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  1. #1
    Player
    BlackironTarkus's Avatar
    Join Date
    Jul 2015
    Location
    Ul'Dah
    Posts
    104
    Character
    Jin Karasu
    World
    Balmung
    Main Class
    Dark Knight Lv 90

    Why HP inflation is a valid concern

    So this was answered in the 'doesn't make sense' post but I'll post it here so the word gets out.

    HP inflation from player equipment and our choices doesn't exist, no.

    HP inflation from SE deciding how much VIT to give the next tier of accessories does exist.

    Say that they give us back the old 0.45/0.45 formula for our attack power. It feels good for awhile. Then they decide that we're doing too much damage. How do you tone it down?

    Easy answer is lower the amount of stat gain on the next tier of items. But if this is tied to VIT, adjusting that vit down lowers our hp, which causes them to have to re-tool the fights they may have already had figured out for how much damage to put out on the tank and how frequently.

    The same in reverse. If we're not doing enough and they want to boost us? Increase the vit gain on accs, but now that gives us more HP than what they balanced making the raid/damage values on.

    So how would they have to adjust this with VIT tied to attack power? By constantly going into the attack power formula and making minute adjustments to how much AP you get from vit.

    Easier solution: Keep VIT away from dictating AP, use STR only.

    The logic is sound, we just need them to increase the amount of AP we gain from STR from 1:1 to 1:1.x, or add STR to our right side in the full values present on DPS accessories, and adjust it from 1:1 to 1:0.x, to keep us permanently x% behind DPS attack power that will always scale with them, preventing the necessity of adjusting enmity arbitrarily down the line.
    (4)

  2. #2
    Player
    Kai_Lee's Avatar
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    Sep 2014
    Posts
    794
    Character
    Kai Lee
    World
    Excalibur
    Main Class
    Lancer Lv 70
    If there is too much vit for tanks, why do my tanks hp drops to >10% against susanoo ex tanks buster?
    (1)

  3. #3
    Player
    BlackironTarkus's Avatar
    Join Date
    Jul 2015
    Location
    Ul'Dah
    Posts
    104
    Character
    Jin Karasu
    World
    Balmung
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Kai_Lee View Post
    If there is too much vit for tanks, why do my tanks hp drops to >10% against susanoo ex tanks buster?
    You missed the entire point of the post completely. The answer to your question however is your tanks are bad and don't know how to mitigate properly.
    (8)

  4. #4
    Player
    Cevoh's Avatar
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    Jun 2017
    Posts
    13
    Character
    Cevoh Kimar
    World
    Gilgamesh
    Main Class
    Marauder Lv 70
    See I don't like this argument for the simple fact that if they want to adjust the damage they wouldn't have to adjust the VIT per gear they would just have to adjust the scaling. If we'd be doing to much damage they could just simply make it .45/.40 or whatever number they want, it wouldn't be hard and the "HP inflation" becomes null.
    (2)

  5. #5
    Player
    BlackironTarkus's Avatar
    Join Date
    Jul 2015
    Location
    Ul'Dah
    Posts
    104
    Character
    Jin Karasu
    World
    Balmung
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Cevoh View Post
    See I don't like this argument for the simple fact that if they want to adjust the damage they wouldn't have to adjust the VIT per gear they would just have to adjust the scaling. If we'd be doing to much damage they could just simply make it .45/.40 or whatever number they want, it wouldn't be hard and the "HP inflation" becomes null.
    It's probably easier to adjust the stat #'s on the new gear they're making instead of tearing into the attack power calculation for tanks for every single adjustment they want to make.
    (6)

  6. #6
    Player
    MistakeNot's Avatar
    Join Date
    Sep 2015
    Posts
    2,312
    Character
    Auriana Redsteele
    World
    Zodiark
    Main Class
    Paladin Lv 83
    Quote Originally Posted by Cevoh View Post
    See I don't like this argument for the simple fact that if they want to adjust the damage they wouldn't have to adjust the VIT per gear they would just have to adjust the scaling. If we'd be doing to much damage they could just simply make it .45/.40 or whatever number they want, it wouldn't be hard and the "HP inflation" becomes null.
    The problem comes with future gear upgrades and level cap raises. If they think tanks should do more (or less) damage in end-game fights, they can now just modify how much STR we get from the gear we are supposed to use in those fights. Changing the scaling instead would affect all fights - low-level as well as high-level.
    (3)

  7. #7
    Player
    Kaonis's Avatar
    Join Date
    Apr 2012
    Posts
    297
    Character
    Vayne Kaonis
    World
    Adamantoise
    Main Class
    Armorer Lv 70
    Quote Originally Posted by Kai_Lee View Post
    If there is too much vit for tanks, why do my tanks hp drops to >10% against susanoo ex tanks buster?
    Tell the tanks to not suck and pop cool downs. When I do proper cool down usage I barely drop below half. If an AST/SCH shields me like they should, I barely lose any health.
    (0)

  8. #8
    Player
    Takamorisan's Avatar
    Join Date
    Sep 2013
    Posts
    240
    Character
    Takamori Maruyama
    World
    Behemoth
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Kai_Lee View Post
    If there is too much vit for tanks, why do my tanks hp drops to >10% against susanoo ex tanks buster?
    Because you are dealing with people that don't know how to manage their CD's, next question?
    (1)

  9. #9
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66
    Quote Originally Posted by BlackironTarkus View Post
    .
    I'm sorry, how does this explain why having our attack power scale at a fraction of our VIT is a problem?

    .45/.45 Did feel good for a while, and it would have continued to feel good. It was a decent system and it wasn't broken. Why are we giving SE a free pass to constantly be undecided about how much damage tanks would be dealing? They wouldn't make adjustments by lowering our HP, they'd make adjustments based on scaling, and if you scale VIT at say 1:0.8 AP and they decide that is too much or too little, how would it be different if it was scaled from strength? Is 0.8 of VIT higher than 0.8 of STR? And before anyone says oh well gear has slightly more VIT than STR - come on. Again, this is easily fixed. If they decide that 1 STR = 0.8 is too much, how is that different from the same scenario, had it been VIT instead?

    If it did scale at 0.8 of VIT, how would it ever catch up or fall behind in relation to DPS jobs such that an adjustment would be needed?? Would the scaling somehow magically float down or up by 0.05% every patch or something? What is even going on? O.O

    I really just don't understand why we're giving SE freebies to be obtuse with stats in this game, and so disproportionately at the tanking community's expense.

    If our VIT and gear are always scaled with content and our attack power scales with that VIT at a lower ratio than actual DPS jobs, whence come the problem?

    The entire logic of your post revolves around the idea that SE can't make up their minds how much damage tanks should be dealing, when the majority of the volatility in that area continues to come from the choices of the playerbase and not the design of Vitality as a stat.

    There is literally no end numerical difference between fixing STR on tank gear at the same scaling and growth as DPS accessories with a 0.x modifier and having our DPS scale from VIT at a 0.x modifier, other than needlessly cluttering our gear with excess stats. And I really don't understand why we think it would be better to go back and add STR to every last piece of right-side tank gear in the game than to simply change the scaling of a single stat and be done. What is even the point of this? Is STR just a more prettier more favorite-est stat?

    Also, look at what they've done with healers. How is this different again?

    A tank's vitality does not grow exponentially faster with better gear than a melee DPS's STR or DEX. The entire argument for this makes my brain hurt, so, so hard. How does the AP scaling of VIT, such as it is now or such as it was in 3.2-3.5 or will be in 999.99999, in ANY WAY AT ALL tie to the HP scaling of VIT? It doesn't! It doesn't. Its like saying the exchange rate of US dollars to Swedish kronor somehow effects the exchange rate of Japanese yen to German deutsche marks. How are we even having threads about this?

    Ultimately, your post describes an outcome that could just as easily be had with a VIT scaling, but for some reason we're gonna continue to let SE off the hook here, and I'm really not sure why. Just scale AP with VIT at X% lower than AP scales with STR/DEX/INT for DPS and let us be done with this tired, nauseating STR garbage for the rest of this game's lifetime SE, please.
    (15)
    Last edited by SyzzleSpark; 07-12-2017 at 11:14 PM.

  10. #10
    Player
    BlackironTarkus's Avatar
    Join Date
    Jul 2015
    Location
    Ul'Dah
    Posts
    104
    Character
    Jin Karasu
    World
    Balmung
    Main Class
    Dark Knight Lv 90
    Tank HP currently does scale further and further from the other classes HP because they're not receiving HP buffs from 5 pieces of their gear either, which is why I'm an advocate of just adding Vit + Mainstat on every piece of gear and going from there. Honestly they shouldn't be messing with our stats/scaling *at all* and just lock us at an attack power some % behind DPS, then make adjustments to tank DPS in the rotational side with potency values and what not. The whole 'single actual stat + substat' thing they've got going on with accessories is completely outdated. Gear in general in this game is completely outdated.
    (1)

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