The issue I have with the small amount of STR added is now the crafted Fending rings every even patch cycle will always outweigh the supposed best. Just meld in the first slot and overmeld Direct Hit or Tenacity in everything else.
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The issue I have with the small amount of STR added is now the crafted Fending rings every even patch cycle will always outweigh the supposed best. Just meld in the first slot and overmeld Direct Hit or Tenacity in everything else.
I'm not trying to put words in Shinkyo's text. But I think your trying to draw too much from that example. X is an undefined variable, it would be however much AP increases per str for that given role. The % in reference are the str we have on accessories now (75%) and the (5 x 5%) is the small +2 str from each accessory. Whereas dps get an "upgrade" each step, I think what he's basically saying is we got our "upgrade" upfront with the addition of str, and a small bonus each new accessory.
They should be able to better balance str amounts on dps and tanks moving forward, as others said it was just an emergency fix regarding 270 accessories so they had to balance it with the content already designed. Tanks do not need the same AP as dps right now. There is no scaling issue currently, there is no dps issue currently.
Even if tank accessories had all str they would still be a worse drop for raid dps than getting a dps accessory drop. The whole argument that the raid is collectively disappointed at a fending drop is a strawman argument as they'll be disappointed no matter what stats are on a tank drop. It's a tank drop.
Considering it has 20 higher ilv, it's bullshit how marginal the improvement is compared to non overmelded i320 crafted accs or lakshmi accs. But hey, at the very least I get 2 more str from 20 ilv upgrade, so it's still not as bad as gordias or pre 4.05, since pure vit acc drops would be literal garbage for progression.
All accessory upgrades provide marginal benefit, but the main dmg stat gain from upgrading a i320 fending acc is 1/7 of the other jobs so that's still a bad thing.
For low ilv progression dps gain would help in covering for mistakes as I mentioned before. Tanks having more hp is also helpful to cover for mistakes, but 1.5k hp on a tank is way less valuable than let's say 1.5k hp on a dps or healer if you consider the type of damage we are taking. 1.5k extra hp is way less likely to save a tank from a tank buster in case of a mistake in mitigation or healing, compared to 1.5k extra hp to save a dps from getting one shot by aoe or mechanics. I'd argue extra hp past the amount provided by minimum ilv gear to clear the raid is least valuable on a tank.
I don't really get where you see a straw man there, but your argument just shows that Square didn't address any of the problems and there are still major issues with tank scalling. And there is a difference between worse and borderline useless.
Crafted accessories, if penta melded, are already better than ilvl 340 afaik and the margin should be quite big with the introduction of Direct Hit.
Edit: Well they did address the ilvl 270 STR accessory problem.
Frankly for me it'd be better if o1s doesn't even drop fending accs, since that'll guarantee that we'd get healer accs or dps accs instead lol.
There is always a room for contents with relevant drops. We have four (?) secondary stats, so not counting reversed allocation (crit/det vs det/crit for example) there are still 6 possible combinations. 2 are taken by tomestone gear and savage gear, so there are still options. They could also add stat customization like anima weapons for savage weapons, so those who can clear savage raids don't have to grind for their BiS weapon months after the raid tier was released.
The devs also mentioned about some super hard fight being released in odd patches so there's a possibility of some kind of relevant drops there.