Check the number of materia slots on the new i460 and i470 belts and accessories. In order for raid/tomestone accessories not to be inferior to crafted they now have 2 materia slots. 380 + 12*2*60=1820. And if you meld only Direct Hit into Crafted you can hit 2860.
Last edited by Ultimatecalibur; 08-03-2019 at 11:52 AM.
Oh nice, did not see that.Check the number of materia slots on the new i460 and i470 belts and accessories. In order for raid/tomestone accessories not to be inferior to crafted they now have 2 materia slots. 380 + 12*2*60=1820. And if you meld only Direct Hit into Crafted you can hit 2860.
Still doesn't change the fact that Tenacity > Direct Hit for tanks unless for some reason you really need that extra dps to meet DPS checks.
If you raid, its safer to put Direct Hit on your melds, just so the other 7 would not give you a hard time about it.
If you don't raid, then Tenacity is better since Survivability is more important than you outdpsing the DPS.
Last edited by RareItems; 08-03-2019 at 12:18 PM.


Let me chip in as a healer here for a moment:
I will NOT notice any single digit improvement to your mitigation in a savage raid. Tank damage is generally very spiky, enforcing cooldowns or you will eat dirt.
I will have to heal you back up after everyone. You taking 2K less damage won't change the # of heals I'll have to cast, not even over several minutes.
In order for me to notice single digit improvements to your mitigation, you need to take gradual/constant damage. That's where the "tank drops 5% slower" = "I get another GCD freed up" comes in. An example of that would be a wall-to-wall pull in a dungeon.
To be perfectly frank: tenacity is simply too weak to be interesting for raid tanks and since raids have rather nasty enrage timers, I can understand every tank opting for more DPS over survivability that, due to the nature of savage, won't help them or me.
BTW: I don't enjoy melding damage stats on my tank either. I'd wish there was a stat I could meld that makes me tankier AND be a community accepted choice. SE really did drop the ball AGAIN. My lil' Dork has the freedom to meld tenacity, because all he ever gets to see are dungeons anyway but other tanks have to conform or risk getting grief over it.
IIRC a direct hit is [normal hit * 1.25] a.k.a. 25% higher than a normal hit.
Napkin math puts DHit in front of tenacity by around 1.7%
Calculated for a 10 minute fight, a hit every 1.5 seconds (400 hits) with an arbitrary damage of 1000 for ease of calculus.
Eh change the 11.5 to a 25 in that image, forgot to edit the title but didn't save the document.
I'd argue that for content with randoms (a.k.a. non savage/ultimate), the stat choice matters very, very little. If at all. Even ex primals have super generous enrages, basically: everyone does the mechanics right and no one dies -> boss goes down.
Last edited by Granyala; 08-03-2019 at 06:31 PM.
Direct Hit is only useful for clearing content faster and meeting DPS checks. Usually with a static or FC mates.Let me chip in as a healer here for a moment:
I will NOT notice any single digit improvement to your mitigation in a savage raid. Tank damage is generally very spiky, enforcing cooldowns or you will eat dirt.
I will have to heal you back up after everyone. You taking 2K less damage won't change the # of heals I'll have to cast, not even over several minutes.
In order for me to notice single digit improvements to your mitigation, you need to take gradual/constant damage. That's where the "tank drops 5% slower" = "I get another GCD freed up" comes in. An example of that would be a wall-to-wall pull in a dungeon.
To be perfectly frank: tenacity is simply too weak to be interesting for raid tanks and since raids have rather nasty enrage timers, I can understand every tank opting for more DPS over survivability that, due to the nature of savage, won't help them or me.
BTW: I don't enjoy melding damage stats on my tank either. I'd wish there was a stat I could meld that makes me tankier AND be a community accepted choice. SE really did drop the ball AGAIN. My lil' Dork has the freedom to meld tenacity, because all he ever gets to see are dungeons anyway but other tanks have to conform or risk getting grief over it.
Tenacity is useful for improving your defensive capabilities while giving you some offensive boosts. Usually better when your doing Casual content with Randoms. You don't really need any melds for doing casual content, so Tenacity is best since its a better than nothing stat and is extremely cheap at the MB.
All these ppl stacking Direct Hit, most of them have statics, so their healers have a comparable Ilvl and skill when doing content. Of course your not going to want to meld Tenacity for that setup.
Last edited by RareItems; 08-03-2019 at 06:35 PM.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.


Reply With Quote





