Recently, a few members of the Japanese community have done some extensive testing concerning how enmity works in FFXIV. Because the tests and their results were, obviously, posted in Japanese, I thought I'd translate them and share the results with the English speaking community to spread the word around to better enjoy the game.
With that said, here I go:
Disclaimer: Due to the immense size of the data, I will only translate what the test entailed and a quick summary of their results and conclusions, although I might add them in a later edit. I will for now post links to each of the lodestone entries where the raw data is located for those who wish to view the data now, although they might be difficult to understand as they are in Japanese.
Note1: 1 Enmity = 1 Damage
Note2: All Enmity numbers, unless otherwise specified, are numbers generated from a Lv50 player.
▼敵対心検証項目①▼
【FAのヘイト値】
FAのヘイトガーとたまに聞くので、
ほんとにFAにヘイトがあるのか試してみました
Enmity Testing 1
[First Attack Bonus. Does it exist?]
Sometimes I hear whispers of rumors concerning people receiving bonus enmity whenever they attack the enemy first, so I wanted to see if this was really true.
□検証結果
FAヘイトは無し!
ヘイトが同一の場合タゲは先にとっていた方のまま
ただ剣士としては自分へ向かせて真っ先にコンボを入れる
意味合いでFA取りたいですね…
Conclusion:
First Attack Bonus does not exist!
Also, if two people have the same amount of enmity, the enemy goes after whoever targeted the enemy first.
However, speaking from a GLD's perspective, I guess it's important to get the first strike in order to strike a combo and grab the enemy's attention...
▼敵対心検証項目②▼
【殴られたり時間経過でヘイトが減衰…する?】
某○○イレブンでは殴られるとヘイトが下がっていた…
気がしたので試してみました
これも後の検証で必要な前提です
Enmity Testing 2
[Does enmity decrease over time or decrease depending on damage received?]
In a certain eleventh game, when enemies beat you up, your enmity decreased. At least, that's the impression I got.
This is a rather important subject to test, as all future test results will take this test's results into consideration.
□検証結果
ヘイト減衰は無し!
Conclusion:
Enmity does not decrease!
▼敵対心検証項目③▼
【剣と斧の挑発はイコールか】
これも(ry
Enmity Testing 3
[Does a Provoke from a GLD generate the same amount of enmity than that of a Provoke from a MRD?]
Another important subject to test, as all future test results will again take this test's results into consideration.
□検証結果
剣と斧の挑発のヘイトは同じ!
Conclusion:
Enmity is the same!
▼敵対心検証項目④▼
【一回で与えた100ダメは複数回であたえた100ダメとイコールか】
これもも(ry
Enmity Testing 4
[Is enmity generated from an attack that does 100 damage equal to that of enmity generated from an multi-hit attack that did a total of 100 damage?]
Another important subject to test, as all future test results will, again, take this test's results into consideration.
□検証結果
一回で与えたダメージも複数回にわけて与えたダメージも
合計が同じであればヘイトは一緒!
Conclusion:
As long as the damage numbers are the same, enmity generated from a single attack and enmity generated from a multi-hit attack generates the same amount of enmity!
▼敵対心検証項目⑤▼
【レベル差によって挑発&フラッシュのヘイト量が違うか】
結構違いありそうだと思っていたので試してみました
Enmity Testing 5
[Is there a difference in enmity generated from Flash and Provoke if there is a difference in level?]
I thought there might be a difference so I thought I'd throw this in.
□検証結果
レベルによって挑発やフラッシュのヘイトは違う
レベル50挑発とレベル48挑発のヘイト差は30~33ダメ相当
レベル50フラッシュとレベル48フラッシュのヘイト差は24~28ダメ相当
Conclusion:
A difference does exist.
The difference in Enmity generated between a Lv50 Provoke and a Lv48 Provoke is around 30~33.
The difference in Enmity generated between a Lv50 Flash and a Lv48 Flash is around 24~28.
Lodestone Link for Tests 1~5
▼敵対心検証項目⑥▼
【ダメージ1=回復1ってホント?】
これは疑問に思っていて知りたい内容のひとつでした
Enmity Testing 6
[1 Damage Enmity = 1 Healing Enmity. Is this really true?]
I always found this assumption to be a little fishy, so I'd thought I'd test.
□検証結果
ダメージ1が1ヘイト基準とすると回復1のヘイトは約0.6ヘイト!
Conclusion:
If 1 Damage = 1 Enmity, then 1 Healing is roughly equal to 0.6 Enmity!
Likewise, 1 Enmity is roughly equal to 1.6 Healing.
▼敵対心検証項目⑦▼
【オーバーケアルによるヘイトは100%反映されているか】
これは誰もがあると分かっているかと思いますが念のため確認
Enmity Testing 7
[Does overcuring generate the same amount of enmity as curing normally?]
I'm sure everyone knows this already exists, but is enmity generated from healing a person who's full the same as not healing that person to full, even though both Cures healed the same amount? I wanted to make sure.
□検証結果
オーバーケアルは100%ヘイトにのる!
Conclusion:
Overcuring generates the same amount of enmity as that of a normal Cure!
▼敵対心検証項目⑧▼
【敵対アクションのヘイトはいくつ?(挑発、フラッシュ)】
これも知りたかった項目です
Enmity Testing 8
[How much Enmity is generated from actions such as Provoke and Flash?]
Another subject I really wanted to find out about.
□検証結果
挑発550前後くらい
フラッシュ380くらい
Conclusion:
Provoke generates approx 550 Enmity.
Flash generates approx 380 Enmity.
Lodestone Link for Tests 6~8
▼敵対心検証項目⑨▼
【パートナーシップによるヘイト上昇量はあるか】
意外とあったりするんじゃないかと思ってみたり
Enmity Testing 9
[Does the Light Party bonus provide an Enmity bonus?]
I thought this would be an interesting thing to consider, so I thought I'd test it out.
□検証結果
ありませんでした!
Conclusion:
Nope!
▼敵対心検証項目⑩▼
【フェローシップによる(ry】
念のため・・・
Enmity Testing 10
[Well, what about the Full Party bonus then?]
Just in case...
□検証結果
ありませんでした!
Conclusion:
Nope!
▼敵対心検証項目⑪▼
【敵対ボーナスコンボのヘイト量(フラブレ)】
これは結構ヘイト高い・・・と踏んでいました
Enmity Testing 11
[How much 'increased enmity' does Flat Blade provide in a combo?]
My guess is... it's going to be pretty high.
□検証結果
やはりヘイト結構高い!
320~600くらい!計算方法はナゾ…
Conclusion:
The enmity generated is quite high!
The combo bonus generates anywhere from 320~600 Enmity! No idea how it's calculated, though...
▼敵対心検証項目⑫▼
【装備によるステータス補正敵対心±の効果】
先輩方の検証で
敵対心は大した効果なし!で結果でていた気がするけど
ぼくも試してみました
Enmity Testing 12
[What are the exact effects of Equipments/Materia that add +/- bonuses to Enmity?]
People before me have concluded that they don't really mean all that much, but I'd thought I'd give it a shot myself.
□検証結果
よくわかんない!ので分かりやすいよう
勝手に+1=0.1%上昇と決め付けておきます!
ただ効果は微小だけど、ヘイトがシビアなモグ戦では重要かも?
敵対は捨ててHPにした方がオーバーケアルで幻術のヘイトがあがりにくい
腰をHPにして手に天軍をつけたほうが火力で前半のヘイトを上げれる
という選択もありそうだけど…
とりあえず自分の中ではケースバイケースだとの結論にしました
Conclusion:
I can't give a definite conclusion, but the results generally show that +1 Enmity from Equipments/Materia is about a 0.1% increase in Enmity generated!
The effects are quite tiny, but I suppose in battlefields such as Moogle where Enmity is a precious commodity, maybe it'll be important?
But on the other hand, GLDs have the option of attaching +HP materia to their equipments instead to prevent Healers from Overcuring so much, or perhaps attacking +Attack materia to increase firepower and thus generated more enmity...
But I guess it really depends on case by case.
Lodestone Link for Tests 9~12
▼敵対心検証項目⑬▼
【MP回復アクションのヘイト(献身)】
HPと違ってMP回復はMAXのとき0回復と表示されることが気になっていたことと
次の項目で必要だったため確認してみました
Enmity Testing 13
[How much Enmity does Blissful Mind generate?]
This test came into mind when I noticed that unlike HP, the display shows 0 when the person who's recovering MP already has max MP.
Well, that and I needed to find out for the next test.
□検証結果
MPチャージのヘイトは17ダメージ相当
MP回復のヘイトは19ダメージ相当
MP回復量によって差は無し!
Conclusion:
When Blissful Mind is first used, it generates approx 17 Enmity.
When Blissful Mind is used a second time and recovers MP, it generates approx 19 Enmity.
No difference in Enmity generated from the amount of MP recovered!
▼敵対心検証項目⑭▼
【敵対心の蓄積】
盾をやってるときすごく気になったので試してみました
Enmity Test 14
[Does an Enmity cap exist?]
This was a huge concern for me as someone who plays a tank role.
32590のあと27847で逆転してしまいました
・・・想定外の結果になりました
想定では上限なくたまるかと…
逆転したポイントがなんか中途半端な数字だし…
ひょっとすると2位の人と一定値以上開くともう上がらないとかあるのかも
それとも何かやり方まちがったかなあ
しかしながら、27000以上は貯め込むことができるということはわかりました
これはイフなどのヘイトリセットがない戦いにおいて
盾は主だった敵対アクションの使用タイミングを考慮する必要はなく
センチネルのタイミングで一気に使ってしまうほうが良いということになります
そしてある程度貯め込んでしまえば、敵対行動は不要でコンボや敵のWS回避行動に
専念するという戦い方も可能ですね
The tank had 32590 Enmity on him, but the enemy's target switched when the other person acquired 27847 Enmity.
...I had always assumed there was no ceiling when it came to Enmity in this game, so this result was very surprising.
And at a such strange number too...
It is, however, entirely possible that the game is structured in a way in which a person cannot have more than 27000 Enmity over the person with the lowest Enmity against an enemy.
It's either that, or I did made a critical error somewhere in the tests before this.
However, now that I figured out that it's possible to generate Enmity upwards to 27000, this means that as a tank, I don't really have to consider the timing when using abilities that generate enmity, but rather use all of them right after Sentinel to make the target stick against fights such as Ifrit.
And once I've generated a certain amount of enmity, it opens up possibilities where I can focus more on executing combos or evading enemy WS's.
□検証結果
少なくとも27000くらいはたまる!
これはまたいつか再検証してみよう
Conclusion:
Enmity cap, or at least the maximum difference in Enmity, is about 27000!
I think a bit more testing needs to be done before a firm conclusion is reached, though. I'll get back to it someday.
▼敵対心検証項目⑪『改』▼
【敵対ボーナスコンボのヘイト量(フラブレ)】
ちょっとはっきりしなかったので再度検証
場所はブルーフォグへ変更
Enmity Testing 11RE
[How much 'increased enmity' does Flat Blade provide in a combo?]
The previous test wasn't so conclusive, so we decided to test it again.
Off to Blue Fog we go.
□検証結果
フラットブレードのコンボボーナスで増加するヘイト値は
フラットブレード与ダメの2倍前後
つまり火力が高いほど敵対心ボーナスが増えるということになるようです
Conclusion:
Flat Blade, when used in a combo, generates Enmity equivalent to twice its damage.
(ex: Flat Blade does 400 damage. Generates 800 Enmity)
This means the higher its firepower, the more Enmity it will generate.
Lodestone Link for Tests 13~14 & 11RE
▼敵対心検証項目⑮▼
【ランパートのヘイト】
たくさんの人にあてるとすんごいヘイトあがるランパートですが
実際どのくらいのヘイトがあるのか試してみました
Enmity Testing 15
[How much Enmity goes Rampart generate?]
Rampart generates a lot of enmity when a GLD uses it and it's spread throughout the party, but I wanted to see exactly how much enmity it generates.
□検証結果
ランパートのヘイトは当たった人数×190!
Conclusion:
Rampart generates 190 Enmity, multiplied by the number of people it hits.
(Will generate 1520 Enmity if all 8 party members are hit.)
▼敵対心検証項目⑯▼
【センチネル中のヘイト増加ボーナス量】
巷で一律1.5倍とウワサのセンチネルさんですが
そんなに上がっているのかと思い試してみました
Enmity Testing 16
[Exactly how much increase is there to enmity generated by actions while the Sentinel effect is active?]
The word on the street is that it's x1.5, but I had my share of doubts so I'd thought I test them out.
□検証結果
センチネル中の敵対心上昇効果は殴りで約1.2倍
フラッシュで約1.2倍
ケアルヘイトには効果なし!
ランパにも効果なし!
Conclusion:
x1.2 increase to Enmity from Damage.
x1.2 increase to Enmity from Flash.
No Enmity increase from Cures!
No Enmity increase from Rampart!
Lodestone Link for Tests 15~16
▼敵対心検証項目⑰▼
【熱狂毒のヘイト増加量】
ちょっとレンジが短くて使い勝手が悪いけど
いざというとき頼りになる
この子のヘイトも確認してみました
Enmity Testing 17
[How much Enmity does a Maddening Potion generate?]
The range is small and the recast is long, but because the potions have been helpful for me I'd thought I'd check to see how much enmity this thing generates too.
□検証結果
熱狂毒のヘイトは190!
センチネルの効果は無し!
Conclusion:
The Maddening Potion generates 190 Enmity.
No bonus from Sentinel!
▼敵対心検証項目⑱▼
【イージスブーンのヘイト】
この次の項目で必要だったので確認
Enmity Testing 18
[How much Enmity does Aegis Boon generate?]
Another thing that needed testing for the sake of the next test.
□検証結果
イージスブーンの発動ヘイトは17か18ダメージ相当
回復ヘイトはなし!
Conclusion:
Aegis Boon, when activated, generates 17~18 Enmity.
No hate generated from the granted HP!
▼敵対心検証項目⑲▼
【ウォードラムのヘイト増加量】
お待ちかねの気になるコイツもチェック!
Enmity Testing 18
[How much Enmity does War Drum generate?]
Another thing that was making me wonder!
□検証結果
ドラムのヘイトはダメージ自体はヘイト無し!
当たらなくても範囲内であれば380程度!
センチの効果は有り!
Conclusion:
There is no Enmity generated from the Damage dealt from War Drum!
Even if the attack misses, as long as the enemy is within range, it generates about 380 Enmity!
Affected by Sentinel.
Lodestone Link for Tests 17~19
▼敵対心検証:対多編項目(1)▼
【ランパートのヘイト[P2:E2]】
Enmity Testing vs Multiple Enemies 1
[Enmity generated from Rampart (2 Players vs 2 Enemies)]
□検証結果
敵がリンクしているとランパートのヘイトが半分になる!
Conclusion:
If enemies link (in this case, 1 link for a total of two enemies), Rampart's hate is cut in half! (spread evenly between the two)
▼敵対心検証:対多編項目(2)▼
【敵がリンク状態でいなくともヘイト分割されるか】
Enmity Testing vs Multiple Enemies 2
[Is Enmity spread out even if the the enemies do not link?]
□検証結果
リンクしてもしなくても
敵が二匹いるとランパートのヘイトが半分になる!
Conclusion:
Even if the enemies do not link, Rampart's Enmity is cut in half when there are two enemies!
▼敵対心検証:対多編項目(3)▼
【ランパートのヘイト[P2:E3]】
Enmity Testing vs Multiple Enemies 3
[Enmity generated from Rampart (2 Players vs 3 Enemies)]
□検証結果
敵が三匹いるとランパートのヘイトが三分の1になる!
Conclusion:
Rampart's Enmity is cut to 1/3 when there are three enemies!
▼敵対心検証:対多編項目(4)▼
【フラッシュのヘイト[P2:E2]】
Enmity Testing vs Multiple Enemies 4
[Enmity generated from Flash (2 Players vs 2 Enemies)]
□検証結果
フラッシュを二匹にあててもヘイトは
それぞれに一匹の時と同じく380のる!
Conclusion:
Enmity generated from Flash is stable at around 380 against both enemies, the same amount generated when fighting against only one enemy!
Lodestone Link for Tests vs Multiple Enemies 1~4
■結果 各アビリティ毎の敵視の数値
List of Enmity Generated from Executing Abilities:
Note: The first numbers are when Enmity = Damage, while the second number is Enmity = Healing.
【斧術】
Marauder
フォーサイト 6-25 10-42
Foresight
ブラッドバス 113-129 188-214
Bloodbath
挑発 547-559 908-928
Provoke
【槍術】
Lancer
気合 20-36 33-60
Invigorate
捨身 100-121 166-201
Blood for Blood
【格闘】
Pugilist
ブラインドサイド 1-22 2-37
Blindside
口笛 189-204 314-339
Taunt
内丹(他職) 251-266 417-442
Second Wind (when used by other classes)
内丹(本職) 548-563 910-935
Second Wind (when used by main class)
【剣術】
Gladiator
センチネル 14-31 23-51
Sentinel
鋼の意志 14-28 23-46
Tempered Will
ランパート 182-196 302-325
Rampart
ランパート2人掛け 384-399 637-662
Rampart (x2)
ランパート8人掛け 1520 2523
Rampart (x8)
フラッシュ 369-381 613-632
Flash
センチネル→挑発 700 1162
Sentinel + Provoke
【弓術】
Archer
デコイ 14-28 23-46
Decoy
【呪術】
Thaumaturge
ブラッドライト 1-18 2-30
Sanguine Rite
ダークシール 4-21 7-35
Dark Seal
パーシモニー 6-21 10-35
Parsimony
エクスクルシエート 15-28 25-46
Excruciate
ネクロジェネシス 16-33 27-55
Necrogenesis
レゾナンス 14-30 23-50
Resonance
【幻術】
Conjurer
プロテス 1-8 2-13
Protect
女神の加護 1-12 2-20
Shroud of Saints
女神の慈悲 1-21 2-35
Sacred Prism
ストンスキン 10-31 17-51
Stoneskin
クルセードスタンス 10-28 17-46
Cleric Stance
献身(リキャ) 15-35 25-58
Blissful Mind (initial)
献身(回復) 11-30 18-50
Blissful Mind (MP healing)
Lodestone Link for List of Enmity Generated
I had hell of a time typing this all out. Well, I hope this helps!
- Stanislaw