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  1. #1
    Player
    Thela's Avatar
    Join Date
    Aug 2014
    Posts
    204
    Character
    Thela Ivora
    World
    Phoenix
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Kosmos992k View Post
    So, more balancing to come in 4.05, but only talk of STR/VIT, ...and yet, no mention of Tenacity.

    I think it's time that we as a community of tanks make it 100% crystal clear that Tenacity in it's current state is both pointless and unacceptable.

    By all means balance the tanks and fix the damage formula, but regardless of all that, please SE make Tenacity meaningful, or remove it. Having another pointless attribute soaking up the point budget on our gear is just adding insult to parry's injury.
    But its not exactly useless? According to new tests you gain roughly 5% per 1000, mind you that is both 5% dmg done / 5% less dmg received. In contrast 1000 dhit will yield you around 7.5% dmg done and 0% less dmg received. Sure it could use a little buff but its certainly not as bad as most ppl seem to believe.
    (2)

  2. #2
    Player Kosmos992k's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    4,349
    Character
    Kosmos Meishou
    World
    Behemoth
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Thela View Post
    But its not exactly useless? According to new tests you gain roughly 5% per 1000, mind you that is both 5% dmg done / 5% less dmg received. In contrast 1000 dhit will yield you around 7.5% dmg done and 0% less dmg received. Sure it could use a little buff but its certainly not as bad as most ppl seem to believe.

    The tests I had seen shows almost 1800 points making less than 5% difference. How are the new test results different?

    Quote Originally Posted by Thunda_Cat_SMASH View Post
    Tenacity in it's current form is alright, but I see no reason why a tank exclusive stat couldn't be pushed a tad higher. Maybe 150-175=1% negated/increased?
    Isn't the problem with linear scaling is that as gear becomes more powerful stats can become OP, so it needs to on a curve that eventually hits a theoretical maximum
    (1)
    Last edited by Kosmos992k; 07-06-2017 at 06:35 AM.

  3. #3
    Player
    hqdm's Avatar
    Join Date
    Aug 2013
    Posts
    234
    Character
    Honey Hole
    World
    Tonberry
    Main Class
    Gladiator Lv 2
    Quote Originally Posted by Kosmos992k View Post
    The tests I had seen shows almost 1800 points making less than 5% difference. How are the new test results different?
    The initial "tests" were done by some guy who had a single-digit sample size which effectively made them worthless despite good intentions.
    There was a second one I saw after that, but only had a change of ~2xx TEN over a 150-sample test.
    Quote Originally Posted by Deathgiver View Post
    Gonna start off by pointing out that not one of the people who have tested the stat have done a proper test. They have either been 2 data points, or tested over a small range. Nobodies going to know the real value until someone does an incremental test from near base to near cap over large sample sizes. That being said, the fact that tenacity affects outgoing healing instead of incoming is ludicrous, and offers virtually no value as a bonus.
    Incremental tests don't add any value for non-tiered stats.
    Instead, you're making the dataset murkier because the main problem with testing reduction %s atm is having small damage ranges.
    A tank taking ~1k dmg hits with 5% effective change in hp from TEN means ~50 dmg difference.
    Splitting the tenacity delta to do incremental tests means a higher fluctuation / error margin because now you're measuring 200-300 TEN gaps where the difference will only be 15-20 damage and any 1 pt of dmg will have a greater %value.

    To get a more accurate result than the recent test you'd need to find a mob that did more damage per swing, or wait until 4.x when everyone's swimming in higher ilvl raid gear.
    The problem with that is that it's annoying af to test vs high damage mobs because you can't afk or you need an actual player healing you (outdmgs the bird) and healing aggro issues.
    Desummoning the bird every 5min drops the aggro, but getting a player to rezone every 5min for a 7-8hour test is just not happening.

    What constitutes a large sample size for you?
    The last one was done with ~5k samples per point.
    There was a fluctuation of about ~0.1% between 3k and 5k samples for some of the datapoints, but most reported back at the same rate.
    The point of a larger sample size is to make sure any outliers don't affect the overall data - once it's settled, which it did by 5k, there's not much point in going higher.
    (3)
    Last edited by hqdm; 07-06-2017 at 12:58 PM.