Quote Originally Posted by Lumiya View Post
So to make sure I am understanding this correctly... if you do 100 damage, you transfer X enmity, and if you do 1000 damage, you still transfer X enmity? If that is the case, I honestly don't see how this is good at all, at least not for Abyssea. From my personal experience, RNG deals more damage per hit than any other job in the game by about double, so I don't really see how a fixed amount of enmity transfer solves the problems at all. Maybe the wave of the future will be Loxley Bow or back to old school Holy Bolt setups since the additional effect gives no hate?

I don't know, it seems to be alright, but it isn't really that amazing. I would of rather had something that transferred a flat % of enmity, not something that only transfers a insignificant portion of enmity. Sorry for the rant, it is better than nothing.
You need to run on some calculation first before saying anything. Suppose the enmity transfer really worth 200 damage of enmity, then as long as your damage below 800 (with enmity-50 total), you won't grab mob attention.

800 enmity with -50 enmity gear will produce 400 enmity worth of damage
200 out of 400 enmity will be transferred to the PC where decoy shot applied on.
So both character gain the same amount of enmity and RNG doesn't pull the mob attention from that PC.

Flat % of enmity isn't that any better than the current implementation too. What if I pull a 200 damage worth of enmity? The current system give 0 hate to me but 200 damage to the player, while the % flat enmity transfer will leave some enmity on me and less than 200 damage of enmity to other player.