People should meld intelligence, considering the low IQ many people have by debating stuff like this
People should meld intelligence, considering the low IQ many people have by debating stuff like this
Hi guys.
Based on the calculation that I search. 1000 Tenacity give approximately 5% of defense.
Since the majority of tanks meld STR in they accessories, you have 13 slots to put Tenacity Materia.
13 x 40 = 520.
IF your gear don't give the cap of tenacity already, the total can be even lower.
with 520 more tenacity, you will gain 2.5% more defense.
If your healer think that will make a diference, than YES you have to meld it, if not, I don't see why not put a materia to increase DPS.
Remember, a fast clear means less healing and less damage taken.
The thing is though, that\\'s how the game is designed. In other mmos tanks typically can\\'t come anywhere close to touching even terrible dps and healers even less so.
But in this game the dynamic is different. Tanks and healers can put out very respectable numbers, around 60-80% that of a full fledged dps. Barring some incredible rework, and I\\'m not talking about locking str accessories, I mean a complete from the ground up rework of the game and how encounters work, that\\'s always going to be the case, tanks and healers are always going to have very potent damage. To disregard that, or worse, to actively rally against this fact because "that\\'s not how it works in other mmos" is just an incredible degree of stubbornness and well, kinda silly.
Edit: I removed the last paragraph that was here, it was rude. My point is though that ffxiv is not other mmos. The tank and healer role function differently here than what others are traditionally used to.
Last edited by Velthice; 07-13-2017 at 10:59 PM.
People are going to play how they want to play... Some people will be fine with it, others won't... No amount of arguing or poignant advice is going to change that. Elite will be elite, norms will be norm and bads will be bad unless they decide to change. Just remember, this is the Internet so change is bad. We don't like change.
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The sum of all hunt arguments over early pullers: http://goo.gl/IFT9IE
This is a point worth reiterating.
I would love nothing more than to stack Tenacity and never leave Shield Oath. I would gladly trade all my DPS for survivability. That's the style of tank I would love to play.
But I don't, because the game isn't built that way.
Whether I like it or not, the current game design favors a different style. If this was a single player game, I would say "screw that" and do my own thing. But, it's not. I have teammates, and they are counting on me to be good at my job.
Those of us talking about optimization don't get our jollies from top parses (not all of us anyway). We realize that, like any team activity, you're expected to perform so that your team can succeed. I wouldn't half-ass any other team game, video or otherwise, unless I was playing purely with friends and we expected to goof off.
Edit: I'm talking about tanking here since that's my main, but the point is meant to be general.
Even on the low returns estimate of 1% per 200, you're only looking at a gap of .8%. Roughly 24 DPS at the highest levels of skill and group coordination.
In almost every single aspect of the game you will never notice a DPS gap between a Tenacity tank and a Direct Hit tank.
If that is true, there is no much reason for a DHit Tank, since we gain for defense and heals.Even on the low returns estimate of 1% per 200, you're only looking at a gap of .8%. Roughly 24 DPS at the highest levels of skill and group coordination.
In almost every single aspect of the game you will never notice a DPS gap between a Tenacity tank and a Direct Hit tank.
I'm not very mathematically oriented but I do like to push as much damage as I can while being safe and not overly taxing healers when I tank. That said, I easily notice 2 exclamation points at the end of my numbers when I meld direct hit. Don't need to be a math guru to notice those, but with tenacity I cannot for the life of me tell the difference. I also know that since tenacity comes naturally on tank gear and we all seem to agree that melding strength on to vit accessories because it doesn't come naturally it only seems reasonable to meld for what we don't get normally. If I'm going to spend time or money on melding a stat I'd prefer to see tangible proof that it was worth it, for me direct hit is exactly that. As for playing the meta, meta doesn't really matter but if it truly is agreed upon that one stat is objectively better than the other and you're only doing it for your own personal satisfaction how is that any better than tanks walking around in full strength accessories because "muhdeeps" that people seem to criticize?
I've melded Tenacity as an experiment. I wanted to see what the results were and how it affected my gameplay. Nothing wrong with playing around with melds for yourself.
Well of course, I melded for tenacity at first as well because I hoped it would simplify substats and that they actually made a tank stat worth using. I saw no notable improvement in offense or defense whatsoever, when I melded direct hit I noticed I direct hit more often. Simple as that really..
I can understand not redoing melds on gear you're going to replace but if tenacity is really objectively worse than direct hit and people start melding it on to their new gear (the new locked tome/omega gear) I would have to wonder why..
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