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  1. #1
    Player
    Barraind's Avatar
    Join Date
    Sep 2018
    Posts
    1,113
    Character
    Barraind Faylestar
    World
    Coeurl
    Main Class
    Paladin Lv 90
    This 4% mitigation will stack up on each hit received on your tank, after certain amount of time you will save one healing spell, probably a GCD of a healer which he could use on dealing DPS or heal other.
    Yes. I said that.

    Every 700000 to 850000 pre-mitigation damage taken will save you exactly 1 heal.


    Post mitigation, this will save you one heal every 17 heals used. At 700 potency.


    Thats 700 potency you dont have to bother with every 11200 potency you're healing.

    Best case scenario (for tenacity), thats one less heal you have to cast every 42 seconds.


    You still assume your healer is going to overheal you no matter what.
    I'm actually assuming you will never be overhealing. If you ARE overhealing, tenacity becomes EVEN WORSE, as any damage taken between the time you are at full health and full health that would not have killed you is mitigation that could have instead been outgoing damage. I'm giving you the absolute BEST case for tenacity to show you how bad tenacity really is.

    I'm assuming a healer is going to use their healing spells for heals. I'm assuming any heal that also does damage is going to be used for damage.

    I'm assuming a healer is not using cure1 or the like to heal.


    WHY Would anyone melding Tenacity waste a useless stat like Direct Hit on thier gear. It's either you meld Direct Hit then everything else or Tenacity then everything else. Are the Elite raiders of FFXIV really these dense?
    You're right, if you're melding tenacity, you are probably not using the other meld slots for the best possible stat return you can meld, you would be going with more skillspeed or piety.


    Even if you meld Direct hit on every slot you would only get 1460 Direct Hit which results in 24% chance to deal an extra 6% more damage.
    Direct hit is a % chance based on Dhit to do 25% more damage. This is independent of a crit or not.


    And why would you not include the base Tenacity stats on your calculations?
    One, because base stats work differently than stats added to the base.

    Two, because no matter how they work, you have that tenacity no matter how you gear or meld, so its absolutely irrelevant for comparison purposes.
    (3)
    Last edited by Barraind; 08-03-2019 at 10:46 AM.

  2. #2
    Player
    RareItems's Avatar
    Join Date
    Apr 2012
    Posts
    608
    Character
    Elise Hamilton
    World
    Balmung
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by Barraind View Post

    You're right, if you're melding tenacity, you are probably not using the other meld slots for the best possible stat return you can meld, you would be going with more skillspeed or piety.

    Actually i Melded Tenacity, then Skillspeed, then Crit on my PLD tank gear. Crit 1999, Det 1857, Direct Hit 418, Skillspeed 2227, Tenacity 3214. Thx to all the ppl selling cheap tier 7 Tenacity/Skillspeed materia lol.

    60k Clemencies are nice. 10k Tankbusters is nice too.
    (0)

  3. #3
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,667
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by RareItems View Post
    Actually i Melded Tenacity, then Skillspeed, then Crit on my PLD tank gear. Crit 1999, Det 1857, Direct Hit 418, Skillspeed 2227, Tenacity 3214. Thx to all the ppl selling cheap tier 7 Tenacity/Skillspeed materia lol.

    60k Clemencies are nice. 10k Tankbusters is nice too.
    ... and this alone epitomizes why you have absolutely no idea what you're talking about. PLD hates Skill Speed because it mis-aligns Fight or Flight. You want only a set amount—current bis being 1133—then you never touch the stat again. As for that 10k tankbuster. Tenacity makes absolutely zero relevant difference. You'll use the same cooldowns, your heal with use the same heals. All that changes is you're doing less damage by foolishly gimping yourself out of pure stubbornness. You can decry "raid elitists" all you fancy but theorycrafters actually put in the work to determine how each stat benefits us. What have you done? Screamed on a forum how right you are with zero evidence to support your feelscraft nonsense and somehow insist a meld set build for Savage or Ultimate content will be inferior in a dungeon—you know, that mindlessly brain dead easy content.
    (10)
    Last edited by ForteNightshade; 08-04-2019 at 12:29 AM.
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."


  4. #4
    Player
    Jade3173's Avatar
    Join Date
    Sep 2015
    Location
    Gridania
    Posts
    139
    Character
    Ayis Luola
    World
    Cerberus
    Main Class
    Bard Lv 80
    So...I do meld tenacity on my tanks for a couple of reasons. First and foremost is that the toughest content I ever take my tanks into is Normal Mode Raids where that little extra damage from DH over Ten isn't going to really matter in that run. I do this knowing that it's less useful but I'm cheap and whatever DH materia I get goes into my DPS classes since I tend to play more than one type and really only DNC at the moment gets perfectly melded since it's the class that'll be doing all the hard stuff where that 1% increase will matter. Lastly, I'm cheap and lazy since I know that Normal Mode Raids don't need that extra boost.

    If you're taking your tank into EX/Savage level content as your main class that you want to do perfectly, then yes, avoid Tenacity, suck it up and buy the more expensive DH materia, do roulettes for the materia, do your daily hunts and kill any A/S ranks that appear to help offset costs of buying.
    (0)

  5. #5
    Player
    Nedkel's Avatar
    Join Date
    Dec 2017
    Posts
    2,023
    Character
    Chloe Lehideux
    World
    Zodiark
    Main Class
    Samurai Lv 74
    Quote Originally Posted by Barraind View Post
    Yes. I said that.
    Every 700000 to 850000 pre-mitigation damage taken will save you exactly 1 heal.
    Post mitigation, this will save you one heal every 17 heals used. At 700 potency.
    Thats 700 potency you dont have to bother with every 11200 potency you're healing.
    Best case scenario (for tenacity), thats one less heal you have to cast every 42 seconds.
    And it does make difference, could affect the whole party performance with a healer being able to dish out one dps move. Its like a healer having additional extra 1400 spell speed reducing his gcd by 0.12 sec.
    This is enough to make up for that 1-2% damage difference on a tank.
    The thing becomes even more obvious in dungeons, where there is a constant source of high damage hitting a tank.

    Quote Originally Posted by Barraind View Post
    I'm actually assuming you will never be overhealing. If you ARE overhealing, tenacity becomes EVEN WORSE, as any damage taken between the time you are at full health and full health that would not have killed you is mitigation that could have instead been outgoing damage. I'm giving you the absolute BEST case for tenacity to show you how bad tenacity really is.
    I'm assuming a healer is going to use their healing spells for heals. I'm assuming any heal that also does damage is going to be used for damage.
    I'm assuming a healer is not using cure1 or the like to heal.
    I think its a fair trade off.
    DH is another RNG added to the equation, where tenacity is more of a team dependent stat which could be but dont have to be random.
    Tenacity does bring some indirect (hehe) benefits to your tanking, comes with a little drawback and gives something else.

    You may wonder why they havent changed this stat for 2 years and will probably not be changed in next 2. Devs clearly has some reasons for doing it.
    (0)
    Last edited by Nedkel; 08-03-2019 at 07:08 PM.