Yes they both scale but not at the same rate. Player damage may scale by 7% where enemy damage output by 5%. This is why they increased block strength a few percentages each tier. Now overall block effectiveness is a function of block strength and block rate. Block strength was always used probably because the math is easier. I think both the devs and players started to realize this was an issue when block strength hit a certain threshold with Sheltron in the equation. So I am hoping we see an increase in block rate to account for scaling discrepancies in player dmg and enemy dmg output unless they happen to scale the two equally this time around.

If you are doing dungeon trash then you don't need to mitigate damage to your party 99% of the time. You as the tank are usually the only one taking damage. Why not use an ability that gives you 100% block rate in place of say, a shelltron? (IE PoA) Especially if it'll be back up by the time you get to the boss. I personally don't really do it except in rare circumstances, but it sounds like its a good idea especially if i want to make my oath gauge for shelltrons go further to make it easier on my healer.
Also, keep in mind that after I reread the posts, no one said anything about staying in PoA for the full 18 seconds. Someone only assumed that's what they meant and ran with it. In my example above in the Twinning, the flurry attacks of those pixel enemies only last like 2-3 seconds, but 5 of them do it at the same time. Had I had tried to charge up clemency, assuming I had mana left over from doing my magic AOE combo, I probably would have died.
Again, I'm not saying to use PoA for personal mitigation as your first choice. But to blurt out hyperboli like "PoA only has 1 purpose, which is raid mitigation not for self" is just not using your brain.
I think that in situations where there isn't raid wide dmg going out, it's ok to use a defensive CD like PoA that gives you 100% block rate to block incoming dmg that would kill you. Plain and simple.
Last edited by IntrovertAnt; 08-06-2019 at 01:21 PM.


If you die on dungeon thrash pulls unless you use an ability to stops all your outgoing damage while only reducing incoming damage by 20%, you're doing something very wrong.
When you accept doing 0 gcd damage anyway you'd be better off using clemency, at least you can clip some ogcd stuff in between those heals.
But pretty much always you're much better off doing normal AoE damage to make sure incoming damage stops faster.
In my opinion passive blocks are hugely overrated, and certainly isn't near to making up for the far better selfheals from other tanks.
20% block chance with a 20% mitigation is only a 4% overall damage mitigation, and that is not even counting crits.
When looking at https://www.fflogs.com/zone/statisti...gregate=amount it seems warrior or dark knight heal about 1k per second on average on a dungeon.
And a tank is not taking 1k/0.04=25k damage per second on average.
Last edited by aiqa; 08-07-2019 at 12:54 AM.



I'm pretty sure healing is calculated in the logs to include shields. This means that the big healing number you are seeing for DRK is because TBN's shield is being calculated as healing which makes that number an apples to oranges comparison when comparing it against the damage reduced from PLD's passive block. As for the high number for WAR, that would be from Nascent Flash being used as a mitigation tool in large pulls, which is also not an equivalent point of comparison to use against passive blocking.In my opinion passive blocks are hugely overrated, and certainly isn't near to making up for the far better selfheals from other tanks.
20% block chance with a 20% mitigation is only a 4% overall damage mitigation, and that is not even counting crits.
When looking at https://www.fflogs.com/zone/statisti...gregate=amount it seems warrior or dark knight heal about 1k per second on average on a dungeon.
And a tank is not taking 1k/0.04=25k damage per second on average.
Last edited by TouchandFeel; 08-07-2019 at 01:35 AM.


You make a good point.I'm pretty sure healing is calculated in the logs to include shields. This means that the big healing number you are seeing for DRK is because TBN's shield is being calculated as healing which makes that number an apples to oranges comparison when comparing it against the passive damage reduced from PLD's block. As for the high number for WAR, that would be from Nascent Flash being used as a mitigation tool in large pulls, which is also not an equivalent point of comparison to use against passive blocking.
But when looking over a few individual parses from higher ranked warriors Nascent Glint and Shake It Off do not account for 50% of their healing.
Even if you remove those (which I agree makes a lot of sense), the build-in healing on a warrior far outperforms paladin's passive blocking (+ gcd healing you always want to avoid).
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