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  1. #1
    Player
    Brightsayge's Avatar
    Join Date
    Sep 2013
    Posts
    114
    Character
    Selene Brightsage
    World
    Sargatanas
    Main Class
    Gladiator Lv 72
    Quote Originally Posted by Donjo View Post
    . An attack that killed you was not mitigated. Very simple.
    At this point i dont believe you are discussing the same points as we are. Simply because you fail to recognize the definition of mitigation in the context of the game. I could be wrong and you completely understand and are just arguing for the sake of arguing.

    In the context of the game, mitigation refers to the reduction of damage through class abilities or game mechanics (stacking to absorb damage from a meteor or w/e).

    mitigation is not a pass or fail test. i could have 1hp and get hit for 1k damage, but if i used a 20% damage reducing ability, i mitigated the same amount of damage regardless if i lived or died.

    thanks for the fun im outta this thread =p
    (0)

  2. #2
    Player
    Donjo's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    980
    Character
    A'lyhhia Tahz
    World
    Lamia
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Brightsayge View Post
    At this point i dont believe you are discussing the same points as we are. Simply because you fail to recognize the definition of mitigation in the context of the game. I could be wrong and you completely understand and are just arguing for the sake of arguing...

    ...thanks for the fun im outta this thread =p
    Hmm... I think you're right here. There came a point where people attempted to argue the definition of Mitigation with me by using the term as defined by other games. Which is completely wrong and off topic. So the discussion became less about what Mitigation is in FFXIV, and more about Mitigation as it can be defined in every possible game in which it can apply. So... what's the most general definition of Mitigation one can possibly reach in the context of a video game? It's probably something along the lines of "something that helps you not die."

    So... yeah. It's probably time to stop posting. I'm glad you had fun though. You were easily the most reasonable person in this entire discussion. I do apologize if I seemed a little too insane.

    Aaaand... to get back on the actual topic!

    Quote Originally Posted by MrSmiley View Post
    Most annoying part of tank for me is trying to keep up with two entirely different accessories sets. When should I be using str other than dungeons? I'm always unsure when I should be swapping or not.
    I personally hope to all of the Twelve and then some that the Strength Tank dies in a fire in Heavensward due to the kinds of players and attitudes it is spawning. Either by...

    - Completely shutting Tanks away from Strength other than from left side gear. This would require extensive changes to things. Abolishing bonus attribute points, class locking accessories by main stats, preventing main stats from being melded to accessories, and all that jazz. It would be annoying to implement and it would piss a lot of people off, but at least the players who are the worst in terms of putting DPS ahead of the rest of the role and brutally insulting any Tank who values Tankiness over DPS would probably stop Tanking, so that's a win. Or...

    - By making Vitality increase Tank damage instead of Strength. It's the easiest solution and would require no change in gear since Strength would still retain the Tanky property of making Block/Parry stronger. This would solve the problem of Tanks doing more than the expected amount of damage by letting everyone do that damage so new encounters can be more finely tuned for expected levels of DPS.
    (0)
    Last edited by Donjo; 05-21-2015 at 01:51 PM.

  3. #3
    Player
    SirTaint's Avatar
    Join Date
    Oct 2013
    Posts
    1,088
    Character
    Sir Taint
    World
    Behemoth
    Main Class
    Alchemist Lv 50
    Quote Originally Posted by Donjo View Post

    - By making Vitality increase Tank damage instead of Strength. It's the easiest solution and would require no change in gear since Strength would still retain the Tanky property of making Block/Parry stronger. This would solve the problem of Tanks doing more than the expected amount of damage by letting everyone do that damage so new encounters can be more finely tuned for expected levels of DPS.

    That is definitely a good thought. I would be 100% against it but I can understand why some would want that.

    Gear in this game is bland to a fault. Tanking is pretty interesting because it is the only role where you can really change your performance with gear selection. You can also differentiate a tank by how they gear and cater to the parties needs and abilities.
    (0)

  4. #4
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    Give us more interesting/meaningful secondary stats and you can force tanks to wear DEX accessories for all I care.
    (0)

  5. #5
    Player
    LalaRu's Avatar
    Join Date
    Nov 2013
    Location
    Limsa Lominsa
    Posts
    2,408
    Character
    Mi An
    World
    Phantom
    Main Class
    Paladin Lv 80
    On my way from 1 to 49, always full vit because you PUG most of the time.

    After 50, I'm cautios and still full vit when puggin', but switch to some or all str if healers up to the task or playing with ppl I know.
    (0)

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