Results -9 to 0 of 103

Threaded View

  1. #19
    Player
    ReiMakoto's Avatar
    Join Date
    Jun 2017
    Posts
    1,197
    Character
    Rei Makato
    World
    Zodiark
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Kabooa View Post
    Lets say you're a tank with 170,000 HP. You're faced with an incoming hit of 280,000. You have no Invlun because they're terrible design and trivialize things. In order to survive this hit, you need an EHP of 280,0001. For sake of ease we'll say you will take no further damage afterwards so you won't die to an instant auto after.

    You pop your 30%. 100 / .7 = 143% (rounded up). 243,100. Not enough.
    You pop your 20%. 100 / .56 = 179% (rounded up). 304,000. Bingo.

    How much of an increase from 243,100 is 304,000? 25%.

    No decrease. It did not diminish. It was the same ratio of increase as if you used it alone.

    You are confusing need with DR. In the tank buster scenario, not stacking them is the "DR" scenario going by your "how much damage did I take" metric. You cannot have diminishing returns both when stacking and when not stacking with this mindset, but it's fortunate because it doesn't deal with either.

    It's about the cost against the gain. The cost is the use of a cooldown, the gain is EHP.

    Except invulns. Invulns are dumb.

    Edit: Aurora is still garbage.
    We are not talking about a need situation though, we're talking about dungeon pulls in this thread, its common sense that you need to stack cooldowns to survive a large hit, however we are talking about prolonged damage within a dungeon context, so you will be getting diminishing returns on your stacking of cooldowns, as its about taking the least damage possible, which you achieve by spreading out your cooldowns. So in this case using your cooldowns spread did decrease the total amount of damage recieved, hence diminishing returns on stacking cooldowns. If you absolutely needed to stack the cooldowns to live it would not be a diminishing return, as you would be dead, but we are talking about dungeons here. Thats why my example wasnt flawed as I was talking within the context of the thread and the discussion being had, if we were talking about surviving tank busters would absolutely be talking about stacking cooldowns.

    I think that broadly we are talking about different definitions here. Im taking diminishing returns to be that you put more in at one point and got less total out of it than using less spread out, this applies to both dungeons and some of the good raid design where tanks are taking more frequent high damage. Youre taking a purely mathematical view of diminishing returns, which while valid does not adhere to the reality of the game design due to to how spikey damage is (popping more than necessary for a tank bust essentially wastes mitigation that could be applied elsewhere ect).

    Ps. Auroa isnt bad fite me
    (3)
    Last edited by ReiMakoto; 06-08-2020 at 07:39 PM.
    Savage Completion Rate ~5%+ of active players. Community: "Ugh stop catering to savage"
    Ultimate Completion Rate ~1% of active players. Community: "Ugh stop catering to the hardcore raiders"
    Frontline/ Rival Wings/ Hidden Gorge Mount Aquisition ~0.05-1% of active players. Community: "Ugh PVP is so dead in this game, they should stop investing in it"
    Blue Mage Morbol Mount Aquisition ~0.01% of active players. Community: "WoW bLuE mAgE iS sO fUn AnD aCtIvE i CaN't WaIt FoR mOrE lImItEd JoBs"