Unless they make STR completely 100% worthless for tanks, fending accessories will continue to be garbage.
They don't like that.


One main stat materia isn't enough to make an overall difference in the necessity of tanking bi-stat accessories to maintain any demand for them unless the stat changes to tank output significantly change the way vit works. If you do see tanks with these pieces they will likely have even less hp now than before but the realistic assessment is that they will bypass them completely.-You will be able to meld main stat for the first materia on accessories.
-The good aetherial gear will likely only be from the hard (FC ship only) voyages, it will likely several hours just to get a good piece, let alone one in the slot you want. Crafted gear can become the mythic "catch-up gear" until you get something better. Then you can turn it into materia.
-You don't have to spiritbond is an open world party. Just put a couple pieces of level appropriate spiritbond pieces when you do daily/weekly faceroll content.
The second point is assumption, the gear will likely be available to all just at lower rates than the hard mode. Considering squares stance on gear and casual play this is the likely scenario. But for the interest of discussion lets say it's not, there would still be zero need for me to spend literally millions of gil on a crafted piece to spiritbond when the materia itself will likely be less costly to just buy and comparable or better gear can be obtained with just grinding (along with gil, materia, and other stuff). A casual player is priced out of the crafted gear market by a huge margin already. On top of this raiders will be needing to meld raid gear now, along with buying potions and expensive foods. Demand is literally willingness and ability to buy, with other expenses increasing by the nature of economics the demand for crafted gear will decrease further. It's inevitable unless there is a significant change to either the way certain stats work, a lowering in price of crafted gear (increasing mat availability/cost/time) or just a general increase of stat weights on secondaries across the board.


They stated that the airship ventures would drop red scrip items, that alone will be a huge boost until 3.2. Hopefully they will revert to the battle jobs obtaining the hard to get mats for crafted battle gear. We had tome items throughout 2.x for part of the recipes for top level gear, along with SCoB drops/desynths in 2.4.
That's arguable.
Currently at i210 going from i210 Vit Accessories to i210 Str Accessories is a gain of ~30% ap at the cost of ~25% max hp. (i150 Str/Vit Pentamelds are in comparison +20% AP for -10% hp)
With a 75%/25% Str/Vit split, it would shift to a gain of ~13% AP for 25% max hp.
With a 60%/40% split, it would shift to a gain of ~4.8% AP for 25% max hp.


Well Pentamelds are pretty powerful. They offer both stats at a 25% penalty.That's arguable.
Currently at i210 going from i210 Vit Accessories to i210 Str Accessories is a gain of ~30% ap at the cost of ~25% max hp. (i150 Str/Vit Pentamelds are in comparison +20% AP for -10% hp)
With a 75%/25% Str/Vit split, it would shift to a gain of ~13% AP for 25% max hp.
With a 60%/40% split, it would shift to a gain of ~4.8% AP for 25% max hp.
So its like having an item with either 60 vitality, or 60 strength. OR 48 Strength AND Vitality.
I would be fine with it, if there was gear like that.
I think Fending gear should be:
(75%) Vitality same amount as strength.
(75%) Strength of a normal piece of gear.
1 Secondary Stat
Last edited by Nektulos-Tuor; 11-03-2015 at 06:58 AM.
And with it all dumped in VIT, they can safely assume all tanks at the appropriate gear level *will* have a certain amount of HP, and just slam you to within an inch of your life, making that 25% max HP missing all the more bad.That's arguable.
Currently at i210 going from i210 Vit Accessories to i210 Str Accessories is a gain of ~30% ap at the cost of ~25% max hp. (i150 Str/Vit Pentamelds are in comparison +20% AP for -10% hp)
With a 75%/25% Str/Vit split, it would shift to a gain of ~13% AP for 25% max hp.
With a 60%/40% split, it would shift to a gain of ~4.8% AP for 25% max hp.
In the end, switching over to 100% VIT makes balance for them *easier*.
Easier to balance maybe - but it also creates a problem where in if Tank damage doesn't continue grow at an appreciable rate in comparison with DPS damage we will eventually start to see enmity disparities; disparities that will continue to grow without squashing stats down or reworking the formula (again). Also without significant change the gap between Paladin and other two tanks will remain just as wide - or worse widen. Even if they simplify the Tank damage formula and all the abilities that scale off Attack Power/Damage by making Tank Attack Power/Damage scale off of VIT primary stat instead of STR the calculation will eventually need to yield diminishing returns or Tanks will simply replace DPS roles - diminishing returns on your primary stat further complicates & hinders Tank gear itemization effectiveness and limits their encounter design going forward.And with it all dumped in VIT, they can safely assume all tanks at the appropriate gear level *will* have a certain amount of HP, and just slam you to within an inch of your life, making that 25% max HP missing all the more bad.
In the end, switching over to 100% VIT makes balance for them *easier*.
Last edited by Dhex; 11-03-2015 at 11:32 AM.
You're assuming that they're not going to increase vitality on new equipment.
Or increase threat modifiers.
Everything doesn't have to be based around "dps" with tank balance, that's just the current meta and a lot of people are fighting tooth and nail at the potential to it not being such anymore.
Edit, to below:
Again, not necessarily.Fairly certain a large number of Tank skills on all three scale directly with Attack Power. So regardless of how that number is calculated VIT STR or otherwise that stat will need to grow. If its STR it needs to be included in our itemization if its shifted all onto VIT they will have to include diminishing returns towards HP growth or Damage growth.
Everyone's looking at this the wrong way.
it doesn't matter if the tank has 50k HP, mob damage is going to be based around tank HP levels.
I don't feel sorry for the DPS/heals that rip hate or pull for me and get smashed because the mob hits them within an inch of their life on one hit because they have a third the HP I have though.
Hit daily post cap. That thing really needs to go.
Last edited by Nadirah; 11-03-2015 at 12:43 PM.
Fairly certain a large number of Tank skills on all three scale directly with Attack Power. So regardless of how that number is calculated VIT STR or otherwise that stat will need to grow. If its STR it needs to be included in our itemization if its shifted all onto VIT they will have to include diminishing returns towards HP growth or Damage growth.You're assuming that they're not going to increase vitality on new equipment.
Or increase threat modifiers.
Everything doesn't have to be based around "dps" with tank balance, that's just the current meta and a lot of people are fighting tooth and nail at the potential to it not being such anymore.



If VIT provides more of a benefit to Attack Power than STR does, Fending Accessories will always be better for AP than Slaying. If they go this route, I anticipate something like a 40% STR/60% VIT contribution to AP--enough that the Strength on left side gear isn't wasted (and forgoing the need for itemization changes in the future) but not enough that Slaying accessories would provide more AP.
If secondaries contributed more to overall damage, you might see some cases with a split like that where a particular Slaying accessory was better than a Fending one with Parry/Accuracy, but given their sad state, that's not likely to happen.
They can already do this without needing to modify damage calculations at all. Take the assigned minimum item level for the content, set tankbuster damage high enough that full Fending, cooldowns, and healer mitigation are necessary to survive them. This is largely how raids worked in ARR--full Slaying wasn't generally a thing in Binding Coil except once left side VIT started to outpace the tank busters (and at that point, it's not really an issue, which is why I imagine they didn't do too much to change things during ARR).
Last edited by Alahra; 11-03-2015 at 09:54 PM.
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