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  1. #1
    Player Kosmos992k's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    4,349
    Character
    Kosmos Meishou
    World
    Behemoth
    Main Class
    Paladin Lv 90

    Community coordinated feedback on Tenacity

    So, more balancing to come in 4.05, but only talk of STR/VIT, ...and yet, no mention of Tenacity.

    I think it's time that we as a community of tanks make it 100% crystal clear that Tenacity in it's current state is both pointless and unacceptable.

    By all means balance the tanks and fix the damage formula, but regardless of all that, please SE make Tenacity meaningful, or remove it. Having another pointless attribute soaking up the point budget on our gear is just adding insult to parry's injury.
    (14)

  2. #2
    Player
    Thela's Avatar
    Join Date
    Aug 2014
    Posts
    204
    Character
    Thela Ivora
    World
    Phoenix
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Kosmos992k View Post
    So, more balancing to come in 4.05, but only talk of STR/VIT, ...and yet, no mention of Tenacity.

    I think it's time that we as a community of tanks make it 100% crystal clear that Tenacity in it's current state is both pointless and unacceptable.

    By all means balance the tanks and fix the damage formula, but regardless of all that, please SE make Tenacity meaningful, or remove it. Having another pointless attribute soaking up the point budget on our gear is just adding insult to parry's injury.
    But its not exactly useless? According to new tests you gain roughly 5% per 1000, mind you that is both 5% dmg done / 5% less dmg received. In contrast 1000 dhit will yield you around 7.5% dmg done and 0% less dmg received. Sure it could use a little buff but its certainly not as bad as most ppl seem to believe.
    (2)

  3. #3
    Player
    Thunda_Cat_SMASH's Avatar
    Join Date
    Dec 2014
    Posts
    2,105
    Character
    Sylvana Tenebri
    World
    Malboro
    Main Class
    Marauder Lv 79
    Tenacity in it's current form is alright, but I see no reason why a tank exclusive stat couldn't be pushed a tad higher. Maybe 150-175=1% negated/increased?
    (0)

  4. #4
    Player Kosmos992k's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    4,349
    Character
    Kosmos Meishou
    World
    Behemoth
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Thela View Post
    But its not exactly useless? According to new tests you gain roughly 5% per 1000, mind you that is both 5% dmg done / 5% less dmg received. In contrast 1000 dhit will yield you around 7.5% dmg done and 0% less dmg received. Sure it could use a little buff but its certainly not as bad as most ppl seem to believe.

    The tests I had seen shows almost 1800 points making less than 5% difference. How are the new test results different?

    Quote Originally Posted by Thunda_Cat_SMASH View Post
    Tenacity in it's current form is alright, but I see no reason why a tank exclusive stat couldn't be pushed a tad higher. Maybe 150-175=1% negated/increased?
    Isn't the problem with linear scaling is that as gear becomes more powerful stats can become OP, so it needs to on a curve that eventually hits a theoretical maximum
    (1)
    Last edited by Kosmos992k; 07-06-2017 at 06:35 AM.

  5. #5
    Player
    Cadmus's Avatar
    Join Date
    Sep 2016
    Posts
    62
    Character
    King Cadmus
    World
    Mateus
    Main Class
    Paladin Lv 70
    1k tenacity = 5% dmg increase, 5% less dmg received. So let's say for simplicity you had 1,000 points to allocate, choosing another stat over it can allow you to have a 2.5% dps increase more (tho det is actually weighted higher than dhit for tanks..), but in exchange for taking 5% more damage.

    So as a tank you'd willfully choose to deal 2.5% more dmg in exchange for receiving 5% more dmg? You're losing out on that trade.

    Tenacity is not a horrible stat, but not one I'd prioritize. But if it happens to be on my gear I won't really care cuz it's definitely more useful than Parry.
    (1)
    Last edited by Cadmus; 07-06-2017 at 06:49 AM.

  6. #6
    Player
    Deathgiver's Avatar
    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    491
    Character
    Krystalan Deathgiver
    World
    Hyperion
    Main Class
    Scholar Lv 80
    Gonna start off by pointing out that not one of the people who have tested the stat have done a proper test. They have either been 2 data points, or tested over a small range. Nobodies going to know the real value until someone does an incremental test from near base to near cap over large sample sizes. That being said, the fact that tenacity affects outgoing healing instead of incoming is ludicrous, and offers virtually no value as a bonus.
    (0)

  7. #7
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,118
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    I did put request for tenacity to scale off of VIT yet people just read the most available thing or post their complaints that doesn't really request anything but just giving ideas unless you request it
    (0)

  8. #8
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Deathgiver View Post
    That being said, the fact that tenacity affects outgoing healing instead of incoming is ludicrous, and offers virtually no value as a bonus.
    It is actually valuable when you realize that the end benefit to self-heals is (mostly) exponential not linear.

    If an attack does 1000 base to you and you have a self-heal that heals a base of 500 based on damage dealt, the self heal mitigates 50% of the damage.

    If you increase damage dealt and self-healing each by 5% and decrease damage taken by 5%, the attack would deal 950 (95% of 1000) and the self heal would recover ~551.25 (105% of 105% of 500). This mitigates 58% of the damage. A 16% increase in mitigation.

    It is not really visible but it is a valuable increase.
    (0)

  9. #9
    Player
    hqdm's Avatar
    Join Date
    Aug 2013
    Posts
    234
    Character
    Honey Hole
    World
    Tonberry
    Main Class
    Gladiator Lv 2
    Quote Originally Posted by Kosmos992k View Post
    The tests I had seen shows almost 1800 points making less than 5% difference. How are the new test results different?
    The initial "tests" were done by some guy who had a single-digit sample size which effectively made them worthless despite good intentions.
    There was a second one I saw after that, but only had a change of ~2xx TEN over a 150-sample test.
    Quote Originally Posted by Deathgiver View Post
    Gonna start off by pointing out that not one of the people who have tested the stat have done a proper test. They have either been 2 data points, or tested over a small range. Nobodies going to know the real value until someone does an incremental test from near base to near cap over large sample sizes. That being said, the fact that tenacity affects outgoing healing instead of incoming is ludicrous, and offers virtually no value as a bonus.
    Incremental tests don't add any value for non-tiered stats.
    Instead, you're making the dataset murkier because the main problem with testing reduction %s atm is having small damage ranges.
    A tank taking ~1k dmg hits with 5% effective change in hp from TEN means ~50 dmg difference.
    Splitting the tenacity delta to do incremental tests means a higher fluctuation / error margin because now you're measuring 200-300 TEN gaps where the difference will only be 15-20 damage and any 1 pt of dmg will have a greater %value.

    To get a more accurate result than the recent test you'd need to find a mob that did more damage per swing, or wait until 4.x when everyone's swimming in higher ilvl raid gear.
    The problem with that is that it's annoying af to test vs high damage mobs because you can't afk or you need an actual player healing you (outdmgs the bird) and healing aggro issues.
    Desummoning the bird every 5min drops the aggro, but getting a player to rezone every 5min for a 7-8hour test is just not happening.

    What constitutes a large sample size for you?
    The last one was done with ~5k samples per point.
    There was a fluctuation of about ~0.1% between 3k and 5k samples for some of the datapoints, but most reported back at the same rate.
    The point of a larger sample size is to make sure any outliers don't affect the overall data - once it's settled, which it did by 5k, there's not much point in going higher.
    (3)
    Last edited by hqdm; 07-06-2017 at 12:58 PM.

  10. #10
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Kosmos992k View Post
    So, more balancing to come in 4.05, but only talk of STR/VIT, ...and yet, no mention of Tenacity.

    I think it's time that we as a community of tanks make it 100% crystal clear that Tenacity in it's current state is both pointless and unacceptable.

    By all means balance the tanks and fix the damage formula, but regardless of all that, please SE make Tenacity meaningful, or remove it. Having another pointless attribute soaking up the point budget on our gear is just adding insult to parry's injury.
    On the one hand, I agree with you. On the other, I also think the devs have to be careful to not make Tenacity this thing that becomes the ultimate tank stat (the fact that it affects both damage dealt and damage taken is what makes this a bit risky). A small buff would probably work, but anything more than that and you'd have tanks stacking it like crazy.

    I sometimes wish tanks here had something like Armored to the Teeth, which basically gave tanks bonus attack rating based on armor value. We already have an edge over the other jobs because tank gear gives superior defense, so it's not like it'd be impossible.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

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