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  1. #1
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by aleph_null View Post
    The hp difference between full i300 fending gear and full i320 fending gear is around 5k
    5k is 1/8th of your max HP at i300, it's huge. And the difference between a full i300 fending gear and i270 slaying gear is around 10K, 1/4th of your max possible HP.

    I'm pretty sure the same difference in DPS output would not let you kill the corresponding dummy.
    Quote Originally Posted by aleph_null View Post
    I don't think you understand the skill gap between those top players and average players.
    No, I fully understand that skill gap is way more than just having more or less HP.
    (1)

  2. #2
    Player
    Ariyn's Avatar
    Join Date
    Aug 2013
    Posts
    305
    Character
    Enitzu Zen'yr
    World
    Goblin
    Main Class
    Paladin Lv 70
    Quote Originally Posted by Reynhart View Post
    5k is 1/8th of your max HP at i300, it's huge. And the difference between a full i300 fending gear and i270 slaying gear is around 10K, 1/4th of your max possible HP.

    I'm pretty sure the same difference in DPS output would not let you kill the corresponding dummy.

    No, I fully understand that skill gap is way more than just having more or less HP.
    The difference is ... you can lose 10k health and still have enough to survive even the current "tank busters" without mitigation. Tanks simply have too much HP right now. In full 320 Fending our PLD has 49k health. If he dropped those for 270 STR acc and lost 10k health, it still wouldn't be an issue because nothing hits that hard so the health isn't needed.
    (1)

  3. #3
    Player
    aleph_null's Avatar
    Join Date
    Mar 2016
    Posts
    690
    Character
    Aleph Alpha
    World
    Tonberry
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Reynhart View Post
    No, I fully understand that skill gap is way more than just having more or less HP.
    Which is why I think having tank stance as the extra safety buffer for less skilled tank is fine, so better skilled tanks can have less tank stance uptime while less skilled tanks can play safe with near 100% tank stance uptime to make up for possible errors. If you make 100% tank stance uptime necessary to survive what are you going to give to the less skilled tanks to compensate for their lack of skills?
    (1)

  4. #4
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by aleph_null View Post
    If you make 100% tank stance uptime necessary to survive what are you going to give to the less skilled tanks to compensate for their lack of skills?
    Nothing. But I'd give more skilled tanks something to improve on, like more complex DPS rotation, or active but complex mitigation which mastery would greatly reduce the healing required. For me, being in tank stance is your basic state, like MNK in Fist Of Fire, or NIN and its poison (Before 4.0). The only reason a tank stance is required is because you need decent DPS when you solo. If the game didn't have solo instances, I'm pretty sure native damage would be 20% lower and native mitigation, 20% higher.
    Quote Originally Posted by Ariyn View Post
    Tanks simply have too much HP right now.
    Mobs should hit harder. If a tank has around 50k max HP, then tankbusters should do around 80-90k and tank stance should reduce damage by 50%.
    (0)
    Last edited by Reynhart; 07-08-2017 at 06:05 AM.

  5. #5
    Player
    Gravton's Avatar
    Join Date
    Sep 2013
    Posts
    377
    Character
    Gravton Pentest
    World
    Diabolos
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by Reynhart View Post
    The only reason a tank stance is required is because you need decent DPS when you solo. If the game didn't have solo instances, I'm pretty sure native damage would be 20% lower and native mitigation, 20% higher.

    Mobs should hit harder. If a tank has around 50k max HP, then tankbusters should do around 80-90k and tank stance should reduce damage by 50%.
    Do you off tank with grit turned on? Couldn't we just turn on tank stance for the tank buster?
    (0)

  6. #6
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Gravton View Post
    Do you off tank with grit turned on? Couldn't we just turn on tank stance for the tank buster?
    If normal attacks also do twice the damage, you'll keep your tank stance active to keep your HP as high as possible when the TB comes.
    (0)

  7. #7
    Player
    ADVSS's Avatar
    Join Date
    Mar 2016
    Posts
    2,397
    Character
    Advent Shadowsoul
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Reynhart View Post
    If normal attacks also do twice the damage, you'll keep your tank stance active to keep your HP as high as possible when the TB comes.
    But they dont want to scale attack power with vit, the so called main stat because of hp inflation.

    If the past meta sucks so bad, and nobody is pleased, and SE is tired of using str accessories, All they really have to do is make cooldowns like rampart scale with BIT either by making them a flat potency based on vit stat or something. Then the community would value the use of vit for things like mitigation, just like strength currently voosts how much healing clemency or equilibrium gives you.
    (0)
    Last edited by ADVSS; 07-08-2017 at 06:42 AM.

  8. #8
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,860
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Reynhart View Post
    If normal attacks also do twice the damage, you'll keep your tank stance active to keep your HP as high as possible when the TB comes.
    If normal attacks do twice the damage, you're looking at typically surviving tankbusters with huge margins because an AA can always go off simultaneously with the TB and you have to be prepared accordingly. Overall, unless AA lockouts are inserted, you'd only see less dynamics and more RNG frustrations in the tanking experience, merely offset to a higher HP amount where your active mitigation or "skill" has less to do with your survival. Accompanied, of course, by lost contribution and enmity control, unless AP were to scale with Vitality (and, in the long run, only Vitality).
    (3)