Hmmm not exactly sounds like you are mixing up what I was saying about a general increase in cap and job specific ones. The reason just raising the cap period wont work that well is because the same reason just lowering the amount of hate from dmg didn't really work. Even if you did manage to make it work on 1 mob ones with higher hp would have more hate to be able to be gotten off of them because of that. While there is some amount of compensation for that in the level correction part of the dmg enmity equation it doesn't even come close to keeping up with how fast hps have risen. So you have one mob where you literally can't cap enmity from just dmg on and others you can cap 1000 times over. And of course as mob hps go up generally speaking our ability to deal dmg does as well so that would make static corrections like just raising the cap or lowering how much you get not work over time. Hence why I purpose making hate based on mob total hp instead of level similar to how CE loss is based on your total hp. Making it so that no matter what mob or how much hp that for example for pt content at most 3 people could cap hate from just dmg. Which would mean that if you had 3 DDs and they all did even amount of dmg AND lost none from dmg/debuffs they would all barely reach the cap as the mob died. Obviously that is probably a bit too low since the whole point of the system is to give us a means to control where the mob is with effort and there will be some losses especially from normal DDs. So maybe more like enough for everyone to cap barely. Should also point out that there is a situation where it wouldn't work out that well and that would be mobs that heal themselves significant amounts since the dmg they take would be decently out of sync with how much hp they have... but seems like a minor issue to me
The reason against giving certain jobs different higher caps was that as long as that job has higher than the normal cap they will have the mobs attention. And as we have already established getting and maintaining capped hate is trivial even to melee mages. So all you would need to do to tank is turtle it up and afk. Yes you will still take dmg but you wont have to actively get hate since you can easily stay above get hate faster than you lose it just auto attacking. Now if you were solo yeah you'd need to pay attention to keep yourself alive but pt+ content you have a healer. Heck as is while just holding mobs I've definitely afkd on mobs that would kill most DDs for a bit and no one noticed. And as far as actually tanking in pt content your main role as a tank is to keep the mob on you and take as little dmg as you can both of which help the healers keep everyone alive. Sure if you were there you could heal yourself some or deal a tiny bit more dmg but neither are necessary and trivial to what you could do playing another character with your full attention. As such I could definitely see some people basically making pld characters designed to do that and then afk on that while they play another character to it's full potential. Heck people already kinda do do it with low enmity DDs or using pld as main source of dmg. Sit your pld in front a mob and go to your healer and keep alive with a whm.... you just can't currently do that when next to real DDs who are going to be capped as well. Though really you can't keep hate regardless if you are there or not lol
Not sure what you mean by separate hate... they do have different values... or do you mean a different category of enmity with it's own separate cap... that could work I suppose though you'd run into similar problems as the whole certain jobs have higher caps unless you really adjusted the DDs jas to give ridiculous amounts.
The level correct for enmity was a kinda good idea. It gave you less hate for higher level enemies which would be the ones with more hp and was easy to implement since it's effectively the same formula/equation as cure enmity... basically it was a lazy version of my idea of basing it on mob hps. It sorta worked at the time but it was designed in an era where mobs had at least somewhat similar hps at similar levels and they rose at a less steep rate and the levels only went up to around 90ish for nms. All things that have changed pretty much since level cap increase and have just increasingly gotten worse and worse