



I've mentioned that in several posts now. Or they need to giving it to another job.Good example I've seen is the whole damage resist debuff argument in the past few pages. Although I haven't gotten through every post yet, I have yet to see anyone suggest removing those debuffs and then baking the damage increase it provided into the weaponskills and abilities affected by those debuffs.![]()
Oh good, just had to make sure!
Also, main stat materia: why is this still a thing? Honestly, when was the last time you ever thought "gee, I should start melding dex"? You're right, me neither. The only two cases for it seem to be for tanks melding strength on accessories so they can generate enough enmity via damage and vitality for healers to survive endgame progression mechanics. Seems like this could be fixed in three steps:
1) Remove all main stat materia. Yes, I know it might sound like a bad idea, but this is just breaking the egg to make the omelette.
2) Switch tank damage back to vitality. The ongoing issue that Yoshi has had with crafted accessories being BiS for tanks has been due to overmelding main stat materia, so by removing that materia, tanks can go back to vitality for damage and balance that stat accordingly for damage output without incurring the issue caused at the start of the expansion.
3) Give a teeny tiny base vitality buff to healers. This would be to offset the health loss from vitality materia being removed.
Just something I thought about for a bit.
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