Quote Originally Posted by LeeraSorlan View Post
The thing is, tanks are not suppose to output dmg at the same levels of dps ykno? It only makes sense the dps will get more stronger than tanks?
It doesn't, though.

Take enmity out of the equation if you must. Focus just on attack power, which sources both the tank's relative dps (i.e. portion of a particular DPS's dps) and enmity without needing constant patching.

One would expect tanks to be a relatively fixed portion of dps of a "true" DPS. Say... 80%.

That CANNOT occur of tanks are given 100% of a DPS's attack power at one level range, and then 80% for the next, 70% for the set after that, and so forth. At that point you have tiers of said portion, rather than a fixed percentile.

What WOULD make sense is if we:
- Gave tanks Attack Power ONLY from Vitality, but at less than a 1:1 ratio.
This would, however, contribute to "HP bloat" in the same way it did in Heavensward, which some may see as a problem in that it reduces the relative survivability of non-tanks in raids, which already require tank anyways. The rest comes down to simple scaling.
As a side-bonus, tanks are now free to meld their choice of secondary stats on accessories.
- Allow Attack Power gains from both Vitality and Strength, such that Vitality is always the preferred stat, but the combination of the two brings tanks to the intended portion of DPS attack power.
With this, tanks are again only permitted to meld Strength on accessories.
- Allow Attack Power gains from both Vitality and Strength, but at a rate which slightly favors Strength for Attack Power, but keeps it generally less useful for progression than Vitality, and Fending accessories are now split between the two.
With this, tanks have their choice of melding Vitality or Strength, though it will still mostly be decided by their range of content.
In any of these cases, you do NOT arbitrarily adjust AP-generating stats on particular tiers of accessories. Whatever decision you make, you make across the board.

But instead, what we got is a fix for one particular ilvl range, returning the issue any time before or after it, and all without any attempt to curtail HP bloat, which would have been the only reason not to give AP from Vitality in the first place.