Quote Originally Posted by Lyth View Post
But the solution to this is not more HP.
This is not just more HP. You should make this more HP relevant, and the way to do it is to have higher HP checks. Of course, no super tight HP checks to the point that lacking 100 HP will get you killed, but, at least, ensuring that have the full benefit of your ilvl on your Vitality.
Quote Originally Posted by Lyth View Post
But if you were able to design a single, primary stat which encompasses both damage output and healing in Mind, then why can't you simply design a primary stat which encompasses both damage output, mitigation, and received healing for tanks?
For the damage part, they don't want our damage to go that high. Even if healers can benefit from MMD on both damage and healing, their offensive potencies are nowhere near those of real DPS...while Tanks has base potencies close or even better than most DPS jobs. For mitigation, we already have defense and magic defense, since they are tied directly to your gear, it works very close to a "primary" stat. For healing, yeah, sure, Vit could affect healing received...but would it really change the problem ? As long as healers can surpass bosses' DPS "easily", more VIT would only result in more overcure.
Quote Originally Posted by Argyle_Darkheart View Post
I think main stats are defined by gameplay.
They showed that they cand arbitrary decide what main stats are when they released NIN.