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  1. #1
    Player
    ReiMakoto's Avatar
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    Rei Makato
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    Zodiark
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    Quote Originally Posted by RareItems View Post
    Sorry to break it to you, but Direct Hit is only good if your raiding where you have to meet DPS Checks. It does nothing for Expert Roulletes when your doing large pulls with a Healer you just met 10 seconds ago lol.

    Unless you can provide a video showing proof Tenacity is not 200 Tenacity = 1% damage increase, 1% damage mitigation, all your doing is trolling mainly the OP who is asking a legitimate question.

    I also tested this myself when Eureka Anemos first showed up. After acquiring the Eureka Anemos Armor with 5 materia slots, i loaded it with Tier 6 Direct Hit and Crit on my PLD. Then i swapped it with Tenacity and Determination. My Damage barely fell but my Mitigation increased by a lot. It made Expert Roullete with randoms so much easier for me and the healer lol.
    https://www.reddit.com/r/ffxiv/comme...tat_intervals/

    So every 33 tenacity FROM THE BASE adds 0.1% mitigation, this means 2000 =/= 10% as the base is not 0, and its 330 for 1% not 200.

    Having more damage in a large pull from direct hit will potentially make your healers life easier as everything dies quicker meaning your mitigation has more uptime. the 3% or so defence difference between full tenacity melds and just gear tenacity will not make you noticably more tanky, thats just anecdotal. I mass pull all my expert roulletes with my full direct hit melds and I don't die, and I have done since ive played this game, if people rotate cooldowns properly no matter what melds/no melds you have mass pulls are easy.

    Edit: if you want further proof see here: http://theoryjerks.akhmorning.com/stats/ten/

    You need over 3500 tenacity to get a 10% mitigation
    (10)
    Last edited by ReiMakoto; 08-02-2019 at 07:54 AM.
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  2. #2
    Player
    Nedkel's Avatar
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    Chloe Lehideux
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    Zodiark
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    Samurai Lv 74
    Quote Originally Posted by ReiMakoto View Post
    https://www.reddit.com/r/ffxiv/comme...tat_intervals/

    So every 33 tenacity FROM THE BASE adds 0.1% mitigation, this means 2000 =/= 10% as the base is not 0, and its 330 for 1% not 200.

    Having more damage in a large pull from direct hit will potentially make your healers life easier as everything dies quicker meaning your mitigation has more uptime. the 3% or so defence difference between full tenacity melds and just gear tenacity will not make you noticably more tanky, thats just anecdotal. I mass pull all my expert roulletes with my full direct hit melds and I don't die, and I have done since ive played this game, if people rotate cooldowns properly no matter what melds/no melds you have mass pulls are easy.

    Edit: if you want further proof see here: http://theoryjerks.akhmorning.com/stats/ten/

    You need over 3500 tenacity to get a 10% mitigation
    4% of defence mitigation bonus will have more impact on the team than 1-2% more damage on a tank that does anywhere from 20 to 35% of total team damage.
    Just talking here about dungeons.
    4% on mitigation alone, and another 4% on healing bonus which is not confirmed yet, but may be a bonus for all incoming heals not only self healing.
    This means a tank with tenacity melds will be 8% more tankier than a tank with any other melds.

    It is significant amount and may be an answer why we dont see tenacity being changed in any way for so long.
    (1)

  3. #3
    Player
    ReiMakoto's Avatar
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    Rei Makato
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    Quote Originally Posted by Nedkel View Post
    4% of defence mitigation bonus will have more impact on the team than 1-2% more damage on a tank that does anywhere from 20 to 35% of total team damage.
    Just talking here about dungeons.
    4% on mitigation alone, and another 4% on healing bonus which is not confirmed yet, but may be a bonus for all incoming heals not only self healing.
    This means a tank with tenacity melds will be 8% more tankier than a tank with any other melds.

    It is significant amount.
    Dungeons hit like wet noodles if you're using your cooldowns correctly, also the healing thing is as you said uncomfired so you don't count that. EX roulletes are already possible to mass pull with minimal gcd healing, the 4% extra is frankly unecessary and a drop in the pond.
    (4)
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  4. #4
    Player
    SargentToughie's Avatar
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    Lana Arunika
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    Balmung
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    Quote Originally Posted by Nedkel View Post
    4% of defence mitigation bonus will have more impact on the team than 1-2% more damage on a tank that does anywhere from 20 to 35% of total team damage.
    Just talking here about dungeons.
    4% on mitigation alone, and another 4% on healing bonus which is not confirmed yet, but may be a bonus for all incoming heals not only self healing.
    This means a tank with tenacity melds will be 8% more tankier than a tank with any other melds.

    It is significant amount.
    First off your math is inherently flawed because all percentage mitigation is already INHERENTLY getting diminishing returns because of the fact that tanks are already getting 20% mitigation for free. I'll explain it real quick:

    Suppose a tank buster is coming in for 1000 damage. Tank Mastery brings that down to 800, right? Now we pop Rampart, but because Rampart is only mitigating 20% of the remaining 800 damage, you're not getting the full value out of it. This is the reason why TBN is the single strongest button any tank has. Effective HP is a massive value since it doesn't hit diminishing returns ever.

    Second, it's pretty hard confirmed that it doesn't increase healing from other sources, just your own. So in reality, to hit 4% bonus tankiness, you'd need to meld near... yipes... like 900 Tenacity or something crazy like that.
    (8)
    #notallraiders

  5. #5
    Player
    Nedkel's Avatar
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    Chloe Lehideux
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    Quote Originally Posted by SargentToughie View Post
    First off your math is inherently flawed because all percentage mitigation is already INHERENTLY getting diminishing returns because of the fact that tanks are already getting 20% mitigation for free. I'll explain it real quick:

    Suppose a tank buster is coming in for 1000 damage. Tank Mastery brings that down to 800, right? Now we pop Rampart, but because Rampart is only mitigating 20% of the remaining 800 damage, you're not getting the full value out of it. This is the reason why TBN is the single strongest button any tank has. Effective HP is a massive value since it doesn't hit diminishing returns ever.

    Second, it's pretty hard confirmed that it doesn't increase healing from other sources, just your own. So in reality, to hit 4% bonus tankiness, you'd need to meld near... yipes... like 900 Tenacity or something crazy like that.
    How is it inherently flawed even with 20% mitigation given all the time?

    How are you going to know how tenacity will affect you without these 20% if you dont know how much damage you would take?
    Sorry but 4% is still 4%.
    Even if you take for example 10k damage, that being reduced to 8k, tenacity will decrease it to 7680, thats still making you 4% more tanky relatively to other tank with only 20% mitigation bonus and without this extra tenacity.
    Even if you apply another 20% into the caluclation, making it 6400, if you give one tank tenacity 4% bonus he will still be 4% more tankier and will stand 4% longer relatively to tank without it.

    About this healing bonus, its "proven" (no pic, no video, nothing) but the prove is really old, and in game description doesnt detail what kind of HP restored it really affects.
    (0)

  6. #6
    Player
    ReiMakoto's Avatar
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    Rei Makato
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    Quote Originally Posted by Nedkel View Post
    How is it inherently flawed even with 20% mitigation given all the time?

    How are you going to know how tenacity will affect you without these 20% if you dont know how much damage you would take?
    Sorry but 4% is still 4%.
    Even if you take for example 10k damage, that being reduced to 8k, tenacity will decrease it to 7680, thats still making you 4% more tanky relatively to other tank with only 20% mitigation bonus and without this extra tenacity.
    Even if you apply another 20% into the caluclation, making it 6400, if you give one tank tenacity 4% bonus he will still be 4% more tankier and will stand 4% longer relatively to tank without it.

    About this healing bonus, its "proven" (no pic, no video, nothing) but the prove is really old, and in game description doesnt detail what kind of HP restored it really affects.
    So just dropping into explain, mitigation is multiplicative not additive, so for example in the old system if you had tank stance on as well as using rampart you wouldnt mitigate 40%, youd mitigate 36% (damage ×0.8x0.8) because of how buffs stack. So if in this case tenacity stacks like every other defensive buff, a 4% tenacity would actually equal 3% when taking into account the passive 20% (1x0.8x0.96=0.768) IE youve not been made 4% tankier
    (5)
    Last edited by ReiMakoto; 08-02-2019 at 07:37 PM.
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