Quote Originally Posted by dasva View Post
Perhaps I didn't explain myself properly... the problem isn't plds ability to get hate so much as ANYONE who deals any dmg to be considered contributing will also cap. When more than 1 player is capped it doesn't matter how fast or how well you generate hate. The mob will then focus on whoever took the last action even actions that produce 0 hate. Which is why it stays on mnks a lot because even if they are missing a lot as long as they can keep up with VE loss which is fairly easy then because of their attack speed will often have the last action. Back in the day it probably would've been drks with there crazy 93% haste. Heck if you got some ja haste (like say from a dnc in the pt) on top of the capped magic and gear you could probably also keep the attention of the mob too

In summation the problem is that everyone can cap waaaaaaaaaaaaaaaaaaaaaaay before a mob is dead. There is no good reason for a system that has your worst DD having the same hate as yor best one also the same as some of your support and the same as your tank or even silly melee mages for 80% of a fight. And it's just ludicrous that you can literally cap enmity just thru dmg on an nm 1000 times. There is no need to give certain jobs higher caps just make it so that dealing 1% dmg to an enemy doesn't cap your CE for the entire fight.

There are several ways to do this that mostly revolve around either raising the cap or lowering the amount of hate from dmg. The latter they already did. unfortunately all they did was slightly modify one of the numbers in the formula so the inherent flaws in how dmg enmity is calculated remain. Raising the cap also wouldn't address them. So as mob hps rise and along with them our ability to do dmg those fixes will needed readjustment over and over as we keep running back into this problem.

The problem with creating special extra caps for certain jobs is once they get higher than the normal cap (which if you plan around it could be done in the first few seconds of battle) they could basically just afk on mobs and never lose hate because they will always have more. And people would do that. Just start out with some high hate stuff in +enmity gear then idle into a DT set with some enmity on it with just enough DD stats and buffs to overcome VE loss (which takes all of about dealing lol 44 dmg a second) and the small amount of CE loss though there are ways around the latter.
Ok, so the only flaw in your example with the increased enmity cap is that NMs do significant enough dmg to drop your hate back below the limit, while the DDs keep a pretty much keep a constant cap on hate. My pdt set has 67pdt/30mdt/30bdt and 25% gear haste on it with +43 enmity on it and when im /blu I have like 1600 def and I still take dmg from delve 2 bosses so this idea that ill get to afk to keep hate is a lil silly. I think the balance is making the extended cap significant enough to where a pld would be unable to keep hate above the cap from just auto attacking and would require them to use jas/mas to maintain above the cap. I mean I understand what your saying about the afk thing I really do but something has to be done. Maybe they should separate dmg hate and ma/ja hate and have different values for each.

I definitely think they need to get rid of the lvl correct bullshit though.