He could be referring to players gearing up in i340 gear, which will be available from savage starting next week.
That could be a turning point with breakpoints that shift stat priorities, possibly making Tenacity more desirable.
EVERY offstat in this game has diminishing returns and the scaling is different at every level. for example back in 2.x days in 2.5 gear you could get to about a 60% ish or so parry rate, but the gear at lvl 60 on 3.0 release dropped that to about 20% again and was only possible again with 3.5 gear with the proper melds, the most i ever see tenacity giving us is around the 9%-10% kinda area and even then by that point all the other offstats will still give more damage per stat.
2.0 Veteran from 2013. Just looking to be helpful. DRK is Love, DRK is life.
(Ignore the levels on my character card, the tool i used to make it hasn't been updated for 4.0)
To me it seems that with current gear and melds the max amount of Tenacity we can have is a 3-5% boost/ mitigation making it almost as effective a half a rampart with 100% up time. It it really shows its weight as it scales, and presuming we continue to be able to add significant amounts via melding, it could be interesting. Numerically though, they have to be careful of how it scales so that it doesn't become pointless to stack in future, or ultimately over powerful.
200 points of tenacity give roughly 1% dmg 1% reduction
if we can push tenacity to >2k it become better dmg source then some.
i think tenecety become strong around 350ilvl above when we reach more easily 2k stat mark.
Dont forget that det has diminishing return so higher det value less each point increase dmg.
DH has hard cap of 25% dmg increase and that is achieved if u can some miracle get 100% DH rate.
so more reasonable is to get around 25% DH rate what translate to 6,25% dmg increase.
Crit has 40% dmg increase + (mod increase from stat) But due to how high crit number has gone u see effect of crit around 2k mark what is quite hard to push on Tank.
what leave us 10% increase on 2k tenacity that don't sound so bad anymore.
I still think DH > Tenacity but Tenacity is not that bad stat in future when point amounts increase that community make out of it.
Last edited by Eliroth-Kaminari; 07-16-2017 at 06:54 PM.
So lets go with the math for 200:1%, if the +dmg done/-dmg taken/+healing taken increase at the same rate... At 2k thats 100% uptime 10% more damage done, 10% less damage taken, and 10% more healing taken. Tho thats if they all scale equally from the stat. But still have to take into account ALL 3, ALL THE TIME. Sure it feels weak but its always happening, and its happening to pretty much everything.
Tenacity is outgoing healing not incomingSo lets go with the math for 200:1%, if the +dmg done/-dmg taken/+healing taken increase at the same rate... At 2k thats 100% uptime 10% more damage done, 10% less damage taken, and 10% more healing taken. Tho thats if they all scale equally from the stat. But still have to take into account ALL 3, ALL THE TIME. Sure it feels weak but its always happening, and its happening to pretty much everything.
Tenacity is very likely to become the number one tank stat in future content in stormblood. Even now, you can make a reasonable argument for using it in front of direct hit for a very small dps loss and a much bigger damage reduction buff. The only real argument against it now is that although it saves a significant amount of damage over the course of the fight, it might not yet be enough to save healer gcds; that certainly wont be the case in the (reasonably near) future.
Considering they're locking tanks into exclusively Fending gear as of this expansion, Tenacity will need to be the number one tank stat in order to overcome the whole "Tank damage vs HP bloat" debacle. It's the simplest way to give tanks what they want—better damage—while avoiding what SE doesn't want—massive divides in maximum HP totals or tanks using DPS accessories.
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