Quote Originally Posted by Catsby View Post
I like it a lot. If I understand correctly the basic idea is a variable cap, a enmity gain based on what you already have and faster VE. No idea whether it's feasible or not though.
Actually, the cap itself is not variable (10k by default on the calculator), but the eventual balance people will settle in. It can still be exceeded, by spike damage moves, but the VE decay will eventually settle down to their balance again.

Quote Originally Posted by Atomic_Skull View Post
FFXI used to only have VE. CE was ninja patched into the game somewhere in 2006. I remember when it happened, that week we suddenly couldn't keep Kirin off the DD's anymore and nobody could understand why enmity had started acting all wonky.
I actually didn't know that. I didn't even know people knew of two different types of enmity before Kaeko's testing (I knew there were theories about it, but that's it). This is good though, means SE may be willing to change an existing system if the need arises.

Quote Originally Posted by Laciante View Post
I like the idea, my only concern is regarding the lower end of the spectrum.
If a character were to deal (all other things at default) less than 108 DPS, your chart reads that that character will maintaining a zero enmity balance, is that supposed to happen?
Similarly, at level 10 against a level 12 mob, doing less than 22 DPS is reading as 0 balance.
I know that at 90 no one should be doing that low regular dmg, but I just wanted to clarify.
Yes, you are correct. To be honest, I didn't consider that part very much, but it's true that the cut-off point (with D=100 and k=4) would be 107 damage per second, meaning anything lower than that would result in 0 VE balance. However this can be adjusted by changing the k factor. The DPS value needed to reach a positive VE balance is 26.9k.

Note that currently you gain 3.75 enmity per damage (on level 95 mob), meaning that you need to deal more than 60/3.75 = 16 DPS to gain VE. The current system doesn't have a balance, only a constant gain or constant loss, depending on your DPS value (although one could argue that 0 and 10000 are discrete balance values, 0 for VE gain under the VE decay value, and 10000 for VE gain above).

So you'd need ~25 DPS to notice any significant increase in VE (40 enm/s). This corresponds to about k=1. Even though they're different systems, it means about the same DPS is needed to gain some VE. The only difference then would be that the current system caps at 10k, whereas my suggested system wouldn't cap, but instead reach the suggested balance.

As I said, I kinda neglected the lower end of the spectrum (or more like forgot about it), but it can be adjusted to fit that as well. k=2 is also a reasonable value, so is k=2.5.