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.