So tenacity does not decrease damage at all, its a broken stat? :fPlease trust the healers when they say that whatever the tank has or hasn't melded won't affect their healing ability use in any content. What makes a difference is item level (defense and HP) and use of cooldowns. The healer will not be healing any more or less if their tank has full tenacity melds, full direct hit melds, or no melds at all, if the playstyle is otherwise the same.
Last edited by Granyala; 08-03-2019 at 07:28 PM.
As explained many times in this thread, while it does reduce the damage taken by a few % when compared to a gearset without tenacity melds, the difference is not significant enough to allow your healers to heal you any less, which is why it is not recommended. Your raid healers will want you to boost your damage instead, your dungeon healers don't care one way or another.
If you clear fights faster because of damage output, meaning less healing overall, it is logical what stat should be most desired.
WHM | RDM | DNC
Not really. The key factor is how significant the increase is. A 2.7% increase in a tank's damage when they are expected to provide 10% of the total damage done to the boss only shortens a 10 minute fight by about 17 seconds. On the other hand, increasing mitigation and self healing by 8% might mean that a tank feels significantly less squishy allowing a healer to comfortably dps more.
A good tank can pull as high as the average dancer or red mage.
Most healing is overheal, and in a boss encounter I am dpsing most of the time as a white mage; damage is an overall better stat. In dungeons, tanks are actively doing more damage than the dps. Not to mention, in burst windows tanks can do some serious damage, specifically gunbreaker.
You either want a useless stat, or a useful stat, no matter how minuscule the increase one benefits the party more than the other.
Last edited by SturmChurro; 08-03-2019 at 11:22 PM. Reason: added more, as usual
WHM | RDM | DNC
A good tank can pull as high as the average dancer or red mage.
Most healing is overheal, and in a boss encounter I am dpsing most of the time as a white mage; damage is an overall better stat. In dungeons, tanks are actively doing more damage than the dps. Not to mention, in burst windows tanks can do some serious damage, specifically gunbreaker.
You either want a useless stat, or a useful stat, no matter how minuscule the increase one benefits the party more than the other.
You been partying with some bad rdms if they are doing the same dmg as tanks.
ON the main topic:
With that said DMG > Everything in ffxiv due to enrage mechanics... so whatever gives them most dmg is king. So yea DH > Tenacity due to more defense not being needed to clear where dps will be required especially earlier on when ppl have less gear and the fight is not perfected.
Heck, I would add samurai to that too. Most players in this game do not know how to optimize their kit, to put it nicely.You been partying with some bad rdms if they are doing the same dmg as tanks.
ON the main topic:
With that said DMG > Everything in ffxiv due to enrage mechanics... so whatever gives them most dmg is king. So yea DH > Tenacity due to more defense not being needed to clear where dps will be required especially earlier on when ppl have less gear and the fight is not perfected.
WHM | RDM | DNC
If we are talking about melds, the difference between tenacity and other melds in pure damage is just 1.6-1.8%.A good tank can pull as high as the average dancer or red mage.
Most healing is overheal, and in a boss encounter I am dpsing most of the time as a white mage; damage is an overall better stat. In dungeons, tanks are actively doing more damage than the dps. Not to mention, in burst windows tanks can do some serious damage, specifically gunbreaker.
You either want a useless stat, or a useful stat, no matter how minuscule the increase one benefits the party more than the other.
As a tank you should always focus on getting highest ilvl gear, so there is not really too much of a choice if it comes to secondary stats in equipment. So you are left with melds as your choice.
A tank in raid will on average do about 60% of the damage a DPS job is able to dish out.
And average dps could do about 10k, multiply it by 4, add two times 6k, and effectively you are sitting at around 10-11% of contribution to the overall team dps in raid.
How much will a 1.6% affect the raid team dps? Wel basically 0.16%
Killing it 0.16% will virtually have zero effect on the amount of healing done to a tank, if 4% does not, then 0.16% will not be even noteciable by a parser.
Again, even if the damage increase is miniscule, it is a damage increase and benefits the party more. In a trial environment, with half decent healers, a miniscule % of increased mitigation will not help at all. A crit on a heal will make the difference, and the way heals and fights are designed in general make it even more useless. A tanks skill, and knowledge of the fight combined with smart burst, and good damage output is a better tank. All a tank needs are it's dcd's used at correct periods.If we are talking about melds, the difference between tenacity and other melds in pure damage is just 1.6-1.8%.
As a tank you should always focus on getting highest ilvl gear, so there is not really too much of a choice if it comes to secondary stats in equipment. So you are left with melds as your choice.
A tank in raid will on average do about 60% of the damage a DPS job is able to dish out.
And average dps could do about 10k, multiply it by 4, add two times 6k, and effectively you are sitting at around 10-11% of contribution to the overall team dps in raid.
How much will a 1.6% affect the raid team dps? Wel basically 0.16%
Killing it 0.16% will virtually have zero effect on the amount of healing done to a tank, if 4% does not, then 0.16% will not be even noteciable by a parser.
Last edited by SturmChurro; 08-03-2019 at 11:42 PM.
WHM | RDM | DNC
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