Quote Originally Posted by Karbuncle View Post
I agree it shouldn't, but, yah, some people did miss the concept of his first post entirely.

Also, based on how he described it, the background server load of this ability might be higher than you think... Its technically running "checks", maybe not a thousand times a second, but a high amount of checks to constantly keep track of both enmity generated and # of applicable players in range, so your entire party. So I mean, there's a good chance that it having to run checks to keep up with enmity and players in range you can steal from (with those players moving in and out of range alot), recalculating their enmity when they come back in range (if thats how it works) and the fact its a 13 year old game clearly not able to use the efficiency we enjoy in todays computers... I can see their reason as at least plausible.

maybe not true, but I can conceive of its plausibility.
Technically how the ability works; it needs to check the enmity of the player on mobs within an 11~ yalm radius. If you're standing within 11 yalms of 1 mob; it should run one loop (assuming the collection of monsters is narrowed down by radius); or 768 possible NPCs if not; but 767 of these would be empty cycles with no result or action taken.

Hardly intensive; in any programming language.

Enmity is reduced by a % for each mob that qualifies; and the ability cycle ends.

I would assume checks on enmity are only made if the monster being iterated over is within your range.

Then again, this is SE, who knows how it works.

I can see Geomancer abilities being far more server intensive with continual radius checks.