Just as extending an encounter makes selected mitigation matter less. The common theme is that diminishing returns is not the defining factor here. The end result of "how much damage was taken" is primarily due to the scenario. Every example I can give you and you can give me can be countered by another equally valid example, because at the core the examples do not deal with Diminishing Return. They deal with effective cooldown use.
You have 100% coverage in a 30 second window yet mitigate less damage total. Extend it to a 60 second window and the % difference between the two sharply drop.
Of course in the 60 second window you can fit in another cooldown, and so we'd be stacking three in scenario A, and then account for-
You get the idea.
Multiplicative mitigation, the system itself, does not have diminishing returns. In order for it to have diminishing returns, every additional layer has to give less than advertised.
PS: Equilibrium is just the cooler Aurora, Clemency is miles better as a healing tool even factoring in the loss of a holy circle, and Abyssal Drain scales with pack size. Aurora should be a 600 Heal/Shield, with the shield transferable with HoS. /micdrop
Hi.
Welcome to the Thunder Dome.
It's a matter of where you want to try and fit it. I do not subscribe to the end-result train of thought, because then it either is or isn't, and both are true. It's Schrodinger's Armor. It both is and isn't affected by Diminishing Returns until we open the box.
But the "End result" is determined by a multitude of factors. Even the vague example he provided is a very specific encounter, and it will change by tweaking values and adding or removing factors. It "works' in his example because the numbers fall that way. But it wouldn't work if the numbers fall a different way. The fact that Aurora covers the difference between them is a testament to how minor the difference it actually made is (lol Aurora). Subscribing to end result is muddying everything because why should we only factor in what makes it fit in to the box?
The presence of a white mage changes everything. Your DPS changes everything. Your party members change everything. Taking a half step to synchronize auto attack timers change everything. The encounter length. Dodges. Random parries. If we're going to cut out so many things just to keep it basic, then lets just keep it basic, yo.
And there is nothing more basic than just looking at what the system itself does, and the system itself is multiplicative mitigation, and multiplicative mitigation is designed to do two things.
1) Remove the potential to become invincible.
2) Keep every source of mitigation as strong together as it would be alone.