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  1. #1
    Player
    Lyrica_Ashtine's Avatar
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    Dec 2013
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    Character
    Sadako Yamamura
    World
    Phoenix
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    Marauder Lv 1
    Quote Originally Posted by Reynhart View Post
    Yes, you're right, a WAR (or a DRK) shouldn't focus all on mitigation, and so is DRK. The problem is that, if they chose to, they could outdo PLD. On the other hand, if PLD decide to focus on DPS...they'll still be far below WAR and DRK. Oh, and by the way, even when focused on mitigation, WAR and DRK will also do more damage than PLD.

    And remember, that, in your adjusted mitigation numbers, you still didn't include Holmgang and Walking Dead
    You even mentioned it yourself that Holmgang doesn't mitigate anything. Holmgang and Living dead are impossible to calculate here as there are too many factors involved that I'm not going to bother to omit here. I'm pointing out you're mistaken on two ends:
    1) Paladin isn't in such a terrible shape as you think it is in the mitigation department
    2) You're using a scenario that's not only impracticable but also impossible

    Edit:
    Quote Originally Posted by Reynhart View Post
    Oh, nice. Long time I had news from him.
    How do his children do ? You know, Lightning Storm, Ancient Quaka, Sacred Cross, Holiest Of Holy...
    Now you're throwing in raid based damage as well? In that case, you're forgetting about Divine Veil here. And conveniently enough, the mechanics in that particular encounter makes groups stack up for a lot of things
    (1)
    Last edited by Lyrica_Ashtine; 11-24-2015 at 08:05 AM.

  2. #2
    Player
    Freyyy's Avatar
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    Mar 2015
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    Character
    Freyja Redgold
    World
    Moogle
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Lyrica_Ashtine View Post
    Using Vengeance out of the blue to get a stack back is far from practical, thus that leaves only Berserk.
    Bro do you even Raw Intuition ?

    Edit:

    Oh and,

    Quote Originally Posted by Lyrica_Ashtine View Post
    Now you're throwing in raid based damage as well? In that case, you're forgetting about Divine Veil here. And conveniently enough, the mechanics in that particular encounter makes groups stack up for a lot of things
    Unless you're bringing a MNK in your group, Divine Veil doesn't even nearly compensates the lack of Delirium and Reprisal. Divine Veil's CD is the big problem. In Thordan EX, the only moment where Divine Veil is better is for the boss's LB since it's untargettable. But with Deployment Tactics, having Divine Veil or not doesn't make any difference. You'll just let Medica II tick for longer before having people back at 100%, thus leading into less overheal anyway. The only true advantage of PLD over DRK on Thordan EX is Sheltron for Heels and cleaves, and Clemency during Holy Bladedance since it doesn't cancel the cast. It's better selfish mitigation at the cost of raid-wide mitigation.
    (0)
    Last edited by Freyyy; 11-24-2015 at 09:37 AM.

  3. #3
    Player
    Lyrica_Ashtine's Avatar
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    Character
    Sadako Yamamura
    World
    Phoenix
    Main Class
    Marauder Lv 1
    I'll nitpick here:
    passive mitigation variation with Shield Oath/Grit in. Warriors do get increased healing what brings their eHP close to other tanks combined with Storm's Path, but we're talking about "mitigation" here (also see below)
    Warrior GCD/stack uses is wrong. Yes, you get 16 stacks after 24 GCDs. No, it's not 16 stacks in practice after 24 GCDs (Inner Beast also consumes a GCD). It's actually 8,5 GCDs for 1 Inner Beast on average and Fracture isn't even taken in consideration here. Berserk and Vengeance can be used as ways to get stacks as well and Unchained also consumes stacks - Although for paper theory, you could leave out Unchained while it's not the case in practice.
    Storm's Path is actually for both tanks for content where two tanks are required
    -10% stat reduction is roughly -10% damage dealt that's associated with the corresponding stat. There's been some virus testing data somewhere on the healer forum. Although it's kind of buried with all the facepalm topics in there nowadays.
    (0)

  4. #4
    Player
    Dante_V's Avatar
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    Gridania
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    872
    Character
    Dante Venarra
    World
    Jenova
    Main Class
    Dark Knight Lv 100
    The problem with calculating mitigation in this manner is that the actual would tend to be widely variant and per situation and fight based. It doesn't take into account player skill or knowledge and views these classes completely in a vacuum which negates natural synergy with other classes and per fight mechanics. For instance if two Pallys enter their own instance with the same gear and both MT the fight, the way cooldowns are used, team strategies, and just general skill will have varying results in terms of mitigation as a whole making the above wholly unreliable as a means of objective assessment.

    Also mathematically speaking this assessment falls short for a few other reasons, the first one being user differential in using cool downs (people don't just blow cooldowns because they come available, rather they tend to use them when it is advantageous in mitigating larger amounts of damage or saving them when necessary making the cooldown time assessment unreliable as a mean of mitigation measurement.) It doesn't account for tank stance which increases mitigation base for pally and drk while increasing parry and hp for warrior. (ehp) It isn't properly accounting for the ultimate cooldowns (which can't be judged within the limited context of these calculations, yet any damage acquired at "1hp" while under the affects of holmgang or living dead is 100% mitigated and depending on the fight this could vary widely with outgoing damage and cooldown usage.) Whether or not foresight is available to all tanks or not it should be considered in the grand scheme of things as the warriors foresight is superior than on other tanks. This also doesn't account for parry/block nor does it account for healer synergy created by things like convalescence which while not mitigation wholly increases survivability of the tank. Last but not least it doesn't account for raid wide mitigation (which would be per fight and is utility) like for instance in final coil, dragon kick (or delirium blade now) was/is one of the highest raid wide mitigation abilities in the game due to the prevalence of magic wide aoe attacks in high level content.

    TLR I don't think this is an adequate means of assessing tank mitigation and such things are more emphasized by the particular fight mechanics/boss damage/player ability than just analyzing tank cooldowns in a vacuum. Analyzing in a vacuum is nice when looking at certain things but when trying to assess actuals it comes up extremely short. Player ability should not be understated as active mittgation is 100% player reliant.
    (1)

  5. #5
    Player
    Jpec07's Avatar
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    Jul 2015
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    Character
    Matthias Gendrin
    World
    Cactuar
    Main Class
    Paladin Lv 80
    So then the better way to evaluate it would be to do so on a few levels:
    • Tankbusters Only - Assume incoming regular damage at ~200% max HP once a minute, and all other damage inconsequential. This is roughly the way the current tanking meta works, so evaluating each of the tanks' ability to soak this damage (or, to achieve at least 50% total mitigation). This would look at stacking buffs and their interplay to see who can do it best. This damage should be assumed to be magical most (if not all) of the time.
    • Consistent High Physical Damage - Since the majority of this game's content consists of medium to high amounts of incoming physical damage, evaluating the tanks' ability to mitigate this damage should also be a focus. For this one, buff stacking would generally be kept to a minimum, and the calculation would need to account for Parry, Block, and self-healing. Incoming damage could be said to be 20% HP/sec. This would basically mimic big trash pulls.
    • Mixed Physical/Magic Damage - This evaluation would be similar to the previous, only it would include saving big cooldowns for regular magic damage. So assume 10% HP incoming damage per second, with a once-a-minute magic nuke of 75% HP. This would probably be close to what you'd see in a dungeon context on some of the harder bosses (looking at Stone Vigil for inspiration here).

    The amounts I've picked are all ballpark estimates, but would provide a good baseline for evaluating a tank's ability to mitigate incoming damage across a variety of contexts. You could theoretically also do calculations encounter-to-encounter, to evaluate mathematically which tank is best for each, but that would be crazy amounts of maths.
    (1)
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  6. #6
    Player
    bounddreamer's Avatar
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    Jul 2015
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    Limsa Lominsa
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    1,598
    Character
    Talya Stormbreaker
    World
    Lamia
    Main Class
    Warrior Lv 70
    I took my fresh 60 PLD into EX roulette yesterday with one of my healers and felt so much squishier than WAR. I spent the whole run around 50% health or less. I rotate and use all available cooldowns including Hallowed. Unless they make some changes to the job, I won't be playing it much methinks.
    (0)

  7. #7
    Player
    Lyrica_Ashtine's Avatar
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    Sadako Yamamura
    World
    Phoenix
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    Marauder Lv 1
    Quote Originally Posted by Freyyy View Post
    snip
    You'll have to throw that at the OP as he's the one being selective about what data to include or not - if you've been reading the rest at all.

    So far he omited:
    Shield presence
    Effective tankbuster mitigation
    Fluff mitigation
    Group composition collaborated mitigation
    Tankbuster mitigation amount performed in succession (T13 for example)
    Mitigation in a short timeframe

    Possibly more than just that
    (0)

  8. #8
    Player
    Reynhart's Avatar
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    Location
    Ul'Dah
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    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Lyrica_Ashtine View Post
    Shield presence
    Effective tankbuster mitigation
    Fluff mitigation
    Group composition collaborated mitigation
    Tankbuster mitigation amount performed in succession (T13 for example)
    Mitigation in a short timeframe
    Shield presence is not very high when it comes to average mitigation.
    For tankbuster mitigation, you need frequent mitigation, duration is mostly irrelevant. And Inner Beast still has the shortest cooldown.

    You can also mention I didn't include fight duration, since, if the fight is shorter, the tank and the raid will take less damage overall, and self healing skills.
    As for group collabored mitigation, it really doesn't depend on the tank, so there's no reason it should affect their relative numbers.

    But, even with all this, PLD is far from being the king of mitigation. And is, in fact, absolutely not, in several content.
    If you look at the other side of the spectrum, WAR (and DRK) DPS is undoubtedly higher that PLD.

    And it's even before we discuss if this mitigation is even useful...
    (0)
    Last edited by Reynhart; 11-24-2015 at 03:51 PM.

  9. #9
    Player
    Lyrica_Ashtine's Avatar
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    Sadako Yamamura
    World
    Phoenix
    Main Class
    Marauder Lv 1
    Quote Originally Posted by Reynhart View Post
    Shield presence is not very high when it comes to average mitigation.
    You're being ignorant, or very selective again.

    I'll be using data from this source, this source and this source. But as one of it is outdated, I'll be using the numbers of Darksteel Scutum and use that as reference for 3.0 gear

    A tower shield of current ilvl would have 14-15% chance to block for 28% worth of damage with the Hive Scutum. Over time that's good for 3.92-4.2% physical mitigation.
    The base parry is supposedly 10%, so I'll just go with that. Parrying always mitigates 20% of physical attacks when it occurs. Corrected with shield for paladin the mitigation over time is:
    Paladin: 5.62-5.92%
    Warrior: 2%
    Dark Knight 2%

    That's over 3% difference. In case you haven't noticed, the "active mitigation" numbers in your opening post are between 2% and 5%. If you consider tower shields being a thing for 3.0 lately and sheltron guarantees a block, it guarantees a/an additional 28% mitigation on any physical tankbuster. While warriors can do something similar with Raw Intuition, it's CD time is significantly higher and isn't readily available for every physical tankbuster like how Paladins have Sheltron available.

    Quote Originally Posted by Reynhart View Post
    For tankbuster mitigation, you need frequent mitigation, duration is mostly irrelevant. And Inner Beast still has the shortest cooldown.
    Yes, I'm glad you realise that. I hope you do realise that the "active mitigation amount" you've presented in your opening post is also irrelevant. Also: Inner beast also has the shortest duration - Not like this should be an issue for warriors who know what they're doing.

    Quote Originally Posted by Reynhart View Post
    You can also mention I didn't include fight duration, since, if the fight is shorter, the tank and the raid will take less damage overall, and self healing skills.
    As for group collabored mitigation, it really doesn't depend on the tank, so there's no reason it should affect their relative numbers.
    You conveniently used Thordan EX's AoE damage - Which isn't dependant on the tank either as it's not concentrated on the tank - as an argument in an earlier post:
    Quote Originally Posted by Reynhart View Post
    Quote Originally Posted by Ralvenom View Post
    Thordan Ex's (mostly) physical damage called. It says "Hello".
    Oh, nice. Long time I had news from him.
    How do his children do ? You know, Lightning Storm, Ancient Quaka, Sacred Cross, Holiest Of Holy...
    You're being very selective again on the data you're choosing.

    Quote Originally Posted by Reynhart View Post
    But, even with all this, PLD is far from being the king of mitigation. And is, in fact, absolutely not, in several content.
    If you look at the other side of the spectrum, WAR (and DRK) DPS is undoubtedly higher that PLD.
    We're talking about mitigation here and I doubt anyone here doubts the Paladin's position with the DPS driven meta, thus irrelevant.

    As for "king of mitigation", on attacks where it counts they actually do possess the most mitigation. Whether they actually deserve the title of "king" is another story. Warriors using everything they have on a physical attack mitigates 48.16% of the damage. Sentinel combined with Shield Oath has 48.16% at the expense of one CD. Even if it's their longest CD aside from Hallowed Ground. For the next tankbuster within the next 90 seconds, Warriors are down to 19% mitigation. That's less than what just Shield Oath or Rampart has to offer. If it was a magical attack, warriors would have even less mitigation. Dark Knight on the other hand would hold a much better position. Their weakness for repeated physical tank busters becomes very apparent.

    The new content caters the Dark Knight job far more than Paladin. But if Dark Knights were around for coil, they would have been the least favourite tank.
    (1)
    Last edited by Lyrica_Ashtine; 11-24-2015 at 11:07 PM.

  10. #10
    Player
    Freyyy's Avatar
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    Freyja Redgold
    World
    Moogle
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Lyrica_Ashtine View Post
    As for "king of mitigation", on attacks where it counts they actually do possess the most mitigation. Whether they actually deserve the title of "king" is another story. Warriors using everything they have on a physical attack mitigates 48.16% of the damage. Sentinel combined with Shield Oath has 48.16% at the expense of one CD. Even if it's their longest CD aside from Hallowed Ground. For the next tankbuster within the next 90 seconds, Warriors are down to 19% mitigation. That's less than what just Shield Oath or Rampart has to offer.
    You seem to completely forget the eHP thing. Defiance (Equivalent to Shield Oath for tank busters) and Thrill of Battle + Convo (equivalent to 17% mitigation) also exist. And you're again forgetting Raw Intuition. The king of mitigation right now is WAR, bottom line.
    (2)

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