because the only thing that matter in this game, whatever your role is, is all about doing damage.
because the only thing that matter in this game, whatever your role is, is all about doing damage.
To the op.
There are three types of mitigation in this game
Tank dps and healer shields
Support skills like arms length
And finally your dps. More damage you do faster things die.
You open the door theres nothing in sight. You close the door wondering whats in sight. But lets be honest its probably gonna just let you down.
Because crit not only affects damage but the crit rate of your self healing. All tanks have some form of self healing. For tenacity to be worth it, it would have to be much greater value.
So if you're doing stuff with party, damage is always the option, which means crit has prio and after that its going for dh/det balance.
However if you were to do solo challenges, i believe tenacity is actually the best option.
Tenacity scales so slowly, you would still be better off with your normal melds. The mitigation you have is going to be more than enough to cover what you need and in most cases, you do still want to win as fast as possible.
Because the game doesn't throw anything at tanks that requires them to take defensive stats so killing faster is the best way to go. Can't really think of any mechanics in recent history that has wiped the group due to them not having enough HP / defense, but there are multiple accounts showing how groups wipe to enrages due to not having enough DPS.
Reason 2 is that no mechanics require additional defense outside of the standard tool kit a job has.
Reason 3 is that the rule of having enough defense and then put the rest into offensive stats is and probably will always be a thing. The amount of defense directly correlates to the amount of forced damage you take and the mistakes you make. Can be applied to just about any game that has these stats. The same can be said for accuracy, even though this stat no longer exists
Last edited by Seku; 06-07-2025 at 06:05 AM.
The problem is that by all accounts tenacity should already be a serious consideration. It's numerical effects are already super strong, people joke about the 5%-6% extra mit, but that's flat mit based on already taking only 60% or less of the damage, so in reality it's 10% reduction, an amount you really should not sneeze at plus it increases damage and healing by 4%-5% on top of that.
The only problem is... a defensive stat in a game that never tests this defense ever is inherently useless. The issue with tenacity is not that the stat in itself is weak, rather that the mitigation-buffing part of it has no functional effect as the incoming damage to tanks is never the problem of their players, the damage they deal to the boss is.
If bosses dealt significant (and I mean significant, 200%-500% of current damage output if not even more) damage ot the tanks like in many other MMOs, then yeah, skipping tenacity for damage stats would be a tricky choice to make. Something for organized groups and stuff. For the offtank of the group probably, the maintank would want to stack tenacity so they don't die to AoE hits after a badly-timed autoattack they didn't mitigate at the time.
The goal isn't to deal more damage than a DPS. The goal is to contribute as much damage as possible because, unless fights start being designed differently, damage reigns supreme. The faster you kill a boss, the better.
Besides, tank DPS isn't as low as one might expect. Some jobs like Dancer barely do more.
intrinsically the less damage the tank takes, the less the healer has to heal, now do healers out dps tanks? probably not, but I'm sure they'd appreciate it. besides, I can heal myself.
this makes even more sense on trash mobs, because the pld can heal oneself, whereas the healer probably wants to enfeeble or aoe or something. Half the healers are probably just filling the role to get a dungeon spot and do not actually main heal, so once again, putting less weight on their shoulders makes sense.
Now IDK about you, I am not very far in the game, but I am experienced, I did play 1.0 and beta, I did master FFXI, I know my stuff.
With a full tenacity build I was able to solo T1-T5 completing all but T5 before level 62. I used dark knight for the kill but I used PLD/WAR frequently for the rest
My point is, in my scenario, I wouldn't have done it any other way. I geared for tenacity implictly, reaching practically 1000 ten at such a low level. This made my souleaters strong enough to outlast twintania's enrage. I'll delve into this deeper on a future note but my preference is, TEN > SKILL > DET > CRIT > DIRECT TMYK
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