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.
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.
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.


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