Bracsith Sirrush and I took advantage of a non-raid night to go out and start generating some enmity numbers for basic abilities. I'll give a run through of how we came up with these numbers. Please note I have not written this very scientifically, but the raw data will be provided for trials to show how we narrowed down the enmity value for the few abilities we tested.
We only tested the "primary abilities" for generating hate. We have not done any spell or other ability testing. We focused on Provoke I/II, Taunt I/II, Warmonger, War Drum, and Accomplice.
What We Know
1.Source - Patch 1.18 NotesEnmity is now a culmination of all actions taken in battle with one point of damage equalling one point of enmity.
Actions that contribute to enmity can be divided into two distinct groups:
1. damage and enfeeblement inflicted on the target
2. enhancement and healing granted to party members
From this we assumed:
1 point of damage = 1 enmity
But further testing showed that:
1 point of cured HP = 0.75 enmity (Thanks to Kaeko Leta@Figaro)
2. Whatever is used to claim a monster generates 0 enmity. This one's important.
What We Confirmed About Enmity
1. There does not appear to be any deterioration of enmity over time.
2. There is no enmity lost when receiving damage.
We were able to confirm this more solidly later on, but it was a baseline observation we made at the start of the tests.
Setting Up
1. Each ability was tested on the main class, not cross-classed, to measure maximum enmity effectiveness. For example, when testing Provoke, Player A is on Gladiator.
2. No additional traits were equipped that could skew results.
3. No equipment was worn save for the weapon needed to change to a class.
4. All tests were performed on Iron Coblyns in Nanawa Mines Lv30-34.
5. All tests were performed on classes that were Rank 50.
Procedure
Player A would begin each battle with Emulate in order to load the mob's hate AI, followed by the ability to be tested. Damage would then be taken to generate a range of enmity values based on cures received from Player B to determined where hate was not pulled (minimum value) and then where the threshold was breached (maximum value). We used stoneskin in such a way to narrow the gap between these values in further trials.
What would occur is we would have a certain number, say 180, where hate was not pulled, but then the next cure, for say 64 HP, would pull. We could then determined that the value for a particular ability was somewhere between 180 and 244. So Player A would begin the next fight with 200 HP damage taken and a stoneskin on, then be cured, so on and so forth until we got that range very small and could confidently say that X ability generated Y enmity. We then took our guesstimated value and applied the 0.75 modifier to determine the true value. It was very simple and took us about 90mins to generate these few values after we got the hang of it.
The Values
Please note that these values were derived through testing when you were on the class that provides the ability. No cross-class stuff has been tested yet. The min/max values for each time we narrowed the gap have been provided in spoiler tags!
Provoke - 375 enmity
Spoiler: show
Provoke II - 405 enmity
Spoiler: show
Taunt - 270 enmity
Spoiler: show
Taunt II - 270 enmity
Spoiler: show
War Drum - 172.5 enmity
Spoiler: show
Warmonger - 240 enmity
Spoiler: show
Accomplice - 20% enmity transfer (it appears, MUCH further testing needs to be done).
Spoiler: show
Further Testing
Obviously this is a VERY basic test, and there's a whole spell library and plethora of other abilities that need to be looked at. I believe our values are spot-on but there may have been some error so please feel free to follow-up with your own testing.
Future testing should also include stuff like:
- Do AoE enmity abilities split their hate between all targets hit?
- What is the functionality of Warmonger's "Enmity is Increased." buff?
- Does level difference between players affect enmity values?
Have fun, hope this helps a bit.
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