How so, if you've anything concrete in mind already?The core issue is that VIT is a worthless stat. Until that changes, Fending acessories will always be worse. They could give Fending all the STR they want, but unless its equal or greater to the STR that a dps accessory would give, groups will always be disappointed by a Fending drop. More STR isn't the issue, useless VIT is.
The only true way to fix this, is to rework VIT into something useful. In my opinion the entire Tank role needs an overhaul.
Earnestly curious.
I'd rather see vit as a secondary stat built into all our gear or just built into our character's base hp stat (or even mitigation). Generally hp has a threshold where it starts to diminish in value (past the minimum hp you require to survive, extra hp only matters if it allows for a different mitigation/healing rotation that yields more dps), while dps stats are always beneficial no matter how much you gain.
The scaling issue is only a perception thing really. Not an actual gameplay issue.
First I want to stress that it is inconceivable that the current savage was balanced with the additional tank STR in game. There was simply no time for SE to rebalance with the 4.05 change. Realistically, they put the STR on fending accessories to exactly match the 270 onces (with substats considered) and did a quick regression test to verify that it's significantly trivializing the raids.
It's pretty obvious from the +2 STR on the 340 accessories.
Anyways, SE designed/balanced the raid content with a certain idea of Tank DPS and they already gave us more than that target.
As for scaling or power growth, we just got it delivered up front and is not a scaling issue.
Consider this, a Tank and a DPS are given a project (upgrade their accessories) for an end reward of X attack power (being different values for Tank/DPS).
The DPS is offered 20% of the payment for each milestones (accessory upgrade).
The Tank is offered 75% as upfront payment before starting the work, and 5% for each milestone.
Both get their due reward at the end of the day.
Sure we get less AP than a DPS at the end of the day, but from a scaling perspective, the tank got the better deal.
The issues is that getting the small increase after putting a lot of work feels unrewarding but that's all.
Now I'm confident that the next raid content will be better scaled for a more linear increase in AP for tank since the content and gear can now be designed with the added STR to fending accessories in mind.
Last edited by Shinkyo; 07-21-2017 at 07:48 AM.




The issue I have with the small amount of STR added is now the crafted Fending rings every even patch cycle will always outweigh the supposed best. Just meld in the first slot and overmeld Direct Hit or Tenacity in everything else.



That's no excuse; it's a matter of degree. i340 Fending accessories are dangerously close to "not even an upgrade," especially when considering i320 crafted accessories.Even if tank accessories had all str they would still be a worse drop for raid dps than getting a dps accessory drop. The whole argument that the raid is collectively disappointed at a fending drop is a strawman argument as they'll be disappointed no matter what stats are on a tank drop. It's a tank drop.
Considering it has 20 higher ilv, it's bullshit how marginal the improvement is compared to non overmelded i320 crafted accs or lakshmi accs. But hey, at the very least I get 2 more str from 20 ilv upgrade, so it's still not as bad as gordias or pre 4.05, since pure vit acc drops would be literal garbage for progression.
All accessory upgrades provide marginal benefit, but the main dmg stat gain from upgrading a i320 fending acc is 1/7 of the other jobs so that's still a bad thing.You can contextualize it all you want, the fact of the matter is that getting 'fending' one week is no different than getting 'slaying' another, because the stuff is clearable with the i320 crafted / Omega story.
In this regard, getting fending over DPS/Healing isn't a huge detriment, especially since it's only on the right side, which is significantly less than leftside upgrades.
I can't speak for the day-1 clearers, but I doubt any of them saw nothing but Slaying drop, and those drops likely did not influence the clear orders at any significant margin.
For low ilv progression dps gain would help in covering for mistakes as I mentioned before. Tanks having more hp is also helpful to cover for mistakes, but 1.5k hp on a tank is way less valuable than let's say 1.5k hp on a dps or healer if you consider the type of damage we are taking. 1.5k extra hp is way less likely to save a tank from a tank buster in case of a mistake in mitigation or healing, compared to 1.5k extra hp to save a dps from getting one shot by aoe or mechanics. I'd argue extra hp past the amount provided by minimum ilv gear to clear the raid is least valuable on a tank.
Last edited by aleph_null; 07-21-2017 at 05:44 PM.


Frankly, for me, Omega Savage shouldn't even drop accessories. It would give room to create a relevant content in 4.1, even for people who already farmed O1S completely.
Frankly for me it'd be better if o1s doesn't even drop fending accs, since that'll guarantee that we'd get healer accs or dps accs instead lol.
There is always a room for contents with relevant drops. We have four (?) secondary stats, so not counting reversed allocation (crit/det vs det/crit for example) there are still 6 possible combinations. 2 are taken by tomestone gear and savage gear, so there are still options. They could also add stat customization like anima weapons for savage weapons, so those who can clear savage raids don't have to grind for their BiS weapon months after the raid tier was released.
The devs also mentioned about some super hard fight being released in odd patches so there's a possibility of some kind of relevant drops there.
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