Whatever anyone does DO NOT LISTEN TO THIS GUY.
He has it all incredibly, stupidly wrong. It's like he glanced over a hate guide written in 2005.
"Enmity" is a number composed of two other numbers, Cumulative Enmity (CE) and Volatile Enmity (VE), each has a cap of 10,000 and together form the enmity cap of 20,000. Different actions generate different amounts of CE / VE for example. +enmity on gear is just a flat +%. +5 enmity would be +5% to the value generated, -5 would be -5%.
Flash
180 CE
1280 VE
Provoke
1 CE
1800 VE
You can look up specific values at Kanican's LJ site. All the formulas were fleshed out and we now know
exactly how enmity works, no guessing is needed.
http://kanican.livejournal.com/13848.html
Now the primary difference between CE and VE is in how they degrade. VE will degrade at a set rate of 60 units per
second no matter what, taking damage will not reduce it. CE will only degrade when you take damage at the rate of
Now out of all the sources for CE the #1 is damage by a long shot. Previously it was approximately 1 damage = 1 CE and 1 CE = 3 VE @99 (actual ratios are dependent on targets level). This means laying down a 2000 damage WS generated 2000 CE and 6000 VE making it pretty easy to cap hate with damage.
SE's "adjustment" was just a .3 multiplier to enmity generated from damage / cures. Note I just said cures, cures generate CE/VE like damage does with the exception of Cure V generating a static amount. Cure V is a 400 CE and 700 VE before -enmity gear.
Knowing all this it's pretty easy to calculate out how much enmity someone is generating and how much their losing from damage. That same 2000 WS now generates 600 CE and 1800 VE. A 200 damage melee hit will generate 60 CE and 180 VE. Damage will still beat other sources for enmity, it just takes some time to build up CE.
What's really hurting you guys is enmity loss from getting your face punched in. The "defense" adjustments weren't adjustments to the actual value of defense but to the monsters attack ratio cap. 500 defense means the same now as it did two weeks ago. 200 defense means substantially less now then it did two weeks ago, provided the monster has more then 400 attack. With Protect V most people aren't going to have to worry about "defense" issues, just don't go under 400 and your ok as very few monsters have attack over 700~750. This means berserk and LR are fine to just, just don't use both at once. Counter stance could now be a death sentence (not sure what the *new* defense calculations have it at) on anything with 600 or more attack. You absolutely most remove all defense down debuffs the monster put on you. Over the years SE went crazy with handing out AoE -50 ~ 90% defense down debuffs to everything they created. That can instantly double the damage you take. Finally some NM's are just going to suck period. SE designed certain NM's with Tp attacks that have insane attack boosts, Sutr's Heavy Strike and Pil's Flank Opening are prime examples. Unless your a BLU rocking 800+ defense those attacks are going to really hurt. I tried to warn SE to think this through but they didn't listen and even told me I was over thinking it.
Yeah we see the results now.