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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,881
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Kabooa View Post
    That's pretty hard to wrap my head around. I think I get the gist of it, and I think you're right that it doesn't quite fit in overall. That said, consistency over several hits does seem the sort of approach one could aim for when it comes to the unflinching tank.

    What about staggering damage? Raw unmitigated hits shave a portion off, allocating it to a pool that deals damage to the tank every 6 seconds until the pool is expired. Improving the "Endurance" thresh hold determines how much gets shaved off.
    That'd amount to much the same, so if easier to implement, then by all means, so long as it'd come in a form that doesn't almost solely reward poor play, assuming we can typically have what's necessary to actively mitigate any meaningful blow to some extent so long as we're playing skillfully.

    Perhaps it'd be easier to account for it as simply increased passive recovery atop a portion of would-be %HP loss being turned instead into stagger damage, with that stagger damage of course being cleansable through excess healing (or even claiming would-be healing in the same way as it originally claimed damage). We needn't limit it to unmitigated damage, unless by that you just meant pre-mitigated, in which case -- perfect (since that wouldn't then have anti-synergy with active mitigation).
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  2. #2
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Shurrikhan View Post
    We needn't limit it to unmitigated damage, unless by that you just meant pre-mitigated, in which case -- perfect (since that wouldn't then have anti-synergy with active mitigation).
    Lets pretend I meant that, yes.
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