so switching out my 418 gear for 440 i lose over 60 tenacity. the gear id the forgiven's gauntlets of fending and swapping for ronkan gauntlets of fending...:mad:
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so switching out my 418 gear for 440 i lose over 60 tenacity. the gear id the forgiven's gauntlets of fending and swapping for ronkan gauntlets of fending...:mad:
Tenacity is kind of a dead stat anyway. The less of it you have, the better.
You will gain 113 defense and magic defense when you switch to the 440 gauntlets.
And you can simply meld materia to cap out tenacity at 260 on them. Just run two leveling roulettes with tank bonus and you have that materia.
I really don't see any issue here.
Tenacity ia a bad stat anyway, you're not really losing anything.
This just isn't true. Tenacity is the jack of all trades stat. Sure it doesn't make a HUGE impact, but that's because it...can't. If it increased all of the stats it affects by too large of an amount, it'd be kind of broken. I personally meld it because I've always a more defense-focused player and I love having the extra mitigation.
Have tanked hundreds of Ex primals ( mainly Suzaku, Seiryu, Inno, Titania, and Lakshmi) while they were all relevant and have had nothing less of great results from having the extra mitigation.
I won't tell anybody how to meld though since we all have (I hope) our own unique playstyles, but this misconception that Tenacity is worthless needs to stop...
Except it kinda is...it's not parry levels of bad but it's still far from optimal unless you're pushing world first progression and have it stacked through the roof. It will always fall behind any other secondary.
Crit > Comfy SkS > Det > Ten (WAR)
Direct Hit > Determination > Critical Hit > Tenacity (PLD)
Comfy SkS > DH > Det > Crit > Ten (GNB/DRK)
Most tank gear already has a lot of tenacity on it anyway. And melding anymore (if you can) is pointless. I can't tell anyone how to play their class, but if that's how you wanna roll then you do you.
60 tenacity is roughly .002% mitigation and increased damage.
The 113 armor/magic resist difference is roughly .5% mitigation.
Not to mention the 17 strength and 3 vitality difference. It might not be much, but every bit helps considering less damage is taken the faster enemies are killed.
It is so funny that the stat the devs made for tanks are the one stat most tanks avoid like the plague.
Either they should remove it or make it more useful. "But if you make it more useful tanks will use it instead of other stats" well wasn't that the point of this stat, that tanks should use it?