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View Full Version : [Dev1142] Can someone explain this stuff to me?



Zeargi
06-01-2013, 05:20 AM
I'm trying my best to get a better understand of the new enmity changes and the ones to come soon. I just don't get the formula, I guess. >_>; So I'm feeling kind of dumb right now...

Ziggles
06-01-2013, 12:21 PM
Time-volatile Enmity
Enmity which decays over time.

Damage-volatile Enmity
Enmity which decays when players take damage

Based on this my thoughts would be that pet class job abilities will no longer give you enmity that only dissipates when you take damage. So instead of 2 points gained which then requires you to get hit to loose 1 point you just get 1 point?

Zeargi
06-01-2013, 10:59 PM
Time-volatile Enmity
Enmity which decays over time.

Damage-volatile Enmity
Enmity which decays when players take damage

Based on this my thoughts would be that pet class job abilities will no longer give you enmity that only dissipates when you take damage. So instead of 2 points gained which then requires you to get hit to loose 1 point you just get 1 point?

OK, I think I get what you're saying. I wasn't reading the chart as a whole.

*P.S.: Also, Nice to see someone from Sylph posting stuff :D

Mirage
06-01-2013, 11:03 PM
Basically, you won't take hate from your avatar when you use pet abilities anymore.

Babekeke
06-02-2013, 06:10 AM
My worry is that carby pulling is now gone?

You no longer get enmity that requires you to take damage to lose it, and you get 1 enmity that disappears in 1/60th of a second... or will it not go below 1?

Mokeil
06-02-2013, 06:45 PM
This was mentioned about a month and a half ago, in specific response to wondering Summoners. So far as I know, it's still relevant.


Greetings,

The information mentioned yesterday about summoner's abilities and Blood Pacts not creating hate seems to have raised some questions, so I'd like to follow up on it.

To be precise, Blood Pacts have a non-volatile enmity value of 1. It's been arranged this way so that some enmity remains on the summoner when having a pet perform an action against a monster. If we were to make it so enmity was not placed on the summoner, once the enmity from the avatar is gone, it would cause bugs to occur (such as monsters becoming unclaimed). It's very similar to the way linked monsters don't come after the summoner once the avatar has vanished (except it would happen to the monster you perform the Blood Pact on).

In the case that the avatar's enmity has a minimum value of 1 for both non-volatile and volatile enmity, when executing a Blood Pact, the summoner will receive +1 to their non-volatile enmity, making a total of 2 non-volatile and 1 volatile enmity. When this happens, the target will go after the summoner.

As an adjustment, we are looking into the below:


When the summoner has enmity, they will not receive +1 to non-volatile enmity when executing a Blood Pact. (The +1 to non-volatile enmity will only occur when the summoner's enmity value is 0.)

The above adjustment is not a job ability adjustment; it will be a change to the process occurring in the programming, so please give us a bit of time for this.

We had looked into taking another approach by adding an enmity+ stat to avatars like beastmaster's familiars have, and to ease up on the enmity lost when taking damage; however, this was geared more towards solo play and there are times when it would be best for avatars not to take hate during party battles, so we decided to adopt the adjustment mentioned above.

If I'm reading correctly, the enmity change to pet commands will only apply if we already have non-volatile enmity (i.e. we should still get damage-volatile enmity on the very first command we issue). OK, Camate does state "Blood Pacts", and not "pet commands", but he was offering clarification on the statement that "Blood Pacts generate no enmity" at the time... Still, I assume that the change will be applicable to all pet commands. I mean, it would be silly for it not to be.