Types of Enmity
Cumulative Enmity (CE) is generated when doing damage or using some spells and abilities to a cap of 30,000CE.
This form of Enmity is decreased by being the target (direct or indirect) of enemy offensive actions. The primary method of decrease is taking damage, with other methods including evading an attack via Utsusemi, being enfeebled, and by being hit with certain "hate-resetting" monster techniques.
Position on the hate list can be affected by doing things such as zoning and logging out; however, unless the hate list is cleared these will be insufficient to reset your CE.
Volatile Enmity (VE) is generated when doing damage or using some spells and abilities to a cap of 30,000VE.
This form of Enmity decreases over time at a rate of -60VE/second until reaching zero.
VE is harder to measure than CE because of this decay, but there are plentiful sources of VE for jobs looking to obtain it. Nearly every job in the game has easy access to high-VE job abilities, spells, or the ever-present option of just hitting the monster. The Provoke job ability, for example, adds 1800 VE, for a temporary enmity spike which fades out over 30 seconds.
Total Enmity (TE) is simply a sum of the player's Cumulative Enmity and Volatile Enmity. The cap on total enmity is 60,000 (30,000 each of CE and VE). A monster with hate will target the player on the hate list with the highest total enmity. In the case of identical enmity values between players, a monster will target the player that acted most recently.
Cumulative Enmity Loss
- Damage Taken: CE Loss = 1800 × Damage Taken ÷ Maximum HP
- Taking damage while under the effect of Mana Wall : CE Loss = 180 per hit
- Utsusemi Shadow Image Lost: CE Loss = 25
- Being Enfeebled (Including Resists): CE Loss = 80
Volatile Enmity Loss
- Aside from enmity resets, there is no known way to lose VE apart from decay over time. VE decays at a rate of -60 per second.
- In certain situations, death and changing zones (back and forth), can reduce or reset enmity against a monster.
- Certain unique monster techniques can reduce or reset enmity against a monster.
- Enmity Douse resets both CE (to 1) and VE (to 0).
- Super Jump resets both CE (to 1) and VE (to 0).
- High Jump reduces CE/VE by 50% for Dragoon main job, or 30% with Dragoon sub job. This value can be modified by certain equipment.
Enmity from Damage Dealt
Dealing damage gives both CE and VE and depends only on the target's level and the amount of damage dealt. In the terms below, "Standard DMG" is defined as the base DMG rating of a hypothetical 240 delay Sword at the enemy target's level. For example, against a level 99 target, "Standard DMG" is approximately 67. Also, in the case of Magical-type Weapon Skills, the "Damage Dealt" is the damage the weaponskill would do without the dSTAT or multipliers like Magic Attack Bonus, Day/Weather Bonus, Staff Bonus, or Magic Affinity.
At levels 51 and above, the calculated term is multiplied by a Level Scaling Factor to reduce the overall enmity gained. The factor decreases as the target's level increases (levels 1-50 have a 1.0 scaling factor), reducing to 0.3 for targets level 99 and above.
- CE gained = Level Scaling Factor × 80 × Damage Dealt ÷ "Standard DMG"
- VE gained = 3 × CE gained
Example: 2500 damage dealt against a level 99 monster will add approximately 900 CE and 2700 VE.
Example 2: A 4500 damage Cataclysm against a level 99 monster will add 900 CE and 2700 VE if it would have done 2500 damage without multiplier terms or dSTAT.
This relationship was adjusted several times in 2014-2016 and it is unclear whether this formula is current.
Enmity from HP Healed
Many forms of healing provide a variable amount of Volatile and Cumulative Enmity, dependent upon the amount of HP Healed and the Healed player's level. In Kaeko's tables, this is denoted with "- C -". At higher levels (75+) CE gain from healing is approximately half the CE gained from dealing the same amount of damage.
- CE gained = HP Restored × CE Modifier
- VE gained = 6 × CE gained
- The CE modifier for a level 99 player is 40/170.
Other Ways to Gain Enmity
- Most Job Abilities and magic spells which do not heal or damage HP have fixed CE and/or VE values tied with their usage.
- Having your action intimidated gives you 1 CE.
- Performing the first offensive action against a monster gains you 200 CE in addition to the enmity associated with the action.
Equipment and Abilities that Affect Enmity
- Certain equipment can uniquely modify the rate at which CE is lost when taking damage (by increasing or decreasing the rate). This is denoted in the equipment help text as "Boosts Enmity decrease when taking damage" or "Reduces Enmity decrease when taking damage."
- The BLM job ability Enmity Douse completely resets Enmity.
- A Gnostic's Drink grants the effect of Pax which is an enmity reduction.
- Enmity generated can be directly modified by a variety of gear, some Spells and Job Abilities/Job Traits. In these cases, "Enmity +1" results in +1% Enmity generated, while "Enmity -1" results in -1% Enmity generated.
- For gear, these effects cap at +200 Enmity and -50 Enmity, so you can triple or halve the Enmity that your actions have, respectively. Job Ability Enmity changes are applied in a separate step, and are not subject to these caps.
- The "other" Merit category can be merited with Enmity+ and Enmity-, up to 5 times in either direction.
- Animus Minuo: Enmity -10 for target
- Animus Augeo: Enmity +20 for target
- Adventurer's Dirge: Enmity -32
- Crusade: Enmity +30 for self.
- Sentinel (PLD): Enmity +100 while in effect
- Divine Emblem (PLD): Increases the Enmity of the next Divine Magic cast by 50%. Applied in a separate step from other Enmity effects.
- Fan Dance (DNC): Enmity +15 while in effect
- Stealth Shot (RNG): Next ranged attack or weapon skill: Reduced enmity (-10 per merit level, and an additional -5 per level with augmented Scout's Socks +2)
- Camouflage (RNG): Reduces enmity generated by ranged attacks while in effect.
- Decoy Shot (RNG): Transfers 80% of base enmity generated (prior to enmity reduction) to the party member between the target and player who is closest to the target.
- Tranquility / Equanimity (SCH): The next cast white or black magic spell, respectively, will generate less enmity (-10 per merit level).
- Caper Emissarius (SCH): Transfers the party's enmity to one party member.
- Tranquil Heart (WHM/RDM/SCH): Healing Magic only: Up to Enmity -25 (depends on healing skill), applied in a separate step from other Enmity effects
- Divine Benison (WHM): Status Recovery magic only: Up to Enmity -25 (depends on trait level).
- Muted Soul (DRK): During Souleater: Up to Enmity -50 (depends on merit level).
Special Enmity Bonus
Examples in applying Special Enmity Bonus.
- Divine Emblem Flash with +100 in gear enmity.
- base * enmity+ * DE.
- 180*2*1.5=540 CE
- Sentinel(20/20 JP) + Flash with no extra enmity+(still get +100 from Sentinel)
- Base * Enmity+ * SentinelJP
- 180*2*1.2=432 CE
- Divine Emblem + Sentinel + Flash. No extra enmity gear.
- 180*2*1.7=612 CE
- Official Enmity Explanation & Planned Adjustments (Akihiko Matsui, FFXI forums)
- Enmity Testing - Still Going! (BG forums)
- Kaeko's LiveJournal
- Enmity from Magical Weapon Skills (dasva and Prothescar, BG)
- CE/VE cap change. (SE, Official forums)
- New Enmity gear+ cap value (Martel, BG)
- Sentinel JP and Divine Emblem are same term (Martel, FFXIAH)