Cure V generates correct hate on nasomi provided you're already on the mob's hate list from something else.
The_Carrot wrote:
Cure emnity in general is a little off. It's suppose to get 50% of the emnity that equal damage gets (with the exception of cure V of course) but it gets pretty much equal emnity with dmg dealt.
The ratio of 1 cure enmity to 1 damage enmity varies based on level. For most of the level range the enmity generated from cures and damage are fairly comparable. Nasomi emulates retail correctly in this area.
Aperture wrote:
Let's make mobs go yellow when they are supposed to go yellow like on retail. Let's make King Behemoth's meteor actually dangerous. Why does Faf have so little HP?
Meteor is accurate, and so is faf HP as far as I know.
When mobs should lose hate is complicated. When fighting them solo it has a lot to do with if they track by scent or not. With an unbroken trail of scent way-points, the mob will never lose hate.
When mobs went white in alliance fights was also complicated. The last person to perform an action on the mob usually held the claim on it. If they sheathed their weapon, died, warped out, etc the mob would go white; however there were certain instances when the server couldn't decide who specifically had claim and wouldn't let it go white until everyone died.
If the other groups HNM went white, simply attacking it would not make it red to you, you had to be #1 on the hate list after the action you tried to claim with's hate was calculated. The old group's tank could re-claim immediately with any offensive action, providing he was still #1 on the hate list. This gave the party who had the claim a bit of an advantage to regaining the claim in the event the mob went white accidentally.
Bakum wrote:
I mean enmity is all wrong on this server to begin with, I'd rather see an overhaul on that instead of fixing a symptom of a bigger problem.
[Citation needed]
Lord-Zaeon wrote:
Aspid probably shouldn't become bound when gravity gets applied.
That's funny