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Thread: PLD 4.0

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  1. #10
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Brian_ View Post
    So you're suggesting that if we switched to a meta where general tank damage was much higher that people would suddenly prefer inconsistent and spike prone damage intake?
    No, that was not what I was suggesting. I was suggesting that getting away from single hit Spike + mostly ignorable regular damage pattern would make non-spike RNG based proc defenses (i.e. parry/block and not Dodge/Perfect Resist) more viable. If you can't rely on RNG defensive procs to reliably decrease average damage intake they are worth less than effects that do reliably decrease average damage intake.

    You're wrong and ignorant. We've seen that meta in other MMOs and the test of science and basic reason and logic has resulted in what I said.
    And you are one of the thousands who hear and repeat things without actually understanding what is actually going on.

    Spike damage = bad.
    Inconsistent damage intake = bad.
    Yes, random unpredictable Spikes in damage are bad (which is what makes Evasion tanking non-viable), but "inconsistent damage intake" is not a bad thing. Problems occur because far to often inconsistent damage intake is too varied to be effectively reacted to.

    If damage is too consistent it becomes boring to deal with.
    If damage is too inconsistent then it either ends up being impossible to deal with or forces players to focus on the worst case scenario which ends up making it boring also.

    So RNG "blesses" you and you get a string of blocks and parries. Your healers adjust to that degree of damage intake. Then RNG flips on you and you get a string of hits with a couple crits mixed in. Your healers fail to account for the sudden spike in your damage intake and you die. When healing, you cannot adjust your GCD usage based on your tank MAYBE blocking or parrying.
    Depends on how big the damage variance is. Having to react to 150% more damage than expected (getting a x2 damage crit when you were expecting a 80% damage parry/block) is a different monster than reacting to 87.5% more damage than expected (getting a x1.5 crit when expecting an 80% parry/block).

    As long as the variance is large enough that it needs to be paid attention to, but still small enough that it can be reacted to Inconsistent Damage is fine and a good thing to have as it keeps Healers focused and interested in the fight.

    As block and parry currently exist, they're useful in a very specific situation. When tanks are taking a lot of quick and small hits, parry and block are really good. But, that comes back to the idea of consistency. When you take a lot of quick and small hits, parry and block provide a much more consistent decrease in damage intake.
    It is not just quick small hits. The hits can be slower or harder as long as there are enough hits for there to be enough procs to influence the average amount of damage taken a significant amount.

    More hits = more chances to proc = closer damage taken is to the average. This is the Law of Large Numbers.
    (2)
    Last edited by Ultimatecalibur; 01-11-2016 at 04:52 PM.