed, mob turned to 1st Gladiator

1st Gladiator provoked, mob on him. 2nd Gladiator flashed with +10 enmity, mob stayed on 1st Gladiator

1st Gladiator provoked, mob on him. 2nd Gladiator used sentinel and then provoke mob turned to 2nd Gladiator

1st Gladiator provoked, mob on him. 2nd Gladiator provoked no change, 2nd Gladiator then used rampart, mob turned to 2nd Gladiator

1st Gladiator used sentinel & provoke, mob on him. 2nd Gladiator Flashed x2, mob turned to 2nd Gladiator

1st Gladiator used sentinel & provoke, mob on him. 2nd Gladiator provoked & rampart, mob turned to 2nd Gladiator

1st Gladiator used sentinel & provoke, mob on him. 2nd Gladiator flashed, no change, 2nd Gladiator then used rampart, mob turned to 2nd Gladiator

Gladiator & a DoH Class (Stone Throw test)

1st Gladiator provoked. DoH did stone throw 158 times for a total of 571 damage before mob turned on DoH

1st Gladiator Flashed. DoH did stone throw 113 times for 381 damage before mob turned on DoH

1st Gladiator Sentinel and then provoked. DoH did stone throw 266 times for 677 damage before mob turned on DoH

Summary:

Provoke is the highest enmity spike ability.
Flash is roughly 2/3 enmity of provoke.
Provoke is equal to 571 points of damage
Flash is equal to 381 points of damage
Sentinel adds roughly 100 points of enmity to each ability that is used while under the effect of sentinel

I will be conducting stage 2 of Enmity testing which will involve finding the static value of rampart, and cure spells. If you have any questions please feel free to ask.
#2 Jan 08 2012 at 8:12 PM Rating: Good
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If there is enmity decay, as there was in FFXI, then that could complicate the enmity values of various abilities.

Additionally, if taking damage lowers enmity, as I think it did in FFXI, that is another factor that must be considered.

Finally, if the person who takes the first action on the monster causes a bonus amount of enmity to accrue (again, as in FFXI), then that's... well just something else to consider. XD

Good preliminary tests! d(*_* )
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#3 Jan 08 2012 at 8:23 PM Rating: Decent
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Some tests have already been done here (by the same one who studied the enmity in FFXI)

Quote:
- The enmity generated from actions is not affected by time (no time-decay component)
- The enmity generated from actions does not decrease with taking damage or evading attacks
- There is no additional enmity bonus for pulling (first action)
#4 Jan 08 2012 at 10:06 PM Rating: Good
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GenzaiKawakami wrote:
Some tests have already been done here (by the same one who studied the enmity in FFXI)

Quote:
- The enmity generated from actions is not affected by time (no time-decay component)
- The enmity generated from actions does not decrease with taking damage or evading attacks
- There is no additional enmity bonus for pulling (first action)


haha, well that fairly succinctly negates the suggestions in my post!
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"... he called to himself a wizard, named Gallery, hoping by this means to escape the paying of the fifteen hundred crowns..." (Machen 15)

"Thus opium is pleasing... on account of the agreeable delirium it produces." (Burke para.6)

"I could only read so much for this paper and the syphilis poem had to go."
#5 Jan 08 2012 at 11:47 PM Rating: Default
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kancian hasnt updated that place in awhile though :/
#6 Jan 09 2012 at 12:06 AM Rating: Good
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Kanican's post is outdated, it's results of 450 points of damage = 1 provoke is outdated. These tests were done with patch 1.20 in mind. These tests are more current then kanicans.
#7 Jan 09 2012 at 4:38 AM Rating: Good
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Rated up for helping the community through SCIENCE. Ok, math but still....

Edited, Jan 9th 2012 5:38am by Caia
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#8 Jan 09 2012 at 7:32 AM Rating: Good
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Would also like to see the value of Marauders "Enhanced Provoke" compared to Gladiators provoke.
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#9 Jan 09 2012 at 12:51 PM Rating: Default
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GenzaiKawakami wrote:
Some tests have already been done here (by the same one who studied the enmity in FFXI)

Quote:
- The enmity generated from actions is not affected by time (no time-decay component)
- The enmity generated from actions does not decrease with taking damage or evading attacks
- There is no additional enmity bonus for pulling (first action)


You gain enmity from pulling. This test proves that.

#10 Jan 10 2012 at 4:32 AM Rating: Excellent
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Hi there,

Can't believe my account still works here. I'm "Kanican", or the blogger that was linked earlier in the thread. I'll be the first to say that the values were drastically changed from when that v1.18 testing was done (most of the abilities don't even exist now). I have tested quite a bit for v1.20 but tend not to post details until near completion to avoid possibly saying something incorrect. Regarding the OP's testing, I will say that some of the numbers match the ones I have within precision error (e.g. the Voke value). My methodology varies slightly but the basic gist of it is the same (of which I posted on the blog involving rock throws).

So anyways, why did I decide to post here... to save the OP a bit of trouble. The act of "pulling" does NOT grant you an enmity bonus; however, the act of being aggro'd will. The reason that the person who vokes first maintains hate is because when 2 players have a "tie", the winner goes to the player that reached that enmity value first. Because player 1 voke'd first (and hence reached the current value first), he maintains hate even after the second voke.

If you would like to verify (or attempt to debunk) this, you can simply do this procedure:

Player 1 Voke
Player 2 Voke
Player 2 invigorate (or any self buff)
Player 1 invigorate

In this instance, Player 2 will gain hate after the invigorate, and maintain hate even after Player 1 invigorates. If player 1 had somehow gained enmity from pulling, then, player 1 would have regained hate from his invigorate.

I always encourage testing and more importantly, the written methodology behind testing. Looking at your OP, my only advice is that you be extremely careful when taking observations (for example, player 1 voke, player 2 voke, player 1 keeps hate), and converting them to explanations (for example, that the above occurred due to a supposed "pulling bonus").

Either way, best of luck!

Kaeko/Kanican

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#11 Jan 13 2012 at 3:13 AM Rating: Decent
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kancian nice to see ur still lurking on this game. u should update that blog of urs :P
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