I understand what you are advocating for, and it is a good thing, provided we are able to meld the additional strength still.
I'm disagreeing with you trying to minimize this. It might be a small difference in dps. But once again, other classes reach their best gear set for running the content they are already running. Tanks do not. That is a clear difference that puts more burden on one class than the other, regardless of what the pushers are trying to do.
If I want that extra 1.8%, which healers and dps can get over time without time and gil investment over what is needed to run the content, I need to either have alot of gil, or spend a large amount of time and energy collecting that materia. That is a relatively large time investment that I wouldn't need to do if I played another class.
Is BiS the be all end all? No, it isn't game breaking for a tank to not reach their best in slot gear. Is it ideal for the game to have one job having to put in way more time than the other to reach that? No, it is really demotivating to know that, and yes that is a problem. You might find it disingenuous to suggest that only 1 job needing to spend millions of gil to reach their best gear, while the other two jobs will get theirs for free from running content the same content, but hey opinions right?
As a side note, I find it strange than SE feels that strength and vit need to be two different stats to be independently tuned. I would think that all that would need to be done is to change the class multiplier in the damage formula to tune that separately from out HP pool. At some level the game must work as a formula to compute our current maximum HP from our Vit and another formula to compute our damage from our strength. Lets call f our HP formula and g our damage forumla
f(vitality) = HP
g(c*vitality) = damage
Tune c to make c*vitality = whatever your desired strength is to tune damage. I find their reasoning very strange. If they are using the same damage formula for all classes and instead tuning damage output using class multipliers for damage, once again just tune that parameter instead of the amount of strength to adjust things. I don't understand why having two different stats means more freedom for tuning.
Then you could just replace the strength on tank gear with Tenacity and have yet another parameter for tuning incoming/outgoing tank damage on gear, and give tanks meaningful progression on gear and damage. This also makes tanks tankier with the tenacity mitigation, and highlights why you don't want dps getting punched by adds. Just my two cents.



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