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  1. #1
    Player
    Gunndykol's Avatar
    Join Date
    Jul 2017
    Posts
    2
    Character
    Gunndy Khal
    World
    Gilgamesh
    Main Class
    Scholar Lv 70

    SE concern about HP Inflation doesn't make sense with existing tank gear

    SE says that they removed Tank DPS scaling from VIT because they were "afraid that it would lead to HP inflation"; and yet, when they created all 4.x Tank Accessories, they all have VIT on them! If they were worried about tank HP inflation, they shouldn't have put VIT on Tank Accessories, regardless of whether tanks main stat is pure STR or combination of STR+VIT like in 3.x.

    If HP inflation is a concern, the simple fix is to just do like every other class and only place VIT on left side gear and leave right sides for Primary Stat + secondaries. Seems like just replacing all current VIT on tank accessories with STR solves the issue. Tank accessories could still have tank secondaries vs melee dps accessories to differentiate them.
    (5)

  2. #2
    Player
    YitharV2's Avatar
    Join Date
    May 2017
    Posts
    468
    Character
    Arnar Grande
    World
    Ultros
    Main Class
    White Mage Lv 70
    I think it makes more sense if you think in relation to AP (since VIT affected both). Say they want tank AP to be a certain amount for aggro or for DPS (which requires a certain amount of VIT). Then HP would inadvertently be increased as well.

    I'm not exactly happy with the change either, but fundamentally what it comes down to is that two stats are hard to tune independently when they're both dependent on one stat.
    (0)

  3. #3
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    I just hope that they return to the vit/str scaling of 3.5. An easy fix would make vit and str = .45 each and have it reflected on the accessories. Ex. a fending accessory in 4.01 would normally have 120 vit, but in 4.05 it's 60 vit and 60 str. Problem solved imo and address' the hp inflation and attack power scaling needed to hold aggro.
    (0)

  4. #4
    Player
    Brannigan's Avatar
    Join Date
    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    If you tie attack power to vitality then you cannot reduce the rate at which you increase vitality through ilvl without also reducing the rate at which you increase attack power. Say from item level 320 to 340 the devs decide HP is increasing too quickly, they can reduce the amount gained from 340 to 360. If attack power is tied to VIT then that also screws attack power and requires a change to the AP formula (which is sloppy, like constantly tweaking enmity modifiers)
    (0)

  5. #5
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Brannigan View Post
    Say from item level 320 to 340 the devs decide HP is increasing too quickly, they can reduce the amount gained from 340 to 360. If attack power is tied to VIT then that also screws attack power and requires a change to the AP formula (which is sloppy, like constantly tweaking enmity modifiers)
    But with the recent change, they simply ensure that future accessories won't increase damage at all (on the "main stat" part), so attack power is screwed anyway.
    It would have made more sense to talk about "Tank damage inflation", in the sense that increasing HP more and more would also increase damage a lot.
    (1)

  6. #6
    Player
    Brannigan's Avatar
    Join Date
    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Reynhart View Post
    But with the recent change, they simply ensure that future accessories won't increase damage at all (on the "main stat" part), so attack power is screwed anyway.
    This is irrelevant. The point is to have HP and AP isolated from each other so that they can adjust HP values without affecting AP. Even with .45Vit/.45Str they could do that by adjusting the Vit:HP formula, but the problem is that affects people of ALL gear levels. Maybe they just want item level 400 tanks to be at a certain HP value, but are fine with item level 350 HP. How do they change that? By changing the amount of Vit on the i400 gear. The problem with that is that it throws off their projections for tank attack power at that ilvl (if you get AP from Vit), which they might have been fine with before. When all of your AP is on strength, they can tweak tank HP without having any impact on their damage dealt.

    Quote Originally Posted by ADVSS View Post
    2.x was just like how it is now
    The stuff you're posting here is replying to something I didn't write. I know what tanks did with their accessories in 2.0 - I'm talking about the Vitality-to-Strength ratio on armor as it relates to increasing item level through the expansion. I don't remember the exact numbers, but in Heavensward an item level 190 body had something close to 5% more vitality than strength, but by item level 240 that had increased to 12% more vitality than strength.
    (2)
    Last edited by Brannigan; 07-12-2017 at 07:24 PM.

  7. #7
    Player
    Kitfox's Avatar
    Join Date
    Nov 2011
    Posts
    1,113
    Character
    Lynn Nuvestrahl
    World
    Moogle
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Brannigan View Post
    The point is to have HP and AP isolated from each other so that they can adjust HP values without affecting AP.
    This guy gets it.

    Furthermore:
    Quote Originally Posted by Kitfox View Post
    It's a balancing problem.

    Increasing tank DPS through VIT has these possible side-effects:
    -Tank eHP is increased in comparison to incoming damage
    -Non-tank eHP is reduced if tank eHP is balanced by increasing incoming damage

    Likewise, reducing tank DPS through VIT has the opposite side-effects:
    -Tank eHP is reduced in comparison to incoming damage
    -Non-tank eHP is increased if tank eHP is balanced by reducing incoming damage
    (0)

  8. #8
    Player
    Falar's Avatar
    Join Date
    Mar 2016
    Location
    Ul'Dah
    Posts
    502
    Character
    Kane Blackstone
    World
    Ultros
    Main Class
    Dark Knight Lv 90
    I like being back on STR:ATK POWER being 1:!.

    However, they need to put STR on our accessories.
    (1)

  9. #9
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66
    I'm not even entirely sure what the hell they mean by "HP inflation"...

    You mean our HP goes up with levels/better gear like every other relevant stat to a given job in the game? Say it isn't so.
    (4)

  10. #10
    Player
    Awful's Avatar
    Join Date
    Jul 2015
    Posts
    1,277
    Character
    Awful Name
    World
    Faerie
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by SyzzleSpark View Post
    I'm not even entirely sure what the hell they mean by "HP inflation"...

    You mean our HP goes up with levels/better gear like every other relevant stat to a given job in the game? Say it isn't so.
    Yep I 110% agree this is the first MMO where they said "tanks have too much HP, they're inflated". When I played games like WoW n other MMOs that when I got better gear, better accessories my HP would go up don't we want that as tanks? This situation is getting out of control the live letter better give us good information and good changes for tanks because the waiting is getting unbearable.
    (2)

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