It can't be an arbitrary assignment. If it was, calling for 50% of vit is equally as arbitrary.
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They haven't explicitly confirmed it, no. But it's about as unofficially confirmed as possible. They did state they were adding a "minimal" amount of str, and the theorycrafters have confirmed they are pretty much equal to the 270s including substat weights, so, we pretty much know :)
In general I do think it's good for crafters to have a place in the end game raiding scene. As for crafted vs raid drops, they are only slightly better since you can overmeld. If people want to assume that cost for the relatively minor impact of secondaries, more power to them. It certainly doesn't seem as bad as HW where tanks were spending millions on crafted slaying, at least it's crafted fending this time lol. All in all, it doesn't look like they will be necessary to clear this raid tier, so as long as nobody is forced into buying them it's just personal preference.
Yep. As I've stated here, there's a lot of ways they could make tanking more fun. Well, I think rather, that the reason SE would not change the system is because of the super casual players who have trouble with passive mitigation and more complicated rotations, and because of the development costs in doing so. I don't think there's anything wrong with tanks doing 70-80% DPS of a real DPS, but I also think that shouldn't be their sole source of fun and engagement.
O3S? would be impossible if we didnt recieve str bonus on our gear healers wpuld then be required to do 1k each this fight has a steep dps check.
Pretty sure they have rebalanced the encounter enrage timer and boss hp to take into account the 300+ str tanks gain compared to pre 4.05. You can surely do o3s with tanks doing 20% less dps than now, my group cleared o3s with 9 deaths and 10s-ish time until enrage, but I doubt my group could've gotten past exdeath with 20% less tank dps, and that's with 2-2.5k combined healer dps. The dps requirement in the first part of o4s is much tighter than o3s.
...and so tanks have to tank and DPS might have to start using their skill set to manage their aggro to prevent peeling things from the tank.
Alternately SE could apply an enmity modifier to DPS jobs to reduce enmity generated as STR or attack power scales upwards.