I'd just go 15% magic mit and 10% shields.Well. Kind of, but there are differences. For a start, this would be a net -1% magic mitigation (0.9 * 0.9 = 0.81 -> 81% damage remaining -> 19% mitigation), not a debilitating decrease but I'd rather keep it stable.
For another, it would then grant mitigation against Unique damage (i.e. not-physical + not-magical). Generally this only really applies to Heavensward and prior (breath attacks often had this, like Ifrit's breath) as Unique damage is mostly attributed to unavoidable mechanic damage.
Final two points would be less spaghetti code for CBU3 devs to work on (damage calculation formula) and it is simply easier to digest when you read it as a player. 20% magic, 10% phys has zero ambiguity over what it does. Plus it is easier to argue for the implementation due to Addle having basically this effect but in debuff form.
TL;DR: both are fine, but I see my suggestion more realistically added - gut feeling.
That would be a very slight gain in magic mitigation for damage spikes/single hit cases (129.41% vs 125% effective HP), slightly weaker at recurring magical hits + regens taken into account (Akh Morn and other multi-hit attacks) and a rather meaningless HP shield vs physical/unique damage scenarios.
For single hits, the 10% HP shield would provide a relative +10% effective HP where 10% physical damage reduction would be +11.1% (100% / 0.9 = 111.11...%). Since the preferred application would be against multiple attacks over time (10s duration) like dungeons, you'd have more value out of 10% physical reduction than a 10% HP shield, especially when taking regens and heals taken into account.
Hate to say it, but your suggestion would perform poorly against physical damage, especially in presence of TBN at Lv70+.
Last edited by Reinhardt_Azureheim; 05-03-2024 at 09:16 PM.
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