Now i'm an idiot here so i need something explained out to me.
If there is an enmity cap (the amount of enmity we can have at any one time), then how is it that having - enmity, once cap is hit, helps us? I understand that VE decays at 60 enmity/sec. so I can see how it may help with the generation of new VE, but how do we reduce our CE as well?
* Lowers Enmity for a certain amount of time. (Enmity -20)
* Regardless of the damage, Coronach hate is only 80CE / 240 VE (Enmity- effect included).
So if we are at the CE cap, then the CE generated doesnt mean anything, only the VE generated.
If we're generating VE at the Ce cap, then -20 VE isnt a huge deal due to the fact that a 1000dmg sidewinder/slugshot would generate a base of
[ VE ] = [ VE Modifier ] x [ Damage Dealt ]
VE = 4.14 x 1000
4,140 VE assuming a level 85 mob.
-20 enmity from a previous coronach would drop that to 4,120. I really dont see how that helps at all to be honest.
What i could see is that the -20 enmity would help to generate less over time from our regular ranged attacks, which one would assume is what its actually for. So in that instance, if you were dealing 100dmg /hit to the same target:
VE = (4.14 x 100)-20
VE= 394 (with aftermath) (6.56~6.57 secs to 0 VE)
VE =414 (w/o aftermath) (6.9 secs to 0 VE)
Coronach with a set 240 VE takes 4 secs flat to decay to 0
Slugwinder at 1000 dmg takes ~69 secs to decay to 0
So why in the world would you even use slugwinder at all unless you are zerging or not caring about hate generation when you could spam coronach every 100tp?
I am still not convinced that ranged attack enmity holds to the same calculations as melee ws enmity. I have read it here, seen it myself and i am sure most of you have as well, specifically using dynamis where i can land a 1000dmg sidewinder, followed by a sam/war/drg/other dd 1000dmg ws, yet the mob is still glued to me and NOT them.
So, with all that, someone plug in what i am missing to help me understand this a bit better.