

Which is effectively no different than tanks having less strength gain on their gear under prior formulas.That scaling also means tanks are gonna be stealth nerfed proportionally to the other classes as each expansion goes on, as their gear is earning strength and weapon damage at the same rate as the other classes, but their damage formula is compensating them less for that increase than the other classes

basically they forced all tanks to permanently have that tank stance modifier on from the past expacs... because having a high damage mode with lower defense is apparently toxic to gameplay....
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Considering how it caused many tanks to act in all levels of content, not really surprising it's gone.
Correct me if I’m wrong but wasn’t the tank trait and lack of stances herald as a good thing for our damage?
No more stance dancing we do full damage all the time now was how it was pitched.



Tank Mastery is good in theory, but in bad in execution, because of the guaranteed 20% damage reduction it has...
And I would rather just keep that 20% damage reduction to tank stances and adding different types of eHP values to keep each of the tank stances different while also keeping enmity combos and adjusting them to where the DPS loss is like 10 potency(looking at you DRK) and keeping DPS stance while making sure that tank stance isn't a huge DPS loss(tank DPS ping-ponging all over the place). Though that would require the devs to add more positional requirements to the melee DPS...

I see nothing in the Tank trait tooltip indicating a damage reduction. What are you guys talking about?


"Reduces damage taken by 20%. Furthermore, grants a bonus to maximum HP is granted based on your vitality attribute, and a bonus to damage dealt based on your strength attribute."
What is being referred to is that, it's a case of the description being technically correct. Specifically the part about gaining a "Bonus to damage dealt based on your strength attribute"
Essentially, Tanks DO get bonus damage based on their strength. Just, at a rate that is 20% less than what other jobs get from their primary attribute (Maybe healers are in a similar boat? It's hard to say given that they have low potency skills anyway even if they scaled at a normal rate, unlike Tanks whom have 600/800/920 potency skills)
I think its a bit more than 20% less than what other jobs get if im reading the how to be a math wizard document right, every other job gets a x165 in their attack function, whereas tanks get a x115 in the part of the fomula that utilises main stat."Reduces damage taken by 20%. Furthermore, grants a bonus to maximum HP is granted based on your vitality attribute, and a bonus to damage dealt based on your strength attribute."
What is being referred to is that, it's a case of the description being technically correct. Specifically the part about gaining a "Bonus to damage dealt based on your strength attribute"
Essentially, Tanks DO get bonus damage based on their strength. Just, at a rate that is 20% less than what other jobs get from their primary attribute (Maybe healers are in a similar boat? It's hard to say given that they have low potency skills anyway even if they scaled at a normal rate, unlike Tanks whom have 600/800/920 potency skills)
https://docs.google.com/document/d/1...h.cptqvz54gx6a
This means if we were take an arbitrary Attack Power stat of 1000 for sake of argument.
floor[165*(1000-340)/340]+100= 420
floor[115*(1000-340)/340]+100= 323
based on this its like more ~25% less damage.
Healers won't suffer this issue as we are existing in a state where everyones gaining main stat at the same rate as each other, it is only tanks that is returning a lower value based on this value. The only way healers suffer from this is they get a substat that contributes 0 damage, but the effect of substats is less pronounced.
(note I could have read this document wrong because im only glancing it, but given how they all combine multiplicatively in some way im pretty confident ive understood it right)
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Thanks for the sheet. I would like to change that example tho... 1000 AP seems unfitting for lvl 80.https://docs.google.com/document/d/1...h.cptqvz54gx6a
This means if we were take an arbitrary Attack Power stat of 1000 for sake of argument.
floor[165*(1000-340)/340]+100= 420
floor[115*(1000-340)/340]+100= 323
based on this its like more ~25% less damage.
The lowest AP value on iLvl 430 is ~3460 on tanks, and 3560 on other roles. AP on current BiS would be ~4770+ on tanks, ~4870 on others.
If we put those into the equation, we get:
iLvl 430 all f(ATK) = 1.662
iLvl 430 tank f(ATK)=1.155
~30.5% less damage
iLvl 500 all f(ATK) = 2.298
iLvl 500 tank f(ATK)=1.598
again ~30.5% less damage.
In addition to this, DPS jobs have stronger buffs and/or potencies, and according to a certain website that sums up the statistics *cough* f *cough* f *cough* lo- sry.
Tanks do < 60% damage of DPS jobs. In comparison, in Alexander and Omega raid tiers dealt about 70-80%, tho those with 80% happened because of Warrior being an OP job back then, when they dealt 15-30% more dps than PLD - the lowest dps tank. Granted, tanks were more vulnerable back then, too.
I'm not sure whether the trade-off increased defense vs decresed damage is justified, may it be solo or party play. Yet one fact remains: The tank dps drop from previous expansions is huge, it's more than 10%, and tank veterans feel that.
I don't get this either. Why nerfing the AP of tanks through a trait, why locking tanks out from STR accessories, but not adding STR on tank gear, why adding VIT into damage calculation, why artificially lowering tank STR value through hidden stat trait on other roles (yes, other roles get main stat buffs through "hidden traits" while tanks get VIT buffs) etc.I'd put it on SE really.
They're the ones who keep mentioning how they think "Tank damage is too high"
Then they're the ones who made this change in such a backhanded way, by hiding the damage reduction in the trait that says you get "a bonus to damage dealt based on your strength attribute" and then further hiding it by giving all Tanks really high potency attacks to try and pacify people who won't do the math to realize that their damage is not where it should be given such skills.
Why not simply lower tank potencies? Would this screw up lower levels/old content? Might this scare people away from playing tank 'cause of lower potencies?
Instead we have multiple (imho) over-the-top complicated formulas that lead to the same result. I don't really get the system behind.
Nevertheless, I am glad that the "only tanks have to meld STR" era is finally over after so many years. The changes done to the accessories are great, honestly should've been part of Stormblood. I am still in two minds about the tank mastery trait...
Basically as I understand it so take this with some salt;
Previously, Tank Stance would lower how much damage you did while in it.
Now, Tank Stance is removed and we just flick a button to Tank or Not. But at the same time, they reduced how much damage we get from STR on attacks.
So at the end of the day, we don't have to worry about stance dancing but our damage is about the same anyway or at least in the ball park as if we kept Tank Stance on. Or at the very least, not as high as it should be when compared to Melee DPS and their Strength to Damage.
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