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  1. #10
    Player
    Hachiko's Avatar
    Join Date
    Oct 2011
    Posts
    433
    Character
    Shaenrael Calgarawyn
    World
    Lamia
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Taemek View Post
    http://forum.square-enix.com/ffxiv/t...=1#post1379515

    http://forum.square-enix.com/ffxiv/t...=1#post1380620

    These two posts respectively point out the difference in mitigation is negible and there is many more to support it with hard numbers.

    Now, show me that Warriors are only doing 6-10% DPS more then a Paladin.
    I think you're confused. Both of those posts have only to do with the ordering of abilities, not that the difference in passive mitigation is negligible, because it is not.

    Block is a significant increase in mitigation against blockable attacks. More importantly though, blocking pushes critical hits off the table due to it being a multi-roll table (which I think is what we all agree on now). So not only will a PLD mitigate more hits via block, they will suffer less crits because they do so.

    And to add on to that, the only thing it was showing was the actual parry rate of PLD and WAR are the same in equal gear, ideally putting to rest any silly arguments that WAR gets more out of parry, or that WAR has some super secret class specific parry formula. This may be where you got confused.

    If you can actually find anyone with "hard numbers" showing why WAR are just as easy to keep up, or only negligibly different, I'd like to see them because that is in direct conflict with what I found.

    I'm considering doing some sort of theorycraft for everything. Estimating block damage reduction, Estimating parry damage reduction, and looking at Rage of Halone STR reduction. But the fact of the matter is, WAR already requires about 10% more healing before you look at these things once you get to the end-est game stuff. And they work out to significant amounts of mitigation (~5% for block, ~5%(?) for Rage of Halone, and some additional reduction and additional stability by making crits less likely).

    Where are your "hard numbers" that the difference is negligible?

    Quote Originally Posted by Ehayte View Post
    I have been a proponent of a WAR buff for a while, if they could bring that break even point up to something like 450dps would that make a difference? And to my other point, are there any fights where the boss doesn't hit extraordinarily hard, but does a lot of AE damage in Coil?
    The problem is that even if you tried to cater a boss fight specifically to a WAR, a PLD would still be sufficient if not easier to tank it. For example, a low damage boss that does a lot of AOE damage. Sure, a WAR would be sufficient for this with their self heals that could compete with Shield Oath in this specific instance. However, a PLD would be sufficient too because they are still reducing the damage taken, and because in general the aoe heals plus a couple spot regens will keep them up about as well as a WAR.

    The only encounter where WAR is argued for sometimes is Turn 4 because there are many adds involved. But in general it's easily managed by a PLD and the PLD is more likely to survive the damage taken.
    (2)
    Last edited by Hachiko; 10-08-2013 at 02:13 AM.