Just turn Parry into a defensive equivalent of determination or something. As it stands, it's pretty silly that it's easy to completely disregard any piece of gear if it contains a specific stat.
Printable View
Just turn Parry into a defensive equivalent of determination or something. As it stands, it's pretty silly that it's easy to completely disregard any piece of gear if it contains a specific stat.
the fact that they nerfed parry to no longer scale with str and dex says something about the stat. The way I see it is parry is a non-reliable mitigation that is added on top of your cool down usage and because it's unreliable it is deemed useless.
Is it nice to have? Yes.
Should I invest in it? No, just learn to utilize your cool downs effectively and always face the boss/mob.
With regards to DRK they should have been able to parry magic from the start seeing as they wield magic's in the first place.
A quick look at current end-game gear options.
190 - only Alexander gear
180 - only upgraded Doman gear
170 - only Doman gear
Parry from the above three sets of gear are on:
- Head - no parry at all
- Body - 190
- Hands - 190, 180, 170
- Waist - no parry at all
- Legs - 180, 170
- Feet - no parry at all
- Neck - 190, 180, 170
- Ears - no parry at all
- Wrists - 190, 180, 170
- Rings - no parry at all
If the only aim is to get rid of parry, the best compromise is probably to downgrade to the 180 body armor and wear STR in neck and wrists slots. In total you give up 32 defense, 89vit, in exchange for 72str. Basically you drop your HP back down to full 170 set level, although note that your decrease in defense values is not big because all of the accessories together can only contribute 5 defense.
Current content probably have a negligible accuracy cap, and we don't know the Savage mode caps so nothing can be said about that. But seeing that a tank (using PLD because I only play the PLD) with 15k HP who knows the big hitters can clear A4 with no problems, it's probably a nice trade. The tank will easily get to 20k as he upgrades into 190 anyway, and 89vit is perfectly within the bounds of gear progression. You get into Alexander with full 170 anyway.
If you want to start slow and end your gear upgrades with this trade into STR, then you should get the STR accessories last---although by that time Savage is out and you may already be getting Savage upgrades.
-=-=-=-=-=-=-=-=-=-=-=-=-=-
Just for exercise, I looked into the case of trading away all the accessories for STR accessories.
You are trading away 40*4+36=196vit for 196str. That's quite a chuck of HP. Ignoring weapons slot and assuming two rings of the same iLv to simplify the analysis:So at full 190 with full STR accessories, you end up with the gear adding only 380 vit, which is just slightly better than a tank wearing unmelded full 150 NQ vendor tanking gear. Of course, you'd have higher dps than a full 190 tank wearing only tanking gear, and you have practically the same defense values as a full 190 tank. So the end result is that your HP will appear to swing wildly but you are in fact taking in the same incoming damage as the full 190 tank (and add in the damage that you fail to mitigate with your lower parry rate).
- Full tanking 150NQ adds 373 vit (unmelded)
- Full tanking 150HQ adds 412 vit (unmelded)
- Full tanking 160 adds 441 vit
- Full tanking 170 adds 477 vit
- Full tanking 180 adds 516 vit
- Full tanking 190 adds 576 vit
-=-=-=-=-=-=-=-=-=-=-=-=-=-
Just some quick lookups on xivdb so there may be errors. Feel free to jump in and correct me.
You guys realize all the secondary stats are useless, right? They are all "balanced" to the point where it doesn't matter what piece of gear you pick. Ilvl has a set number of stat points to allocate and doesn't veer from that layout which makes it all incredibly pointless.
From a min/max perspective it is not useless. To casuals its just icing on the cake while to raiders its the make or break for caps. i.e acc, sks, pie, etc. Also we don't know what the savage/esoteric gear secondaries will be so we just have to wait and see. Atm there is way too much skill speed on tank gear and parry is only useful to DRK who has Low Blow and Reprisal procs. PLD has blocking and WAR has Raw Intuition.
Not really balanced. If all that parry was determination... can you imagine how much base damage that would add? Like.. 4-5! that is a lot though. Even though it seems small, especially for a Tank.
I'd much rather have full determination then useless parry.
Or! Critical Rating... Hehe =P
Determination was massively nerfed too actually. The best stats now for offense are Skill Speed and Critical Hit Rate depending on your class. I prefer Skill Speed on my tanks for building Wrath faster and using Royal Authority more within the duration of Goring Blade. Especially on boss fights, I only use my Rage of Halone when I need to reapply the str debuff. Otherwise, there's not an issue with enmity either.
I think they should really make parry better, especially since it's one of the main stats for DRK due to their lack of block and having no hp boost like the warrior does.
I haven't leveled one up yet but I can already see that they're not on par in terms of a Paladin's defense, and not entirely up to a warrior either now.
Paladins have a shield so on top of parrying they can also block, in addition to have some of the strongests mitigations around.
Warriors can only parry but with the expansions they have far more mitigation chances with Raw Intuition and have a slight Parry boost thanks to the new defiance. But even without them, they have a constant 20% healing and 25% hp boost.
Dark Knights have dmg reduction but can't block. They have some dmg mitigation skills and a parry boost, but no healing or hp boosts. They can dish out damage but they're not as strong as a warrior in my opinion.
I think parry should be reworked indeed, especially in help for DRK.
Maybe on top of 20% dmg reduction they could have a boost on parry and the additional chance of parrying magic (like others have suggested): they would become excellent magic breakers and would make them more required on fights where magic damage is more constant.
Offensive secondaries are not worthless, ask any progression group. The additional secondaries from crafted gear is why people were clearing FCoB week one. (Same ilvl more secondaries)
DET was nerfed and then given to us in greater quantities.
The fact that all secondaries all had their scales raised further separates parry from the others.
When parry took 13 points to raise 1% it was bad now it's around 34 points per %. (Needs more testing but 34 is close)
13 parry for 1% might actually make it very useful.
Right now 500 parry seems like its giving like 4% parry.
Does dex still affect parry? I'm thinking that or piety would be helpful for drk.
That would be a great idea indeed: that way a proper MT has to stack on vit while an off tank could stack up on str. In either case, it would make vit more useful than simply "raising HP".
They could also implement that Vit increases the damage reduced by a TINY percentage, but I'd be happy if Vit could give more parry or block alone. I'm a warrior main and I'm simply stacking strength because, even if they don't increase parry block %, I just need the strength for doing more damage since defiance basically grants me enough hp to be on par of a Paladin. But if Vitality was that useful, I'd definitely go full vit once more.
I strongly believed that Samurai (when added) would be a parry-based tank, with parry-activated combos and hate generation based on pissing off the enemy by warding off most of thier attacks, but if it's this messed up, maybe not. It's still an attractive idea, maybe they've just chosen a bad way of throwing us off the scent :)
They tried making a parry based tank. Its name was DRK, and it wasn't very good.
It's not that the DRK isn't good: the issue comes if you compared the DRK between PLD and WAR, because it would look mediocre at best. The mitigation is decent, the damage is decent, overall it's decent...but then you have paladins with great defenses (parry, block, damage reduction cooldowns) and warriors with great damage (Fel Cleave already does 2500 normal damage to me and I can crit over 4k-5k with the right buffs).
It tries to be some of both without actually being unique, which is what really kills the DRK in my opinion.
But it's not bad by all means: it just needs some rework to be actually unique and not comparable to PLD or WAR. Making them magical tanks able to resist magic attacks and parrying them like it was physical attacks would not only improve them, but actually making them unique tanks. But I digress.
Parry should be buffed somehow. I just find it silly that instead of improving it, they nerfed to barebones levels of decency. They could make the parry have the same strength of a block? Like, a constant 30% of damage reduction
Parry doesnt seem like it does much on my drk.. idk if thats because im not 60 yet or what.. Just doesnt seem to do anything to make drk seem like its at the same level as war or pld. pld has big def cool downs war has excellent hp regenerative skills drk have parry.. Idk seems very underwhelming at 53. I'm not asking for it to be a pld or warrior.. Im asking that if parry if going to be their thing that it actually be noticeable. The same way I look at a pld and say, "man they have some heavy duty defensive cooldowns," or war," oh wow that crited for a ton of dmg and he got it all back as hp!?" -- I want to be able to say something to that effect with drk. Just really feels like something is missing... Really hope SE takes another look at drk. Again im not max level (working on it) but ive seen comments from people who are and it doesn't give me hope that the job gets better..
Hmm, didn't really see DRK as being parry-based, but then I'm a silly MNK, what do I know?
As far as the parry-SAM thing tho, simply having parry-stance and attack stance (probably with appropriate Japanese ability names) would be perfect for activating highly proficient parries or a mean slash attack (but not both). To counter the gross parry-rate, make them wear medium (DRG) type armor and throw in some sorta of mystic ward while we're at it.
That's all, back to punching giant monsters in the butt.
anyone here (PLD) tried parry at 700 ? would want to see video of someone trying ....it would be interesting :D
I agree with SirTaint and Giantbane.
If Yoshi P adjusted PARRY stat to be something like 40% Start Rate (and it goes up from there), and it can Parry Magic Attacks, it would be a stat worth considering.
It would go a long way towards more *interesting* Gear Sets / Itemization (some Horizontal Progression). I could easily see Tank Gear Sets like:
(with a meaningful Parry Stat)
* High Damage (CRIT / DET) Set, Low Defense (as SirTaint said).
* High Defense (+ Parry, VIT) Set
* Unique Stats Set like:
* + Counterattack Set
* "Enhances Rampart / Vengeance / etc." Set / Pieces
* and more.
The stat is just pretty sad right now, and Yoshi P continues to funnel everyone to blindly use *1* boring Gear Set in a non-stop, rushed Vertical Progression model.
And your logic seems to have failed you. Yes, Warriors have higher HP and increased heal rate from incoming heals. Guess what? Our tank stance doesn't provide a flat 20% damage reduction. The increase in HP is instead of that. So that we take the same effective damage from a hit as a Paladin or Dark Knight. As for increased incoming healing... It's there to ensure it takes the same number of Cure II to get you up to max HP, so as not to put extra stress on your healers. (Give or take RNG with critted heals and actual number variations. We're also slightly nerfed at the moment since we don't get the 25% extra healing from "instant heals", since they don't count as spells at the moment but abilities.)
Example:
Base HP: 4000.
PLD/DRK: 4000
WAR: 5000 including their 25% bonus.
Incoming damage: 1000.
DRK/PLD get a reduced hit of 800 due to passive damage reduction.
WAR takes the full 1000.
Providing no incoming heals and no HP regain ticks, it would take all three tanks five hits to hit 0 HP. (800x5=4000, 1000x5=5000)
That said, I agree that Parry as a stat should be a lot better.
The issue with Parry is that it's a defensive stat that only works for physical based damage, when most of the heavier hitting skills in this game are magical.
On top of that, the job that is meant to utilize Parry (DRK) have a poor Parry skill (Dark Dance, 30%) that is less potent than DRG's version (Keen Flurry, 80%)
This is a derail here but they should ditch MRD as DRK's sub and replace it with LNC (would solve both the TP issue and gives them access to a strong parry skill). While they do it, get rid of Dark Dance and replace it with something that actually makes an impact.
Fully agree that parry can be removed. They could change parry to bonus defense so it effects both physical and magic. Until then it's always a benefit to go det/crit once acc and skillspeed thresholds are met.
Here's what you do. You take PLD and leave it the same, you take WAR and leave it the same, you take DRK and reduce the efficacy of Dark Dance a little while making it retain its current effect through the use of Dark Arts. Then you make the stat weight of Parry a little higher for DRK so that they can more consistently get Parries off and turn the stat into a more reliable form of mitigation for them. PLDs have uber cool downs and WAR has some serious cooldowns with a 100% parry ability. I think just tweaking the way that Parry effects DRK specifically would make Parry a much more desired stat for the specific class.
...Which is the point we've been making all along.
Even if the RNG based reduction brought by parry were useful on a conceptual level (which is questionable to begin with), the hard values themselves are still completely worthless.
Actually that makes 100 parry equal 0.873% higher proc rate.
In other words it takes (estimated) 114.6 parry to raise parry rate by 1%. As parry is a 20% flat reduction, it takes 5% parry to rate to equal 1% avg mitigation (phy attacks only).
Based on the test, it takes roughly 573 parry to reduce incoming (phy only, and hitting you from the front) by ONE PERCENT.
Now let's pretend that every single solitary piece of i190 war gear had max parry in every slot. Hive battle axe and full alex gear, pretending that the highest secondary stat on every piece was parry. 83 on axe, 77 on body and legs, 47 on hands/ft/head and 36 on belt and all accs (and an imaginary 2nd 190 ring).
That 100% maxed out 190 parry set has 594 parry. Remember it takes 573 to get 1% mitigation (5% proc rate and 20% mitigation on proc).
Congrats. Gearing balls ti the wall parry in every sslot using the highest ilvl gear in the game and imagining they all had parry max on them you mitigate....
Wait for it.......
1.037% more damage than wearing ZERO PARRY.
Maxed out parry gear that doesn't even exist reduces damage by 1% over having absolutely no parry at all on gear.
Parry sucks. It's worthless. Period. The end.
GOOD DAY SIR!
First of all, you're assuming that there is no minimum Parry Rate. However, by Nekt's own math, there is a minimum Parry Rate that comes stock of almost 2.5%. According to his math, 102 parry = about .887% parry. If you then subtract all his parry at the same rate, or rate being x=.887/102, you actually come to a base of about 2.5% parry rate even if your Parry is 0. So, assuming a rate of 100 parry = .873% increase in parry rate, you actually come to 5% parry rate at 312 Parry, not 573. At 573 parry, you would have a parry rate of 7.5% about
However, that's besides the point. Parry as it is is fairly weak. However, that doesn't mean that it needs some major rework, as all the secondaries are actually fairly weak anyways as far as any form of mitigation is concerned. This is to help tanks build towards damage more too. I don't want to personally see a big overhaul that makes Parry a huge necessity for tanks anyways because then it would no longer allow for any sort of class freedom. I'm quite happy dropping into STR trinkets as often as possible and losing my parry. It doesn't bother me. I can, however, see the necessity for some kind of buff to the secondary, but it should be something minor, which is why I have repeatedly suggested it should increase both rate and mitigation. Something along the lines of say maybe getting +1% more parry mitigation for every 20 parry you get. It isn't a big buff, and wouldn't make the secondary required, however, it would make it suck a little less that it doesn't feel like a complete waste like it does now. You would get more benefit towards your mitigation this way too when you use your VIT trinkets if necessary, but not feel like you lost a ton of mitigation if you switch into Strength, which would make both trinkets still quite viable.
Edit: Nekt, I commend you on your research. Well done. I was quite sure that the rate was not 1 parry = anything like .003, as you've shown, it's closer to something like .01 like I kind of thought it was. Well done, and much respect.
So 500 parry is not even 1% damage reduction...
No, determination and critical rate actually can raise your stats significantly.
If 600ish parry was 10% damage reduction (calculated) I would agree with you. However It is not. It does not equal the other stats at all!
To even be close to the other stats, parry would have to be "TEN" times better then it is now.
I feel like 600 Critical Hit Rate is like 15-17% Critical Chance. Which is significant.
((I have no numbers to prove that, however that is what it feels like.))