Gnu wrote:
I don't think that Glass Cannon builds are not necessarily the best. I can't find the post, now but yesterday someone posted a great line about how Galka BLM in FFXI often outdamaged Tarus, just because they could absorb a big AoE boss attack.
If BLMs were typically in danger of taking such AoE damage every fight, then a Galka BLM would have won out on average damage over the long run. However, not every fight included single target or AoE moves that did sufficiently high damage to one shot BLMs. And some fights would have TP moves that potent, but proper hate management and positioning would mitigate the risks of BLMs getting hit.
Manawall also had the potential to change things quite a bit. When Manawall was up, every 2 points of damage would deduct one point of MP first. That means that Manawall would make a Taru BLM more survivable than a Galka BLM, since a Taru's deeper MP pool would allow that player to absorb more damage than a Galka's deeper HP pool.
Gnu wrote:
Like Xioe said above:
Xioe wrote:
As an armchair point allocator, you can't go wrong with VIT no matter what. You're no good to anyone dead, and more HP helps prevent that.
I think a conclusion like that glosses over the impact of simply killing stuff faster. It's easy to eyeball cases where a player managed to survive with single digit HP. What's harder to gauge is the impact over time of being able to kill mobs faster. Killing mobs faster means you run less risk of your healers running out of MP, or for the fight to turn sour when the mob unexpectedly does multiple consecutive crits followed by a nasty TP move.
You also shouldn't discount the amount of time saved in the long term for even safe fights. Death is something you can recover from. It just costs you time. It's easy to tell when you've lost time due to deaths because a run failed. But it's difficult to gauge over the long term how much more time was spent with successful runs that took longer because the DDs invested in HP over stats that would help their damage.
In general, survivability stats are probably what players are going to go for if they plan to do most of their group play through duty finder or pick up groups, and they don't completely trust random strangers. If you plan to do most group content with a static or end game shell, and you trust the healers, tanks, and other members in general, then DD boosting stats probably make more sense.