Quote Originally Posted by VZX View Post
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.
How polite of you to say so. As a matter of fact, I did run some calculation before I said anything. By my calculations I don't run with a -50 enmity setup and have yet to meet a single RNG who does. So theoretical benefits of an ability if I had a setup I don't and I never plan to have are quite irrelevant. I calculated assuming I had -0 enmity, which is not true as I do have some on my current gear. However the benefits of an ability can't be measured entirely in the realm of theory or with stipulated contigencies.

However I would also like to point out that you need to find out how much damage I do before you say anything as well. From what you are saying, I can do up to 800 damage a shot without pulling any enmity above and beyond the tank. However sometimes my shots go over 800, depending on what I am fighting. My barrage does over five times that, where I will generate massive enmity beyond what I am doing per normal shot. My weapon skills do over three times as much as well. If it were a % based ability, it wouldn't limit us to only making effective use of it with normal shots. As it stands it is rather close to being worthless for any damage spikes we produce.

Feliciaa, I understand what you are saying and you do have a good point. However I am not with an end game shell and don't ever plan to do the 'newest' content, unless it can be done with less than a whole party. Really though that has never been the area where hate is that big of an issue regardless. RNG has been one of the top DD end game since Sky was new, and it has never been a huge threat to tanking HNM. Now it has been a while since I've done it, and maybe with the new content the dynamic has changed, but if it is anything like the old days with tanks stacking CE and VE then RNG should still have little to fear in that realm. I just was hoping for something that would give a blanket benefit to all RNG regardless of what they do to help lower or prevent enmity accumulation. Perhaps the fault is my own for getting my hopes up so much about this ability, but it just seemed to have fallen short of my expectations.