As I said, the numbers were simply for demonstration, not to represent the actual values of each type of hit. SE has a set of enmity generation numbers already in play that worked well and they only need to adjust slightly to the formula I suggested which keeps enmity generation possible even after everyone is sitting at maximum enmity. The numbers in no way represent how much enmity you generate in a round accurately as I'm not familiar with the inner math of the coding. I also did not say that was one hit from the DD, merely the enmity gain in a round, possibly generated from multiple swings and any enmity affecting gear/abilities.

Either way, it was merely a suggestion on possible adjustments to handle capping by creating an enmity shifting system to alleviate the problem of everyone being capped. If enmity shifts like I suggested, there would always be a way to keep control by a tank as their enmity gain would be a loss from everyone else in the group.

It's similar to a street fight, in a four on one fight, you will generally turn your attention to the one causing the most irritation to you and you have a limit to how much attention you can pay to everyone at once, hence why one person's gain, is a loss to everyone else. Sure, I wouldn't doubt a smart mob would target a healer and take them out first, that is typically what I do in the game, but generally, it's a solid concept once you factor in accurate enmity generation using the current system instead of arbitrary numbers I threw together.