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  1. #1
    Player
    HyonaCookie's Avatar
    Join Date
    Jan 2022
    Posts
    146
    Character
    Hyohyona Hyona
    World
    Siren
    Main Class
    Scholar Lv 73

    No point to magic only mitigation

    I don't see why magic only mitigation still exists when magic damage rarely happens in content, especially trash packs of dungeons where mitigation is most needed. Magic only mitigation just means there's one less mitigation in the long run and makes people forget about it entirely. They should be changed to mitigate all damage or be allowed to also mitigate a bit of physical damage.
    (3)
    The past is prologue

  2. #2
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,118
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Isn’t magic damage the most commonly used for a large amount of bosses? As a Scholar I can find tons of opportunities to give Fey Illumination’s magic defense boost to the party.

    …it doesn’t really do anything (5% lol), but I still feel like there’s tons of stuff that does magic damage. Though I couldn’t say whether that applied to certain things like tankbusters (they could mostly be physical maybe idk)
    (4)

  3. #3
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    487
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    I'm pretty sure a good 80%, maybe more, of ranged enemies in this game are magic damage. I don't pay too much attention to bosses but I'm pretty sure most stacks are also magic damage.
    (2)

  4. #4
    Player
    LilimoLimomo's Avatar
    Join Date
    Jul 2023
    Location
    Windurst
    Posts
    1,134
    Character
    Lilimo Limomo
    World
    Siren
    Main Class
    Black Mage Lv 100
    I can see a game where having some abilities that mitigate physical damage and some that mitigate magical damage could be interesting. But in my experience playing Dark Knight, it does just feel like the other tanks got consistent abilities while I got the ability that doesn't work sometimes. If some had phys and some had magic, it would probably feel better. But right now it just feels like magic mitigation means you got the short end of the stick.
    (3)

  5. #5
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,118
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Quote Originally Posted by LilimoLimomo View Post
    I can see a game where having some abilities that mitigate physical damage and some that mitigate magical damage could be interesting. But in my experience playing Dark Knight, it does just feel like the other tanks got consistent abilities while I got the ability that doesn't work sometimes. If some had phys and some had magic, it would probably feel better. But right now it just feels like magic mitigation means you got the short end of the stick.
    I honestly can’t remember which expansion it was, maybe Heavensward or Stormblood, but I think at one point they wanted to carve out a niche for DRK as ‘the magic defense tank’. Like, they wanted it to be a ‘specialist’ for taking magic damage. Obviously, that didn’t work and people just got annoyed because they could go Paladin and mitigate either kinds of damage (i don’t remember what warrior did at that point lol). So they kinda dropped that whole angle for Dark Knight, but certain older skills like Dark Mind were never updated properly to reflect that and exist as ‘hold-overs’ from that idea.
    (3)

  6. #6
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    487
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    I guess they could have properly gone down the route of DRK having separate but stronger physical and magical mits but that'd be either short changing them on mits or adding button bloat to the job. It would also require DRK players to pay attention to what does what damage but that's a slightly different topic.
    (1)

  7. #7
    Player
    localareanetwork's Avatar
    Join Date
    Feb 2021
    Location
    Ul'Dah
    Posts
    255
    Character
    Local-area Network
    World
    Cactuar
    Main Class
    Samurai Lv 100
    Have you ever done any raids like at all? Aside from fringe cases like this tier where Black cat and Brute bomber are very physical based, as well as one raidwide from P11S, and some tankbusters, almost everything else is magic damage..
    (0)

  8. #8
    Player
    Astronis's Avatar
    Join Date
    Mar 2024
    Posts
    275
    Character
    Astronis Smythe
    World
    Mateus
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Alice_Rivers View Post
    I guess they could have properly gone down the route of DRK having separate but stronger physical and magical mits but that'd be either short changing them on mits or adding button bloat to the job. It would also require DRK players to pay attention to what does what damage but that's a slightly different topic.
    DRK players already have to pay attention to damage types because of Dark Mind and Dark Missionary. At least in Dawntrail dungeons, they added a few trash packs that do heavy magic damage, which is kind of neat as far as letting good DRKs show off a bit.

    I wouldn't mind if both skills got a smaller physical damage mit added to them just so they'd be useful more often.
    (3)

  9. #9
    Player
    KageTokage's Avatar
    Join Date
    Feb 2017
    Posts
    7,092
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    Physical damage is only more common when it comes to auto-attacks and magic damage is the more prominent one for every other source of damage.

    This savage tier specifically seems to have gone for a more even split in that regard...which kind of sucks because casters having to contend with raidwides that deal 140K+ raw physical damage on top of their lower HP pools is unpleasant.
    (2)

  10. #10
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,230
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by HyonaCookie View Post
    I don't see why magic only mitigation still exists when magic damage rarely happens in content
    It happens all the time. Just look for the mage staff symbol.
    especially trash packs of dungeons where mitigation is most needed.
    A lot of them do physical attacks because the casters used to just stand still and cast, which was really annoying because tanks couldn't resposition them. The ones that do are often sprites or casters but usually you are just beating up monsters.
    Magic only mitigation just means there's one less mitigation in the long run
    While true, if it's the same as all the other mitigations then it further homogenizes everything and the community has been complaining about everything being the same. SE can't win it seems, because either way someone complains.
    makes people forget about it entirely.
    If you mean Dark Mind, it gets forgotten about but so do most other tank flavor abilities:
    • Thrill on WAR is arguably not really needed for anything and may as well not exist. Yes it increases heal potency, but do we particularly need more?
    • Camouflage is 10% plus physical parries so it's bottom of the barrel what you use when everything else is exhausted (which it won't usually).
    • Bulwark while probably the best one used to not be due to RNG and only working on physical attacks - but PLD has so many tools that it's often hard-pressed to get round to needing Bulwark anyway!
    Essentially, these flavor abilities are useless or used randomly to many players but are something that a skilled player can try to make use of in the right situations ie. buffed heal potency on WAR could help in a niche situation, Dark Mind can be like a bonus mitigation if actually used on magic and Camouflage can possibly be paired with certain other things. Bulwark can be timed for when it doesn't need to fight DoTs.

    How I used Dark Mind back in Shadowbringers was against a DoT-buster in E1S. There were a number of tank busters in a short space of time but one of them was especially devastating, with a Damage-over-Time potency depending on your mit. So Dark Knights had an advantage because of it being magic where they could use an extra mit so that the ticks were trivial.
    (0)

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