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  1. #11
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,303
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Shields can absorb DoT ticks and mitigate percentile attacks (like most of Eden's raid-wides). A powerful enough shield can prevent some effects such as knockbacks or Doom (depends on boss). Crucially, they can be used after the cast is completed for things like DoTs.

    Invulns work if used before the cast completes but work after the cast for things like DoT ticks. Invulns are hallowed ground, holm gang, living dead and superbolide.

    Raw % mitigation is only useful before the cast completes in most cases, as it snapshots at the end of the cast. Raw mitigation can reduce the potency of DoT ticks as well if used before cast completes, which was super important in the Abyssos raids. This includes Reprisal even though it's more of a damage down on the enemies.

    Healing instead of mitigating is valid (ie. Warriors do it with Thrill+Equibilibrium), but only if the lack of mitigation won't cause them to die or nearly die (usually they won't actually die to lack of mit if healed, but there are some exceptions, especially if gear isn't good or not max HP).

    In summary, most of the time it doesn't matter which, but understanding these nuances will help a bit.
    (0)

  2. #12
    Player
    Tunda's Avatar
    Join Date
    Jun 2024
    Posts
    791
    Character
    Tunda King
    World
    Ragnarok
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Jeeqbit View Post
    Shields can absorb DoT ticks and mitigate percentile attacks (like most of Eden's raid-wides). A powerful enough shield can prevent some effects such as knockbacks or Doom (depends on boss). Crucially, they can be used after the cast is completed for things like DoTs.

    Invulns work if used before the cast completes but work after the cast for things like DoT ticks. Invulns are hallowed ground, holm gang, living dead and superbolide.

    Raw % mitigation is only useful before the cast completes in most cases, as it snapshots at the end of the cast. Raw mitigation can reduce the potency of DoT ticks as well if used before cast completes, which was super important in the Abyssos raids. This includes Reprisal even though it's more of a damage down on the enemies.

    Healing instead of mitigating is valid (ie. Warriors do it with Thrill+Equibilibrium), but only if the lack of mitigation won't cause them to die or nearly die (usually they won't actually die to lack of mit if healed, but there are some exceptions, especially if gear isn't good or not max HP).

    In summary, most of the time it doesn't matter which, but understanding these nuances will help a bit.
    I mean this is the current problem with job design in FFXIV.. they train you to go autopilot each fight.. they do not give you the choice that let you think before pressing anything.

    No we reach to the point where yoshi said: "I don’t want to take a conservative approach"

    everything can run in this game with autopilot even savage in some extinct
    (1)

  3. #13
    Player
    Eyrilona's Avatar
    Join Date
    Aug 2022
    Posts
    346
    Character
    Syhrwyda Holskansawyn
    World
    Twintania
    Main Class
    Dancer Lv 100
    There are one or two additional factors at play. E.g. damage debuffing the boss may do the same for you as either buffing your own defense or shielding an equivalent amount of damage, but from the point of view of your party, the boss doing less damage helps your party more if the boss is going to perform any mechanic in the duration of the debuff that could or would affect party members other than yourself.
    (0)

  4. #14
    Player
    PyurBlue's Avatar
    Join Date
    May 2015
    Posts
    708
    Character
    Saphir Amariyo
    World
    Brynhildr
    Main Class
    Thaumaturge Lv 40
    Quote Originally Posted by Daralii View Post
    That used to be a thing when block(and I think parry) didn't work on magic damage, so if a tankbuster was magic you were making things harder by having a PLD. DRK still has a vestige of that in Dark Mind, since part of its identity originally was being the anti-magic tank.
    Yeah this was part of the earlier version of the game, but I think the devs had trouble balancing it, especially because encounters in this game can be memorized and solved. When that happens a lack of capability stands out and people tend to avoid it and the class suffering from it.

    Quote Originally Posted by BabyYoda View Post
    I agree current design lack of reactiveness.. tactical choices.. when actually to use shield over mitigation? If you are a math bro you can calculate X% mitigation = xxx shield which is not what I would see interesting..

    If there is 3 different attack types thta healer and tanks can manage with their mitigations to get 50% extra effectivness over others that would be cool to see
    I see what you want now, more meaningful differences between the results of using different mitigation/healing abilities. This can definitely be achieved through tweaking of current mechanics. For example adding more attacks that apply a DoT on initial damage; shields would be much better against them than heals or damage reduction because they would negate the biggest source of damage from the attack.

    New attack types could be added with less straightforward damage applications too like a lifesteal attack that absorbs the initial damage done, multiplies it, and then applies it again. Mitigating it would be the best option if damage done to shields counted as part of the multiplied damage.

    For the sake of keeping all classes viable, there should also be some uncertainty in the frequency of these attacks. I can see a problem if there was a fight that used the initial damage DoT attack heavily and predictable as it might exclude WHM which cannot easily shield the entire party.
    (0)

  5. #15
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    472
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80
    Quote Originally Posted by PyurBlue View Post
    Yeah this was part of the earlier version of the game, but I think the devs had trouble balancing it, especially because encounters in this game can be memorized and solved. When that happens a lack of capability stands out and people tend to avoid it and the class suffering from it.



    I see what you want now, more meaningful differences between the results of using different mitigation/healing abilities. This can definitely be achieved through tweaking of current mechanics. For example adding more attacks that apply a DoT on initial damage; shields would be much better against them than heals or damage reduction because they would negate the biggest source of damage from the attack.

    New attack types could be added with less straightforward damage applications too like a lifesteal attack that absorbs the initial damage done, multiplies it, and then applies it again. Mitigating it would be the best option if damage done to shields counted as part of the multiplied damage.

    For the sake of keeping all classes viable, there should also be some uncertainty in the frequency of these attacks. I can see a problem if there was a fight that used the initial damage DoT attack heavily and predictable as it might exclude WHM which cannot easily shield the entire party.
    That's why healer are required..

    If for example we boss fight that did Tank buster that is strong against block but it is weak against shields

    If Paladin where the tank healers can cast shield to mitigate the TB or it will keep paladin in dangerous state..

    In this way we can keep healers vaiable
    (0)

  6. #16
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,303
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by BabyYoda View Post
    If for example we boss fight that did Tank buster that is strong against block but it is weak against shields
    In Heavensward, Paladins could only block physical damage with Sheltron so against Alexander the mitigation effectively didn't exist, since you needed the other abilities for some adds later on. The healers just had to be on top of the healing for Paladins or it was a wipe.

    And guess what? Healers weren't always able to handle it.

    As a Paladin myself I was frustrated that Sheltron wasn't blocking magic. Something that was so obviously needed. Without that, I literally got down to a few hundred HP.

    I could imagine healer shields helping, maybe, I wasn't really paying attention to that but the basic job of a tank is to reduce incoming damage so it felt like that should be my role, not the healers'.

    Where I agree the healers should play a role is that you need heals before subsequent hits.
    (0)

  7. #17
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,503
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    If different tanks could mitigate different types of more effectively than others, you restrict the number of tanks you would take into the content. Why should you work harder to keep one tank alive when another does the job better? As Jeeqbit has already stated, this is what happened in HW. You could make it so the differences aren't as noticeable, but then you have lost that uniqueness of the tanks you were trying to create in the first place.

    If we imagine all tanks has separate mitigation for different damage types, you necessarily limit how you deal with the damage. You must use this mitigation for this attacks, as opposed to using whatever you want. You necessarily limit creativity in how you mitigate the damage. With mitigations being more universal, you can adjust your mitigations around more variables, like healers, making better use of their kits.

    Quote Originally Posted by BabyYoda View Post
    I agree current design lack of reactiveness.. tactical choices.. when actually to use shield over mitigation?
    And, just to point out, Reactiveness and tactical choices are different. Reactiveness involves seeing what is happening and reacting to it on the fly, tactical choices, on the other hand, rely on you mapping things out in advance. You know how you are mitigating damage and the order you do things in. The 2 literally cannot exist together. Even if you add RNG, it is just a case of scenario A, do this, Scenario B, do this other thing. It has been reduced to a tactical choice.
    (0)

  8. #18
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    472
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Jeeqbit View Post
    In Heavensward, Paladins could only block physical damage with Sheltron so against Alexander the mitigation effectively didn't exist, since you needed the other abilities for some adds later on. The healers just had to be on top of the healing for Paladins or it was a wipe.

    And guess what? Healers weren't always able to handle it.

    As a Paladin myself I was frustrated that Sheltron wasn't blocking magic. Something that was so obviously needed. Without that, I literally got down to a few hundred HP.

    I could imagine healer shields helping, maybe, I wasn't really paying attention to that but the basic job of a tank is to reduce incoming damage so it felt like that should be my role, not the healers'.

    Where I agree the healers should play a role is that you need heals before subsequent hits.
    That's why we have OT.. switch with other tank that can mitigate that type of TB..

    The game is about teamwork.. if we make the game play for it's own how we can call it a team based game?
    There should be teamwork and synergy between healers and tanks to make things less autopilot as we see now
    (0)

  9. #19
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,303
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by BabyYoda View Post
    That's why we have OT.. switch with other tank that can mitigate that type of TB..
    Doesn't that defeat what you were wanting out of this example, which is for healers to solve the problem and be viable?

    I really feel they have done well with OT mechanics over the years. Yes, it's wavered depending on the tier, but we went from OTs handling adds and tankswapping, to OTs having unique mechanics, to MTs and OTs swapping so much there's effectively no MT/OT, to MTs and OTs essentially having the same mechanics (ie. boss autos/TBs second aggro), to them now getting creative with tankbusters/swaps since at least Endwalker. And we've had synergy between tanks for a long time in the form of Cover/Intervention/TBN/Nascent Flash.

    I don't think it's really off-tanking that is an issue so much as healing.
    (0)

  10. #20
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    472
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Jeeqbit View Post
    Doesn't that defeat what you were wanting out of this example, which is for healers to solve the problem and be viable?

    I really feel they have done well with OT mechanics over the years. Yes, it's wavered depending on the tier, but we went from OTs handling adds and tankswapping, to OTs having unique mechanics, to MTs and OTs swapping so much there's effectively no MT/OT, to MTs and OTs essentially having the same mechanics (ie. boss autos/TBs second aggro), to them now getting creative with tankbusters/swaps since at least Endwalker. And we've had synergy between tanks for a long time in the form of Cover/Intervention/TBN/Nascent Flash.

    I don't think it's really off-tanking that is an issue so much as healing.
    It is same as why need MT? They just keep the aggro which is pressing 1 button.

    Same as healer.. healer can fill the gap of not have the mitigation for this specific Tank buster.

    OT for most fights have less things to manage than MT.
    Mitigations being one dimensional is what makes the game autopilot.

    I dont want to talk about how HW manage things I want to be clear of what I mean..

    Shield, increase defense, block.
    3 types of mitigations that tank/healer can have and give to other party member

    TB which is every 120 second that can have strong against x mitigation and weak against y mitigation.

    If MT can have 1 type of mitigation and OT can have another,
    Healers can fill the gap between them.

    OT can give mitigation to MT or healer can do.
    It is like triangle synergy that can have less autopilot gameplay.

    Failing TB doesn't mean gameover it means high damage received.

    This can be performed for raid-wide too for healers.

    Healing problem is happening because how tanks are overtuned
    Not only that but how healer has been designed for years.
    It is not only healers it is also tanks who has less to manage than DPS jobs.
    DPS jobs have to manage rotation AND mechanics at the same time.. dmg is less important for healer and tanks but they still have to do damage as how the game designed
    (0)

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