Shield Oath enmity its broken when it comes to group mobs +5 because it don't hold hate for shit, only a matter of time when they will own up to it.
Shield Oath enmity its broken when it comes to group mobs +5 because it don't hold hate for shit, only a matter of time when they will own up to it.
I wish I had seen this thread before I used a "fantasia" potion to turn into a lalafell :(. I've gone from holding aggro fine to barely holding it. I've asked for the potion back along with another one so I can go lalafell again after they hopefully fix the bug. :mad:
Hi Ventus, something you may not have considered is initial aggro enmity, a phenomenon present in XI and possibly here as well.
You need a third player to claim the mob first, probably with provoke as this should theoretically give no additional threat.
You forgot osmething up there in your list, Latency. But I am sure latency wouldn't affect anything in this game even if it was just minimal spikes /cough Aoe's /cough
I'm getting the sneaking suspicion that this game has hidden modifiers....
I'm very interested in this as well.
I will have to say though, I DO think that shield oath gives you more enmity than just simply compensating for the reduced damage. I was running AK and I couldn't figure out why the DPS were so close to me in terms of enmity. Turns out I had went to sword oath for the Demon Wall fight, and that the 3 or 4 following pulls I didn't switch back to shield oath. When I did turn shield oath back on, the DPS enmity meters were no where even close to me once again.
I have no numbers to back this up, but even if shield oath isn't x2 enmity, it does do at least a little more than simply making up for the reduced damage
If it *were* only enough to make up for the damage debuff, a WAR outside of Defiance or a PLD in Sword Oath would end up generating more enmity than a WAR or PLD set up for tanking. That's simply not true. As soon as you go into tank stance, you start generating upwards of double the threat of a tank outside of tank stance using the exact same rotation. The *only* time I've ever had another tank class ride my ass on enmity is when they were using their high enmity rotation *and* they were in tank stance; as soon as they dropped out of said tank stance, their enmity generation plummeted.
Just like to point out that you can test this more easily by using a test dummy. They show enmity bars as well, don't move, don't attack, don't do anything that could skew the results. Also Valk-Dancing Mad provides his methodology for testing enmity. Perhaps try replicating his test and see if you get different results. Also try with different jobs, maybe its just a PLD thing, maybe its a tank thing, maybe its a race thing. Get a control group of data and then start changing a single factor (Job/Race/Role) until you can nail down what exactly is causing the discrepancy.