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Originally Posted by
CianaIezuborn
But I can't think of any situation where I'd be like "This boss keeps killing me, time to drop 5% HP for 1% avoidance reduction".
Turn 4? The incoming damage is quite heavy, all blockable and not on a regular spike timer due to multiple mobs being tanked simultaneously. (Also, I'd often love a bit of extra DPS to help me hold hate a little more solidly as an OT on both a Soldier and a Knight when the DDs start going wild on both...) ;)
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When you look at it from the point of view of worst case scenario your EHp increases your tolerance to horrible situations where as your Avoidance reduces the frequency of such horrible situations.
Bingo! :)
This is why I'd consider DEX/STR setups to be generally "better" once you're at endgame and your team is fully geared up. Because for an overgeared party you simply don't come across those "horrible situations" all that regularly, and the benefits of reducing their frequency even further outshines having a slightly better chance of recovery if one was to happen.
Endgame teams are (very broadly speaking) rather skilled, and have multiple methods of turning such a situation around that don't involve their tank dropping below 5% HP.
Honestly, I really can't think of many situations where a tank having 5% more raw HP would actually benefit a solid endgame team (whereas I can think of plenty of situations where I'd rather have more DPS/enmity generation and a slightly higher threshold for the "crap hitting the fan"!).
That said, I agree that if a spike has the potential to drop you to less than 5% HP in one hit (I'm thinking mainly of Turn 5 here) then +VIT is the clear winner.
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There is a theoretical edge case where that 1% avoidance would beat out EHP where the incoming damage vs healing would keep the Avoidance tank 100% on average and drain the EHp tank 1% per second. I can't think of a method in which this could happen though where both tanks didn't have a chance of dieing from bad RNG or where both tanks could live with proper use of cooldowns.
That's the slight edge in sustained mitigation I was referring to.
I agree that being able to take ~1% extra damage before you start dieing is pretty damn tiny in terms of mitigation. Especially whenever blocks/parries are not guaranteed. But given the alternative... in any situation where I'm confident that I'd never be in danger of dropping below 5% HP, I'd much prefer being able to take a tiny bit more damage over time over having 5% HP that I'd never use.
The thought process here is that "A tiny bit of something is better than nothing".
Maybe it makes me (extra) weird... but I just think that occasionally there's such a thing as "too much" HP, whenever you know you're not going to use it and could potentially swap it for something else that could give you slightly better performance.
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I can't make a clear connect between paper and practice so I can't really put an exact metric of value on it. Anecdotal I know, but I've never been in a situation where I've not been in such a lead on st damage that I haven't been able to afford to through out stoneskin/stuns whenever I've needed to.
Sadly, as a VIT-built PLD I've been in that situation dozens of times whenever I'm tanking multiple mobs. Turn 4 is an obvious example. But it even happens occasionally on silly trash things like AK runs if the DDs are better geared than me, are not using enmity shedding abilities, and decide they want to deal spike damage. BLM's "Triple Flare" is a prime example.
On Bosses, extra enmity is generally not needed, aside from the odd flaky mechanic (Turn 2's -25% Tank DPS debuff) but when fighting multiple mobs it's very handy to have extra enmity generation.
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As far as kiting, that's pure flash cut spam, which I find the limiting factor to be mana versus a single AOEer (Double AOEers kill the mobs before breaking through enmity buffer)
I think you're referring to kiting with Flash because of the method used in "speed runs"? (e.g. round everything up, keep flashing to hold hate, run in circles so any cones miss you and have to keep interrupting their attack cycle in order to move towards you)
I'm referring to "Jousting" with RoH rather than Flash spam - used on only one or two tougher melee-attacking mobs instead of huge packs of trash. You rotate your RoH combo on the mob just enough to hold hate, whilst attempting to stay out of autoattack range as much as possible. Make it chase you (possibly around Line-of-sight-breaking geometry) so that its attacks only very rarely hit.
There aren't very many geometry-breaking battles in the game, but a few do exist... An example would be AK boss #1: You can kite the Psycheflayer around a pillar constantly and take no damage. To a lesser extent, this "mitigation by not being there" tactic includes things like Circle-tanking the Hydra, and sidestepping/backing away from any mob AoEs.
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Finally, this may seem like heated debate, but I have the uptmost respect for Mael and the theorycrafting he's done for the Pal community. I just figure after a few back and forth posts that had to be said =p
Aww. I love you too! ;)
Never mistake a love of a good argument (or in my case, insufficient sense to know when to shut up) for a lack of affection! :D
And good grief, this has turned into quite the essay! Time for sleeps!! :p