I'm 'nuff of a man to admit when I'm wrong on that front, appreciate the clarification c:
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for me im so happy to get mi hp pool back, iron health ^^
Only problem I have with this is that the time and gil I spent into making the pentamelds will be officially wasted... Since 3.2 is releasing meldable jewelry again though, I guess it doesn't matter unless you wanna make some +determination/crit jewelry or are having trouble with accuracy. I can't see why anyone would want to blow that much money on just those though. Actually it depends what the 3.2 jewelry will have on them already.
In before STR materia price drop. I can't think of any other reason it would be used anymore.
I'm fully expecting bosses to do a *lot* more damage than they are now.
Right now, my base HP in full VIT is 21,515. Defiance gives me 26,893. Full i210, no party buff or food.
This much HP basically allows you to ignore all the tank-busters in Gordias Savage right now, or you use one cool-down (note: Thrill of Battle gives me over 32K HP. Hypercompressed Plasma is around a 25K-27K hit on a WAR. Yeah. Heck, even just a Stoneskin or Adlo with this HP is enough to survive...)
This will also make healing tougher and more important. Heal potency isn't going to change a lot, but with more damage going out on tanks...less time for heal DPS. At the very least, solo-healing should be a real challenge until things are on farm.
I don't think it'll be harder to heal, at least in a dungeon setting.
Now here's hoping they don't goof, and this change is truly just for tanks.
I could get that if it wasn't for the quote given over the changes.
"We will be changing the method for calculating the potency of physical attacks for tank roles in Patch 3.2. We’ll be making it so vitality affects the potency of physical attacks, and as a result the effect of strength on physical attack potency will be reduced."
We'll have to extensively test the scaling when 3.2 hits. I'm sticking to my guns that melded crafted accessories will still not be able to hold a candle to melded Midias accessories.
Part of me isn't sure we'll see a significant increase in boss damage. I have to assume that they tuned Gordias Savage with a baseline of Fending accessories for tanks, which suggests at least a bit that they expected/wanted tanks to have bigger HP pools relative to the tank buster damage in the first place.
I do still lean toward the idea that we'll see damage increase somewhat, but I can also reasonably see why the damage may not change, proportionately.
IDK. With the DPS checks they had, I'm sure they were at least expecting melded accessories, or a mix of STR and VIT (rather than the 1 melded/4 STR or full STR we use now). The tank busters were also just *easy* to mitigate in DPS stance (except for a couple in A4S, and once you got past 2 stacks in A3S. I mean, you have Vengeance and Thrill up for every Plasma in A1S; too easy), and when I'm topped off in defiance for the missiles in A4S I don't *need* to use cooldowns at all (they do about 13-15K unmitigated. Yes, I still try to have something up because healers are always busy in that fight, and my WHM has no problems with letting me die to stupid)
Sure someone mentioned it already, but the tank-busters in Coil were real tank busters. You had to have full VIT, use cooldowns, and have Stoneskin and Adlo to survive some of them while progressing. That's the kind of thing we need again.
Why do people say strength tanks are squishy? Vit tanks can be just as squishy. Maybe even more.