Modeling Enmity

Sep 17, 2007 23:54


Overview

I don't claim to know how everything in this game works.  There are so many complex equations dealing with just about every part of how this game functions that it's really overwhelming to just think about it.  There are much better, more "famous" players to look to for equations like Aurik or VZX.  I do, however, believe that I can tell ( Read more... )

enmity testing!

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kanican September 18 2007, 22:32:51 UTC
I think as someone mentioned earlier, you don't really need calculus to do this, I just happened to write it in that form (was pretty much the simpliest type you could do too).

I think the key here is I'm not trying to decipher how SE actually calculates hate and enmity - I'm only trying to find a suitable model that can account for 99% of all cases you would see in game. I think the best metaphor for this I can give is how people still learn Newton's Laws in Physics even though they are technically incorrect (they still work 99.999% of the time). Whether or not SE actually does enmity a certain way really doesn't matter to me; I just look towards a model which can grasp how it works and is accurate enough to let me predict cases.

The biggest piece of evidence I can give for there being a lack of a formal Hate Cap is how in extreme cases, I have seen a tanking combo of NIN/DRK and RDM/NIN side by side, and the RDM/NIN was unable to take hate at all unless the NIN was actually hit with a big physical attack. According the idea of a formal hate cap, this should not be possible.

There's always going to be lots of debate on this, so I enjoy talking about any altnerative theories or observations which de-bunk what I've written. Like I wrote in the post, it's much easier to disprove something than to prove it.

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