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  1. #11
    Player ReiszRie's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    386
    Character
    Reisz Rie
    World
    Tonberry
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Kitru View Post
    20% DR equates to 25% more hp and 25% more healing because you've got a standard amount of hp and healing applying to a smaller portion of incoming damage.



    For example, the largest hit that a PAL can take before Shield Oath is accounted for is 125% of their max hp (1/.8). This is where we draw the equivalence of DR to max hp from.

    The self healing to damage reduction equivalence just as simple: if you're taking 20% less damage, you require 20% less healing. 20% less healing means that you're effectively multiplying the effects of any incoming healing by 25%.

    To make it even simpler, imagine an arbitrary "baseline" tank. It takes 100 of incoming damage and receives 100 incoming heals. A PAL is going to take only 80 damage, so the 80 healing that they are receiving is doing the work of 100 points of healing on anyone *without* that 20% damage reduction. Because that's 80 healing doing the work of 100 healing, which is a 25% increase in effectiveness, the 20% DR that PALs get acts as an *effective* 25% increase to all incoming healing.

    From a mathematical standpoint, there is *no* difference, whatsoever, between a 20% decrease in incoming damage and a 25% increase in max hp and healing. They accomplish the *exact* same thing. WARs are at a disadvantage because they're only packing a 15% increase to healing when they need a 25% to actually be equal.
    That I can understand but wouldn't taking account of the 20% DR as 25% increase in healing effectiveness negate the 25% increase in HP? since in order to have that 25% healing increment, you'll have to take the PLD at baseline HP.

    25% increase in HP and 25% increase in heals would translate to a baseline 1000 HP PLD having 1250 effective HP and having a Cure at 100 be equivalent to a Cure at 125 which would be stacking the effects.

    For example, if the above said PLD receives 700 damage and 4 heals of 125 cure (+25% from 100 base cure,) it would end up with theoretically 1050 HP

    If i were to just subtract 20% of damage received, the PLD receives 560 damage after 20% reduction and with 4 heals of 100 base cure he would end up with theoretically 840 HP a 20% difference from 1050 HP

    If a WAR with 25% HP increment and 25% healing potency at 1000 baseline HP, translating to 1250HP receives 700 damage and 4 cures at 25% increment (125 per cure) would end up with theoretically 1050 HP

    Whereas a PLD with 20% straight off damage reduction at 1000 baseline HP would receive 560 damage (-20% from 700) and with 4 cures at 100, he would end up with theoretically 840 HP, a 20% HP difference and requiring 5.6 cures to restore 700/560HP (125/100) thus granting WAR a larger HP pool with similar levels of survivability through Cures

    Therefore it seems to me that having WAR's Defiance give 25% Max HP increase and 25% Healing potency increase would slightly tip the scale of survivability in WAR's favour and there would be little reason (other than situational ones) to play a PLD, taking into consideration the WAR's undisputed superiority in DPS and AoE skills

    Please let me know if my interpretations are erroneous.
    (2)
    Last edited by ReiszRie; 09-10-2013 at 07:14 PM.