Giving up 2300 HP for a slightly better chance at getting about 2300 HP more from a crit Equilibrium is just unfathomable, I just assumed I misunderstood.
A .5% is SO tiny you won't even notice it that's how much of a difference it is a .5% chance isn't going to change or conflict with anything. I'd rather take the 2300 hp instead of the .5% hp because it's always there.2,300 HP is useless at all times in exchange for .5% more DPS?
Guess all those times I dipped into triple digits for a few moments I shoulda just died instead.
We're not talking about staggeringly more DPS like how STR accessories were before. It IS a very minor DPS boost now. A cushion for mistakes is not worthless. Unless you can claim you and the other 7 people in your party have never once made a mistake, you cannot claim extra HP wiggle room is useless.
Or option 3: realise str tanks were never really a problem in dungeons and casual content and this was a very very unneeded change.Despite SE's efforts tanks are still taking Strength accessories. By making STR and VIT equal in regards to attack power, secondary stats are the deciding factor.
Fending accessories are filled with parry and accuracy, both lackluster secondary stats.
Slaying accessories have the desired secondary stats that tanks want to increase their damage.
The only real way to solve this is one of two ways. Make parry worthwhile or make Strength lower than Vitality in terms of damage.
So you can accurately tell me when in Midas, when he does his tankbuster, how much health he'll take off PLUS the next hit, to the exact digit, so it allows you to know EXACTLY the amount of health required, and then expect that this is always the case 100%?
Not that I don't believe you on this, but it's pretty far fetched; you cannot assume every time it will do 100% the same damage. You can ballpark it but you have unknowns; it happens when you play with other people that may not do the required mechanics 100% of the time.
You're never 100% certain of the number. 2.3k health adds a buffer for you to deal with the "OH SH&T" moments. While you can live with near perfection in the case of health, most of us don't like the idea of leaving RNG hit that sweet number the whole time. Period.
It's not worth it. At all. The DPS increase you get from doing STR accessories is negligible at best. I'll stick with the cushion over the paltry increase in stats, and add DPS related stats on my accessories that still give me said cushion.
Taken from the full release Patch 3.0 notes here
http://na.finalfantasyxiv.com/lodest...98c204c6199e5a
"Critical hit rate now affects damage dealt with a critical strike."
The way it's worded made me think the previous crit ways had been abandoned, sort of like White mages higher % stoneskin and Scholars % based Lustrate.
Ah, very nice that it raises both now. Thanks for this!
Which wasn't why they changed STR tanks in the first place, they kinda sorta created these whole Fending accessories that a large amount of people didn't even use and instead tried to get Slaying, intended for MNK/DRG. Anyone who did STR tanking did so because it was optimal, but you have to take that extra leap to realize it was bad design. STR tanking should have never been a thing, it was ridiculously good and allowed you to push content much earlier than intended. They overlooked it for 2 years, we should be happy we even got away with it for this long.
Obviously this is something the players (customers!) wanted to continue to happen. The devs should have just rolled with it rather than trying to force something else onto them. Rather then trying to force their calculations of tanks not doing damage onto the players (customers!), they should have instead embraced it.Which wasn't why they changed STR tanks in the first place, they kinda sorta created these whole Fending accessories that a large amount of people didn't even use and instead tried to get Slaying, intended for MNK/DRG. Anyone who did STR tanking did so because it was optimal, but you have to take that extra leap to realize it was bad design. STR tanking should have never been a thing, it was ridiculously good and allowed you to push content much earlier than intended. They overlooked it for 2 years, we should be happy we even got away with it for this long.
No. That is something only some of the players wanted. Others wanted to be incredibly tough. Quite a few players begrudgingly followed the strength meta even though they did not feel it was "right."Obviously this is something the players (customers!) wanted to continue to happen. The devs should have just rolled with it rather than trying to force something else onto them. Rather then trying to force their calculations of tanks not doing damage onto the players (customers!), they should have instead embraced it.
Rolling with it was also just going to make things worse and worse. They needed to do something in order fix it or the game was going to break in the future.
Strength Warriors were overmitigating because their self-heals were 25% to 30% stronger than intended throwing tank balance off.
The damage output and hp gaps between Vit and Str builds were making progression impossible to balance and they were growing.
Fending Accessories were being considered useless/trash drops and crafted accessories 60 ilevels below were considered semi BiS for tanks.
All of these problems and more needed to be fixed.
Last edited by Ultimatecalibur; 03-05-2016 at 06:58 PM.
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