Quote Originally Posted by JackFross View Post
I knew you would actively ignore every piece in my post that outwardly refutes your incorrect points. I don't know why I bother, sometimes.


Warriors being +/- 1% from Bards and Machinists in Gordias is absolutely a problem, though? It's definitely broken?
No, not broken. Players (customers!) want to play that way AND they can play that way effectively proves that it is not broken.




Quote Originally Posted by JackFross View Post
I'm sorry you're upset that your numbers were nerfed, but none of the tanks were changed in any meaningful way outside of buffs (Grit/SwO/ShO no longer break combos). The damage change is absolutely meaningless, especially with the lower DPS requirements for new content. Tanks can still contribute, they just contribute less.

They absolutely were, though, and you literally *just* agreed to this in what you said next.


T I E R S.


T I E R S.


T I E R S.
This is going to sound like a troll now, but no, sorry.

DPS is the only damage they see, please review live letters.

Tank damage is not factored in. Healers should not be DPSing.

These are not tiers, these are roles. They are something they force upon it.

Quote Originally Posted by JackFross View Post
You're the only voice in this thread throwing a tantrum over these changes. The vast majority of tanks actually have brains and flat agree with the fact that tank damage was too high and the requirement to mitigate incoming damage consistently (read: tank stance) in fights was too low. They fixed this in 3.2.
In this thread, sure; because this one deals with the strength accessories and their role.

Initial comments have, and always were, that the primary stats for tanks on the accessories mean nothing in 3.2, it is all about the secondary stats and the benefits you get from those. 2400 to 3200 extra hit points will net you nothing in the long run.

Quote Originally Posted by JackFross View Post
So, like, stop changing your argument, basically? You were arguing one page ago about how "IT'S NOT DPS GUYS IT'S CRITS FOR EQUILIBRIUM WHICH I SHOULD BE MAINLY USING FOR TP" and now it's all about the deeps. Color me thoroughly confused.
Are you having trouble with TP? Equilibrium in a normal tanking role is for heal backs, again since they have made it so tank damage doesn't count there isn't a point to stay in Deliverance or swap to Deliverance except during a pause phase to perhaps beat up an add. If you're having trouble with TP then you're doing something wrong with your Wrath.

Quote Originally Posted by JackFross View Post
(Also: FF1, FF3, FF4, FF5, FF6, FF9, FF12 IZJS, FF13 - not sure on the FF12 one, that's just the way I always read the info on it.)
(That's not including the Tactics series or any other non-numbered ones.)
FF1: Knight = Powerhouse in armor, not the tank it was meant to be.
FF3: Same as FF1
FF4: Cecil does more damage than Kain, Rosa with a bow is highly effective for damage in the back.
FF5: Same as FF1 with even more options now that you can add skills from other classes in it.
FF6: Roles? LOL.
FF9: Steiner is a spellblade, everyone is damage.
FF12: Again, roles? LOL.
FF13: Roles? Swap those out in combat, Triple Ravager does amazing to finish lots of content.
Tactics: Swap skills out for customization of characters.

Quote Originally Posted by JackFross View Post
Okay. I apologize. I thought my explanation might go over your head, so let me explain it in simpler terms.

A diminishing return is a situation in which adding more of a stat gives you less gains from that stat as the base value from which you are increasing gets higher. Critical Hit Rate is a multiplicative stat. It increases at a linear rate. This creates a curve that plateaus (slowly) as you increase the value. The more Crit you have, the less effective gains you get from increasing the stat further.

Yes, it also increases critical damage, and this absolutely helps to stem the curve and make it slower! It's absolutely true that Crit is higher weight than Det for every Job in the current meta (besides, maybe, Machinist) because we have not yet reached the point at which Critical Hit Rate stops being extremely effective per-point. We may never reach that point.

But to argue that this point being beyond the scope of numbers we'll ever reach means we're not approaching it the higher our Crit climbs is ignorant.
Yup, and by the time you get to the point where your curve is plateauing (not in this expansion) your damage/healing is making up the difference.