I think it was that thread about Sole Survivor and you saying you've only used it twice in a year that rubbed everyone on that thread wrong and you lost all respect. That's the only one I can remember. Sole Survivor rocks \--/
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YOU'RE TOO LATEQuote:
Request - DO NOT delete parry from the game
*deletes Parry*
It is always a DPS gain for WAR. I thought the community had established that.
That's not parry having diminishing returns, that's Crit having incremental returns. It's the only stat that does that. Parry has consistent returns, and so don't Det, SkS, Str, Vit, and every other stat in the game. Diminishing returns would be if there was a curve on the graph such that the more parry you have, the less parry affects your incoming damage - so 35 points of parry will always translate to +1% parry rate, giving parry a cap at 3500 where 100% of incoming physical hits will be parried. If parry had diminishing returns, it would take progressively more parry to increase your rate--35 points to a percent could be true at 10% parry, but if it had diminishing returns, it would take 40-50 parry to get +1% parry rate at 20%, 60-70 at 30%, etc. (or something like that).
I never thought I'd say this for one of your posts, but /signed
I mean, I don't think it's inferior to other stats (because comparing offensive stats to defensive stats is like comparing apples to oranges), but I do like how you've built out the interaction there.
http://memesvault.com/wp-content/upl...h-Vader-04.jpg
Hahah that Vador meme is perfect. Don't say things like that SpookyGhost! =P
Now this seems like a solid idea, maybe tough to balance at first? I like this though +1Quote:
They should just make it to where the Parry value not only increases the Parry chance, but the amount of damage reduction as well.
Correct me if I'm wrong but does accuracy scale with strength? Does it block magic damage? I don't see why parry NEEDS to scale with anything you've listed here honestly. And parry blocking magic attacks?! WITCHCRAFT!Quote:
Parry is:
Not Affected by Crit.
Not Affected by Str.
Not Affected by Vit.
Cannot Block Magic.
Thus, inferior to all other stats.
If Parry:
Critical Parry = x2 Reduction in damage.
Strength increased magic damage reduction from parries.
Vitality increased physical damage reduction from parries.
Magic can be parried, but at 10% rather then 20%.
Seriously though, parry just needs a few tweaks imo. Maybe, an extra effect or more interaction with abilities. I don't stack or meld any parry and maybe it's in my head but, I see parries doing work for my mitigation. I love reprisal and I love dark dance, no one will take them from me!
As much as I would like to see parry become useful, I still wonder if it'll be more considered if it still has the fundamental problem of essentially being a dead stat as soon as you Off-tank.
The general argument for the value of other stats is more DPS = Less time fighting = less damage done to tank/raid as a result. It's clear that the concept of MT and OT is very dependent on the fight and as seen with current tiers of raids, both tanks will have equal opportunities at tanking. But if both tanks ran parry, then they're not going to be as good as if they both ran DPS stats, because DPS affects the performance in both situations, whereas Parry is dependent on being hit to even work on top of the hit having to also be PHYSICAL.
Parry also sits as a defensive stat. Meaning it has that potential where if you make it so good it's required to survive something, all you really did was streamlined tanking to stacking parry and essentially remove the pursuit of options altogether.
Additionally, overall damage mitigation from parry versus faster clear time doesn't account for the concept of an Enrage timer, and Parry cannot do anything about the 9999999999 Pure damage. In cutting edge where enrage timers are hugely relevant you will want every bit of DPS stat because it won't matter if your Parry helped you shave off 10-20% encounter damage when you flat out just die at the end.
If it's a craphole, why even post here?
And really, if you avoid the general discussion forum (or even venture in there with Flame Warrior armor), the forums here are actually a pretty decent place. A little under-moderated, maybe, but the folks here are generally cool, helpful, fun people.
I'd be fine with Parry staying around or being buffed if (the revised) Parry:
1) didn't inevitably weigh higher for a short time during early progression, and continue to fall thereafter
2) wasn't useless when not actually taking physical hits (OT/magic)
3) was more controllable / reliable
4) interacted with the other secondary stats
5) won't on average outweigh those other secondary stat choices