Hm... wait.. 25?
What about Test #3, Kaeko?
http://kanican.livejournal.com/13235.html
It said 20.0 there
Hm... wait.. 25?
What about Test #3, Kaeko?
http://kanican.livejournal.com/13235.html
It said 20.0 there
Good test to try, we'll have to do that. Will have to try for 0 and for actual HP cured; I think caster will still get a CE of 1 in that situation, but maybe not the HP healed perhaps.Originally Posted by Freysi
That was merely for distance casting, and also had to be within casting range of the mob since we were casting *on* the mob. This was a test on Cure fringe and testing whether Cure enmity comes from distance of caster from mob or target from mob.Originally Posted by VZX
We have to test 2 things I think...
1) Someone already mentioned to try to cast on a target at 25.0 when the caster is inside 25.0'
2) Try on an NM - I suspect the range may be larger for an NM just from experience.
To VZX - Test3 shows that if you cast something on a mob between the ranges of 0-20.0' you get the same hate. It tried to show that the enmity gained by an action is not directly associated with the distance you cast it from. There is however, some distance at which you just plain don't get hate anymore, as many SMN and BSTs know about. That's what this one is about.
Ah OK. So the problem you didn't test it up to 25' is because the max cure range = 20.0 (hence, no matter how far you curing from, you will still gain hate). Correct?
Exactly. Had we gone further out by changing our spell from Dispel (an enemy target spell) to say Cure or Barspell (an ally or self spell), we would have found this distance at 25.0'. Considering that was at the very very beginning of our tests though, it would have probably just confused us.Originally Posted by VZX
There's also the possibility that cumulative enmity starts to slowly decay if you get far enough away (probably > 25', or off radar is how I judge hatelessness on BST). If you were running away from the Galka, then that would explain this.Originally Posted by Narse
It went, if I'm not mistaken:
Galka - Hit for 4
Taru - Hit for 2 + 2 (4) + 3 (7)
Galka - Hit for 2 (6)
Taru - Hit for 2 + 2 (10)
Tests have shown that the monster's attention only updates every once in a while. It could be that he was just hitting you faster than his attention was updating, but that doesn't explain why he'd have gone back to you a second time.
Yeah, and it wasn't just a 2nd time either. It happened like that about 10x back and forth before I figured it wasn't just a fluke and killed it and went to bed.Originally Posted by Byrthnoth
We just tried this.Originally Posted by Freysi
1 player was at the mob (one with hate)
1 player was at exactly 25.0' from the mob
1 player was at about 5' from the mob and 20' from the outside player
The player 5.0' from the mob casts cure on the player 25.0' from the mob. No hate is granted. We then had the outside player move to 24.9' and repeated; this time the player 5.0' from the mob did get hate.
So the range is strictly based on the target of the action, not the caster in any way. You can be just 5.0' from a mob, but if the target of your spell is 25.0' or greater away, any action you do on that target grants 0 enmity.
2 Questions that require a PLD so we can't perform it ourselves... If anyone is willing to try this (or has tried this), please say so.
1) Is the TE cap truly 20,000? Someone asked if maybe the 2 don't work seperately and it caps earlier than 20,000. This can be tested by having 2 players cast Dispel 31x each (both at 9920 CE even), then having 1 cast cure 5 times. Other (the PLD) then uses Sentinel and Invincible - check to see if it's still 167 seconds to decay. If it is, we can say the cap is 20,000 total for sure.
2) Does Sentinel's Enmity gain (+100) decrease over time? I think Elipse, you would know the most on this one since you ran that test to begin with. Do you think it decayed at all from +100 or was it just +100 static throughout the duration of the effect?
Thanks!
Interesting, not quite what I expected. So that would allow healers to stay within range of everyone, and DDs who are get hurt can run out and get cured, no danger to healers.Originally Posted by Kaeko
Another question, does death do the same to enmity as logging out? Or is that a true reset of all enmity.
Intuitively, death has to be a full reset. We know now that zoning and logging don't. I believe shut down is a full reset though.Originally Posted by Freysi
I would be surprised if shutdown were different from logout except in that it means you're logged out for longer. It looks like you only tested logout followed by immediate logon; it might be interesting to test staying logged out for, say, a minute.Originally Posted by Kaeko
hay figure out how much damage taken decreases CE and how much VE CE is gained for damage given i did a bunch of tests but i dunno wtf i'm tired and shit and i will figure it out later i wrote these numbers down probably won't make sense but i will get back to it when i'm not sleepy, don't trust any of these nubmers by the way way too tired and i need a 3rd person to help
level 0 mob
24 damage
%27
73
320 CE
22 damage
%33
67
293 CE
21 damage
%36
64
281 CE
26 damage
%21
79
346 CE
13.3 CE per hp
2 damage taken = 3 CE?
75 damage on level 0 = 998 CE
75 damage on level 16 = 400 CE
23%
level 15-18 mob????
75 damage
%77
23
5.6 CE per hp
400 CE
17.3 CE per % hp
227% = 998 CE
1760
400
5%
15 damage
80 CE
1600
1200 VE from 73 damage 21% of hp on a level 16 mob
additional 380 CE
Yeah, random percentages and numbers with no details as to what they're referring to are pretty useless.Originally Posted by shaddix
Hi!
I was surprised to see this bumped from November.
The numbers are pretty interesting and they do seem to follow the general trend of CE generated per HP dealt decreases as your target level increases. These numbers are pretty useful to guide and ballpark things. I was also surprised to see so much VE on some of the things there too.
Unfortunately, I really don't think you can do anything more than ballpark and get a feel for what's going on based on what you posted. The methods have to be like air-tight and placed openly for any criticism to have any numbers used be openly legit. That's really what makes it hard. This type of information is still very useful for trying to mold future experiments. When we first started, we had no clue what was going on and spent a lot of timing messing around to try to come up with loose explanations to run real tests for.
Originally Posted by Kaeko
yar! i'm going to do some more thorough testing when i haven't been up for 40 hours straight :3
also, it seemed i lost 160CE +-15 CE from 100 hp damage taken vs a level 40 mob.
was sad this thread had diedthere's still a lot of crap we could learn
Ashi and I really needed a break from this. It looks really cool once you figure it out and present it, but doing all the tests repeatedly and having to redo shit because you left out a control really gets to you eventually.Originally Posted by shaddix
Originally Posted by Kaeko
Not to mention Kaeko was on a fast track to level SCH to 75~
And now my computer is dead!
YAY
this thread has given me an insane amount of advancement toward optimal playstyle
My belief is the mob has to "look" for you for hate to be reset. I have no test results to prove it, but we have had many times where mages logged for hate and when they logged back in they got smacked. On the other hand we have had mages log out and log back with seemingly full hate reset.Originally Posted by Valyana
Ex1. Tank is kiting, mage logs out, tank goes down, mob then looks for the mage, doesnt see it, hate for that mage gets reset, and mob goes to the next person on its hate list.
Ex2. Tank is kiting, mage logs out, mob stays focused on the tank the entire period of the logout, doesnt look for the mage. Mage logs back in, tank goes down, mob then looks for the mage and sees it, attacks mage.
Like I said, this isnt the end all because I have no proof, but these 2 examples have happened to us so this is the logical explanation I have come up with. Of course it seems as though death is full hate reset, maybe a mob can tell when he has defeated someone and hate is completely reset, on the other hand if they die from a link, even though they were not defeated by the mob in question, hate would still be reset - I have no explanation of that one.