



Currently yes.Except they
- Take less damage (Monster dies faster, so that reduces damage taken by default.)
- Hold hate better. (More damage, more hate.)
Yes, more damage = less damage taken = because monster dies faster.
Vitality
- Raises damage you take.
- Less Threat/Enmity.
Apparently after the patch this won't be the case! Ah isn't waiting for it to happen exciting? Oh the anticipation!
http://king.canadane.com
lol, I feel I must recuse myself from this debate...
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.
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Make it personal use only, except a simple group option that is opt in (not out) and I'll still recuse myself, but won't stamp my feet.
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I'm not going to say OP is wrong on this assumption. He has a point, but, I think there is a logical assumption going on about the change that some people are picking up on that I am not.
Ok... so I have some questions to better understand this.
Does this mean that dps jobs will also get some dps benefit from vitality supposedly? (I didn't think that was a point but I am confused)
Can't tanks just have their own math associated with their job crystals being equipped? You get a stat bonus just for wearing one so...
What if SE just takes strength off tank gear completely? How does that mess with the math going on here?
Or is this just about it scaling poorly and existing str values being same for tanks on gear, just some scaler is going to be out of whack now?
Iono...personally I think we are assuming that having some of the current stat weights and formulas are going to help us figure out the math here for the change coming. I know it's quicker to just take the easiest math route to solve the problem and for programmers it would too, but remember when ninjas came out? That was weird right? They used monk gear at 50 and it had dex AND strength on left side pieces. Also, when got to final coil, they got their own gear with NO str. They had to completely overhaul how dex and str worked...etc
Edit: I wouldn't be all that surprised if if tanks got their own "dps" class where vit was their main stat, similar to melee, ranged and magical, as per the upcoming vitality tooltips (just how the dex tooltip was added on with "increases the melee damage of rogues and ninjas" where-as before it just said ranged physical damage). Of course, this implies the possibility of strength being removed from tank left side pieces. That is just the guess I'm throwing into the ring... lol So for instance: "Increases maximum HP and increases damage for all tank roles"...etc
Last edited by Cherie; 02-06-2016 at 07:29 AM.



Why would you use something that the developers already said is going to be inferior than full vitality? Just give me a reason, Mrs. Pink.
Forget what we have now, boy, it's gonna change. You can't know for sure until it's implemented, the only thing we know for sure is: VITALITY WILL BE BETTER THAN STR.Except they
- Take less damage (Monster dies faster, so that reduces damage taken by default.)
- Hold hate better. (More damage, more hate.)
Yes, more damage = less damage taken = because monster dies faster.
Vitality
- Raises damage you take.
- Less Threat/Enmity.
Last edited by Fevelle; 02-06-2016 at 07:45 AM.




To be fair, we don't even know to what extent that will end up being true.
They've said things before that end up different later on.
The only real thing we can do is wait for it to actually be implemented. Feedback before implementation can only go so far.
http://king.canadane.com
For those complaining that this will be a nerf, let us consider something. We don't know any numbers yet. So we are all jumping the gun just a little bit here. For all we know it could be a full switch, meaning nothing will change for tanks except that you will be stacking VIT and not STR. Perhaps it is a nerf and for once MCH will out damage a warrior, point is, until 3.2 comes out and the numbers from Alex show up all of this doomsaying is frankly a waste of everyone's time and energy.
Until then if you have your vit accessories continue on as you have. If you don't then go get them because just like Bards are stuck with Wanderer's Minuet, you guys are now stuck with Vitality.
Welcome to our world, hope you enjoy your stay more than I do.
No more cast bars for Bard! Thank you, Yoshi-P! All hail our lord and savior!



They said it again on Duty Commenced, so I doubt it won't be like this.



They've been off on their math before, though, so I could understand why some folks would be skeptical. If the weighting of STR and VIT for Attack Power aren't properly assigned, it's certainly possible for STR accessories to be better in some situations (most notably when compared to VIT accessories with Parry on them).
While I would hope they've done enough of the basic math necessary to properly balance things (STR can pretty much only contribute 30% of its value to AP, for instance, if they don't want to run into weird situations where STR is still better—any more than that and the math starts to favor STR here and there), I think there's still the possibility that they won't have things set up quite perfectly at 3.2's launch.
FFXIV/Glamour Blog
http://www.fashionninjutsu.com/
first, fell cleave is 500 pot BEFORE dmg modifiers. it is the single strongest physical hit in the game. its the reason you can easily find some wars saying they had 8k+ crit fell cleave.Why use that when you can go into Tank Stance, and use the same move (300 Potency) with damage reduction?
Unless its 300 Potency + Increases all damage taken by 10% (raid wide), it would be a useless skill.
http://ffxiv.consolegameswiki.com/wiki/Inner_Beast
300 potency, also another component added.
Not worth it, IMO. I would just use Inner Beast.
second, unless you were planning to finish the sentence, more vit does not raise the damage you take, it raises the damage you can take.
Last edited by Kaze3434; 02-06-2016 at 09:52 AM.
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