
Both tanks receive a hit of 1000 damage.
PLD takes 800 requires 800 healing.
WAR takes 1000 requires 1000 healing.
800 x 1.25 (25%) = 1000, therefore the warrior requires 25% more healing than the PLD does.
Your math sucks.

in your example the Paladin requires a spell that hits for 800hp recovery. The Warrior needs a spell that would normally hit for about 833 (1.20*833=999.6). While your point stands your math did not.

That's not accurate. His math was right. The point was to highlight why -20% damage does not equal +20% healing and was assuming the heal would be coming from the same caster, healing for the same amount, not a different amount or different caster. He was pointing out a perceived flaw with the changes, not how the heals would have to be different using the changes.
Last edited by Exhaltia; 11-23-2013 at 02:20 PM. Reason: Content and grammer

My math is perfectly fine, I was not including the warrior healing received bonus at all. I was showing that there was a 25% base healing tax that WARs have to make up to be on par with PLDs as far as healing efficiency goes. Showing that in order for the stances to be EQUAL, the point that was challenged in the original post I responded to, the bonus on defiance would have to be 25% NOT 20%.
In order for WAR to recover at the same cost as the PLD the bonus would need to be 25%, what is so hard for you people to understand about this? It was talked about months ago.
I honestly don't even know what the hell you're saying anymore. It doesn't take some long drawn out bullshit scenario to show that to equal a 20% damage reduction in terms of healing efficiency/healing required to recover, a bonus of 25% healing received is needed. I am not talking about eHP at all, nor did I ever mention it you seem to be mixing them all together for some reason.
Last edited by Phreak; 11-23-2013 at 04:01 PM.
Mitigation is always better than more hp and self heals and +heal%. They need to change this aspect of war if its going to be competitive down the road. PLD will still get better results and have an easier time doing it without haveing to constantly be worrying about buff/debuff uptime...

@ Devils
That is probably the most stupid masochistic shit I've heard. In case you didn't know, Titan always does Landslide > Rock Buster > Mountain Buster so you can always time your CD to mitigate Rock and Mountain Buster throw yourself a Stoneskin if you are that worried well as a Paladin. And don't come telling me healers will be busy then cause Tumult is still some time away, when they see that big ass Landslide they can shoot of mitigation or damage reduction as they see fit.
Pretty much the same for Twintania, your survival as a Warrior depended on these people doing debuffs and doing preemptive mitigation. Whereas a Paladin can use his own tools to get by hence stressing less on healers and DPS. However you look at it, it still promotes "bad play". One being the Warrior or the 7 other party members by being the Paladin. Still you wouldn't have enough CD's to be able to go through all the Death Sentences with a safety net in Twintania.
Just like the days when Eye for and Eye, Virus is down you're going to take that 4500 DMG Mountain Buster on Titan, if you're lucky that bard would have done Rain of Death to make it 4050 damage and if you pop everything and lucky enough to get a parry take I'd say probably 2750 DMG? Whereas the Paladin just pops a Rampart gets a block and the Mountain Buster only hits for 1200 DMG (around 1050 DMG if there was a Rain of Death). If he was Twintania capable MT he would take no damage with a WHM Stoneskin. Where you probably still take 1250 damage at 8000 HP defiance 1600 Stoneskin.
Now do tell me if you surviving by the skin of your teeth doesn't rely on the hard work of all your other 7 party members instead of being SELF SUFFICIENT and pop a CD that is DECENT.
Nice changes. Warrior will be even easier to play poorly than now (aside from the few that didn't get the memo and blow their Wrath stacks constantly right now), which'll make it feel even more rewarding to play well. A mediocre WAR will still be worse than a mediocre PLD. We'll have to see what changes, if any, come to PLD to judge how the classes will compare with good players.
Holmgang is an emergency button for things like being at half health or lower when mountain buster is about to go off. Hallowed Ground actually lightens the healing load and lets healers catch up, and is thus still a much stronger tanking cooldown. If you aren't getting heals than being at 1 HP at the end of Holmgang just means you died a couple seconds later. If you never hit 1 HP during Holmgang, it essentially did nothing but root you in place for the duration. Hallowed Ground always does 'something' as long as there is damage coming in (sans the couple of mechanics that hit through it).
PLD still has better cooldowns, the gap is just smaller now.
I agree with what I saw someone suggest for Mercy Stroke - it'd be better if it gave the heal if the mob dies within 2-5 seconds of using it. Trying to get a killing blow as a tank (especially with Defiance damage penalty) is a bit of a tall task. It does mean that currently I get to do a mental fistpump when I do get that killing blow though, haha.
Last edited by Vortok; 11-23-2013 at 06:18 AM.



I agree with this fully. It is just two small of a margin especially with the rest of your party attacking. This would also make it a much more useful and viable cross class skill.


I don't have any issue with making it a little better, but a 2-5 second extension means pretty much 100% success and it shouldn't be 100%. Why not just give the WAR Lustrate for that matter.

Right because lustrate requires the SCH to kill a mob for successful use, something that's rarely present in most boss fights.
Not to mention we can't see exact HP on enemies, it's just a coin toss every time.
Last edited by Phreak; 11-23-2013 at 09:09 AM.
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