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  1. #1
    Player
    Tunda's Avatar
    Join Date
    Jun 2024
    Posts
    791
    Character
    Tunda King
    World
    Ragnarok
    Main Class
    Black Mage Lv 100

    Tank skills can be scale with Tenacity

    Stats is useless with no reason to use other than crit..

    why not let us scale Mitigation + Tank defensive skills with Tenacity

    and determination with offensive skills

    people who like to play OT will use determination more
    people who like to play MT will use Tenacity more

    people who like to build crit and direct hit let them play DPS job
    (2)

  2. #2
    Player
    Chrome_Aerial's Avatar
    Join Date
    Jul 2024
    Location
    Limsa Lominsa
    Posts
    21
    Character
    Chrome Aerial
    World
    Omega
    Main Class
    Dark Knight Lv 100
    hope you are aware that Tenacity already increases damage reduction AND damage output as well as HP healed for a tank right?

    and i quote from the tooltip of Tenacity: Affects the amount of physical and magic damage dealt and received, as well as HP restored. the higher the value, the more damage dealt, the more HP restored and the less damaged received. Only applicable when role is TANK.

    in short. Tenacity already stacks with defensive abilities as skills and abilities stack multiplicative.
    thats to say if you take 100 damage and pop rampart (20%) you receive 80 damage. if you then have 5% mitigation from Tenacity the nyour damage taken is 76 as 5% of 80 is 4.
    tenacity also increases the damage dealt by ALL tank abilities along with determination and strength.
    it also increases HP when you heal yourself or get healed by others as far i am aware.

    your idea makes little sense to be fair. mostly cuz half your idea IS ALREADY APPLIED in a way.
    (3)

  3. #3
    Player
    GoatOfWar's Avatar
    Join Date
    Jul 2022
    Posts
    976
    Character
    Pepper Oni
    World
    Twintania
    Main Class
    Samurai Lv 100
    Tenacity is a shitty stat because if you're not tanky enough you can just use more mits.
    You can increase your dps more with other stats.
    (5)

  4. #4
    Player
    RealHounder1971's Avatar
    Join Date
    Nov 2019
    Posts
    46
    Character
    Spirit Plainswalker
    World
    Brynhildr
    Main Class
    Conjurer Lv 90
    Just double/triple the damage mobs do in dungeons. Now the tanks need more healing and more base mitigation that tenacity gives.
    (0)

  5. #5
    Player CaedemSanguis's Avatar
    Join Date
    Dec 2015
    Posts
    1,106
    Character
    Benedikta Harman
    World
    Moogle
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by RealHounder1971 View Post
    Just double/triple the damage mobs do in dungeons. Now the tanks need more healing and more base mitigation that tenacity gives.
    unless FF14 improve their netcode you'll never need defensive stat melds (unless it's a better dps gain)

    currently the damage output is based on 30s-1mn-2mn cd's
    even in criterion savage (which is already too hard for common folks, you dont need to meld tenacity because of this)
    (1)
    Last edited by CaedemSanguis; 08-08-2024 at 05:00 AM.

  6. #6
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    1,863
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Tanks simply don't need tenacity due to how much mitigation value they already bring, cooldowns are so strong, passive inbuilt defensive values ect.
    I think to make a useful "utility" melds would actually be to separate them from offensive melds.

    Personally I think we should remove Direct hit... at least from tanks and healers, Skill speed and spell speed can be merged for the sake of Paladin more then anything (Dark knight too in aoe), So that you got offensive meld slots which are Haste, Crit, Det, which in that i think Haste stats should be on par with crit builds, just less RNG dependent but more skill based as you've got a faster GCD to manage.

    For "utility" melds we could go wild. (If they were separate from offensive materia)
    Tank: One that increases max Hp, Recovery and your healing done, one that increases passive mitigative values, one that could increase cooldowns effectiveness and durations slightly. (Only defensive)
    Healer: One that could increase Healing & Mp recovery, One that Increases your cooldowns effectiveness and durations (again only defensive/supportive), One that can increase shielding/mitigation.

    Obviously this idea could have more done with it, I think it would be interesting if we could augment certain skills with materia, some that could make a tanks raid wides or target mits stronger for off tanks ect.

    The current system is a boring gil sink I think something needs to be done to actually make melding interesting, I doubt that though.
    (2)