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  1. #21
    Player
    Liam_Harper's Avatar
    Join Date
    Feb 2018
    Posts
    3,470
    Character
    Liam Harper
    World
    Zodiark
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Jeeqbit View Post
    If someone is of the mindset to help the healers as much as possible with the Abyssos dots at the expense of their damage, they already have plenty of reason to stack Tenacity, but let's be honest, everyone just goes to The Balance or their friends reiterate information from there to avoid Tenacity
    Good.

    As a healer, the best way to help with Abyssos dots and autos is to play your job well. Not stack tenacity and sacrifice dps. The entire tier can be done without needing to GCD heal tanks. This is another reason tenacity is worthless except as a small set of training wheels while learning a job. Everything can be covered by playing well.
    (6)

  2. #22
    Player
    DixieBellOCE's Avatar
    Join Date
    Mar 2022
    Location
    Limsa Lominsa
    Posts
    1,132
    Character
    Dixie Bell
    World
    Ravana
    Main Class
    Dancer Lv 100
    Imagine if Piety and Tenacity were actually useful stats!

    Shame 90% of healer gear gets Piety for mana problems that dont exist outside of WHM.
    (0)

  3. #23
    Player
    DixieBellOCE's Avatar
    Join Date
    Mar 2022
    Location
    Limsa Lominsa
    Posts
    1,132
    Character
    Dixie Bell
    World
    Ravana
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Jeeqbit View Post
    If someone is of the mindset to help the healers as much as possible with the Abyssos dots at the expense of their damage, they already have plenty of reason to stack Tenacity, but let's be honest, everyone just goes to The Balance or their friends reiterate information from there to avoid Tenacity, so they will avoid it even if it's 20%, 30% or 40% mitigation. They can say "it could be useful for prog" but people will just skip past that, seek out a BiS list and use it.
    If somebody is in the Mindset to help healers, Meld for damage and end the fight faster. (Also do mechanics correctly).

    Building defensive in an offensive orientated game is a terrible design choice.

    The only job that melds tenacity is Warrior, and thats just when Crit/Det are already capped on an item since DET and SKS are now dead stats to them (Thanks devs).
    (0)

  4. #24
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,077
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Zebraoracle View Post
    Gosh I agree with this so hard. I know people here hate talking about WoW, but I think they did sub-stats pretty decently. Everything isn't "you only want crit ever", some specs actually want more haste and/or mastery (mastery does different things depending on the spec, and in some specs it's VERY strong).
    A Mastery stat would probably increase Tenacity for tanks and Piety for healers. I prefer the system we have that just makes a category for Role, otherwise the stat names become lackluster and we may as well just get rid of substats and have pure potency, weapon damage and attack power.

    I'm not entirely sure why spell/skill speed increase damage instead of rate???
    Because there is a fixed tick rate of 3 seconds and increasing the damage has mostly the same effect as increasing the tick rate, which is increasing overall damage. Probably a workaround.

    Versatility is basically determination, but better (increases your damage and healing by a % and reduces damage taken by half that percent).
    So it's Tenacity.
    (0)
    In other news, there is no technical debt from 1.0.
    "We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
    https://youtu.be/ge32wNPaJKk?t=560

    Quote Originally Posted by Jeeqbit View Post
    Want to know why new content will never last more than 20 minutes? Full breakdown:

  5. #25
    Player
    Canadane's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    7,459
    Character
    King Canadane
    World
    Hyperion
    Main Class
    Sage Lv 100
    If a fight is clearable with all players getting 0 crits, I have no problem with high crit variance.
    What is boring though, is attacks always crit/crit+DH because that's how the burst is designed.
    (2)

    http://king.canadane.com

  6. #26
    Player
    baklava151's Avatar
    Join Date
    Aug 2021
    Posts
    278
    Character
    L'tanan Tyanu
    World
    Malboro
    Main Class
    Warrior Lv 82
    Quote Originally Posted by Raven2014 View Post
    That leave Tenacity as a damage reduction stat is only meaningful for AOE and Auto attack. Tank pretty much just shrug off the former, and auto-attack come down to one thing: how often does a healer has to heal you for auto? Basically, it needs to reduce the damage from auto enough that it will save the healer one single target heal. The issue is ... healer's single heal are very strong, so the damage reduction have to be massive as well, otherwise all it does it adds overheal on the healer, which is the second problem.
    Not only that but autos also just don't hit that frequently. In savage it always seems like the boss does like 3 or 4 autos before it starts casting something which stops autos, and often during mechanics (Snake and Centaur in P8S for example) there's just none going out. Still good to try to have a mit up for them when you can but yeah, not enough to want to stack tenacity.
    (0)
    Last edited by baklava151; 12-31-2022 at 12:17 AM.

  7. #27
    Player
    HyperiusUltima's Avatar
    Join Date
    Jan 2015
    Posts
    1,378
    Character
    Eileen White
    World
    Brynhildr
    Main Class
    Conjurer Lv 100
    Quote Originally Posted by Canadane View Post
    If a fight is clearable with all players getting 0 crits, I have no problem with high crit variance.
    What is boring though, is attacks always crit/crit+DH because that's how the burst is designed.
    I'd have no problems with this either - sadly we live in a world that relies on variance in some fights, and even then for people who aren't as high a skill level in Savage it will still take some variance for them to win a fight even doing the mechanics correctly.
    (0)

  8. #28
    Player
    Conadrium's Avatar
    Join Date
    Aug 2022
    Posts
    122
    Character
    Perrin Aybarah
    World
    Exodus
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by HyperiusUltima View Post
    This became a specific problem with the 2 Minute Burst Meta that was created by the development team. Crit Variance did not have a major effect in any other expansion than this one.
    Yeap because if you don’t crit now that’s fine you will later. It averages out. But with the big windows such a massive portion of your damage is loaded into these short windows so if you don’t crit there it doesn’t really matter if you do later.
    (1)

  9. #29
    Player
    Themarvin's Avatar
    Join Date
    Aug 2016
    Location
    Gridania
    Posts
    1,995
    Character
    Kurotora Iga
    World
    Zodiark
    Main Class
    Monk Lv 100
    Quote Originally Posted by Raven2014 View Post
    The issue with Tenacity is two fold:

    First problem, tank has too many defensive CD already, and all the TB mechanic has always been about them using their CD correctly to survive. Tenacity never really played a role in determining whether the tank live or die to a buster.

    That leave Tenacity as a damage reduction stat is only meaningful for AOE and Auto attack. Tank pretty much just shrug off the former, and auto-attack come down to one thing: how often does a healer has to heal you for auto? Basically, it needs to reduce the damage from auto enough that it will save the healer one single target heal. The issue is ... healer's single heal are very strong, so the damage reduction have to be massive as well, otherwise all it does it adds overheal on the healer, which is the second problem.

    Frankly the tank design in FF14 does not really lend itself to a passive "tank" stat. Pretty much all of their defensive cool down are duration base instead of hit base (like TBN). For example, in dungeon, with proper CD tank can have almost have 100% up time on their mit unless the DPS is really bad, and thus passive damage reduction is negligible.
    Anything that adds stacks though... if the gear no matter what you do got some of it on then it can really hurt either other than a bit more protection and a bit more damage?
    (0)

  10. #30
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    2,934
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by DixieBellOCE View Post
    If somebody is in the Mindset to help healers, Meld for damage and end the fight faster. (Also do mechanics correctly).

    Building defensive in an offensive orientated game is a terrible design choice.

    The only job that melds tenacity is Warrior, and thats just when Crit/Det are already capped on an item since DET and SKS are now dead stats to them (Thanks devs).
    Even warrior melds 0 tenacity since they changed how direct hit works, it's all crit where possible and direct hit everywhere else now...and I guess 2 DET melds for hitting the next tier there.


    But my main problem isn't even with crit variance, or how potency bloat on our abilities and the 2 minute meta have made the problem that much worse, but with how utterly boring the substats are in general. They're all just "increases damage by XYZ", nerfing crit just means you'll stack one of the other "increases damage by XYZ" stats and get slightly less rng on your dps.


    Quote Originally Posted by Zebraoracle View Post
    I'm not entirely sure why spell/skill speed increase damage instead of rate???
    Jeeqbit already mentioned it but that's because this game's engine literally can't make DoTs tick faster, they're bound to server ticks which is estimated to be every 3 seconds.


    Quote Originally Posted by Jeeqbit View Post
    Because there is a fixed tick rate of 3 seconds and increasing the damage has mostly the same effect as increasing the tick rate, which is increasing overall damage. Probably a workaround.
    It achieves the same result but the gameplay "feel" is completely different. It's hard to explain but if you ever played Affliction Warlock or Shadow Priest in WoW and stacked haste you know what I mean.
    (0)
    Last edited by Absurdity; 12-30-2022 at 11:28 PM.

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