I stand corrected.
I stand corrected.
What people want is for the work and effort the put into acquiring gear and materia for their character to have purpose or meaning. There is a negative psychological impact when you spend tens of millions of gil gearing out your tank character for battles, and you see that a character who has not spent such effort in their character capable of accomplishing the same feat with seemingly no difference in difficulty.
It is especially disheartening to see another class not designed for tanking, but instead to be a physically vulnerable class perform similarly.
For Ifrit specifically, I imagine the battle team was trying to make ifrit more powerful simply by increasing his Attack power. In doing so they were operating under the goal of making the battle more difficult. Most likely they did not spend much time considering the effect of the increased attack power, and how the equation that determines damage output would effect other classes.
In reality, the problem we're dealing with is much harder to fix than simply removing dlvl. It requires a much more sophisticated approach from the battle and battle-related teams.
If perhaps HP was reduced, it may not be necessary for a monster like Ifrit to have so much Attack, and thus the effect of Defense on Incoming Damage could be allowed to increase for that specific battle. But reduced HP also has effects on other parts of the game as well. I think Yoshi needs to be told to get a handle on this situation soon, to know that we want Stats to matter (not just some - we want choices to be based on strategy, not simply knowing that X stat is better than Y stat, so stack X stat). Having this addressed by 2.0 should be a priority otherwise we will continue to have issues with each battle that is added.



 
			
			
				I agree it needs to be fixed by 2.0, these games generally revolve around getting the latest best in slot item, but when stats have very diminishing returns it makes getting those items pointless.
Hopefully 2.0 is using a completely difference way in calculations stats.

 
			
			
				hoping so too

 
			
			
				To break from the Ifrit idea, and even NMs which are also "tuned" to be more difficult than equally leveled mobs.
Find yourself on a level 40 job, now w/o changing gear between steps:
Let a lvl 52 mob hit ya
Switch to a 45 job same mob hitting you
then to a 50 job w/ the same mob
Always in the same gear, you change in stats should be minimal.
See how much impact dLvl still has even now.
I missed a step in this during this process but when a friend and I were doing leves we set 52 as our target lvl
went out I was 42PLD, I got nailed for upwards of 1k/hit.
Switched to MNK50 avg. hit was ~80
My def didn't change all that much what w/ MNK being in not uber def gear and PLD having +vit & hi def gear. I'd check it but I'm at work and can't.
Either way, 8 levels was the difference between being nearly 2shotted on PLD and almost completely ignoring the dmg I was taking on MNK, I only took into acct AAs since my PLD couldn't survive to experience a WS but I had PLD buffs up during it.
I hope this shield mechanics change helps more than a little.
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