If anything being able to get a parry/block on demand makes STR more desirable since it ups your parry amount. I would say Warriors in general benefit the most from this.
If anything being able to get a parry/block on demand makes STR more desirable since it ups your parry amount. I would say Warriors in general benefit the most from this.
Hoarders gonna Horde.
Essentially what Parry is really boiled down to as far as its usefulness is more of a last minute pray to the RNG gods than a really worthwhile stat. It is quite literally the last line of defense tanks have, and as such, mitigation should not just come down to this stat. However, to say it is useless is still folly, especially when it comes to some tank crunches. T9 comes to mind with Raven's Beak. But to understand this, you actually need to understand the order in which damage mitigation is checked. First, your tank toggle buff takes effect (Shield Oath really is the only one that matters here) and then your popped cooldowns are calculated. After these calculations, you have the damage that came through. At this point, things like your block is checked, and then in the case that you don't block, your parry is checked. At this point, you have the total damage that made it through all your mitigation. THIS is where things like Stoneskin and Adlo come in. How many times have you had healers throw those buffs up for a tank crunch, then for some reason, the damage doesn't get through those shields? This is because your block or your parry still took effect and reduced the incoming damage even more. No, this doesn't always happen. Yes, RNG is unreliable. But no, it is not entirely useless. While the benefits may not be out weighed by other secondary stats, it is still, for all purposes, a tanking secondary stat, and anyone who is looking to be a living turtle, can appreciate that fact. Doesn't mean I don't switch from tanking trinkets to dps trinkets still, and frankly, quite often, including for T13. But many people have made excellent points here too. If you can guarantee a block or a parry every so often, the usefulness of the stat is dropping. Further, with accuracy being added to tanking stances, the necessity to build things with accuracy is dropping as well. This is quite pleasing then for anyone that did slot these two stats into their 2.0 relics, since those are pretty much about to become glamour materials.


Parry strength and block strength follow a tiered 41-4x~-tandem Strength gap before an increase in % mitigated.
Pumping more strength into your build isn't going pump up your Block/Parry Strength unless it breaks into the next tier, and you can't stack that much Strength per level without losing a substantial amount of VIT or PDEF/MDEF. Meaning it comes to an EHP loss overall. That's like a DPS sacrificing STR to add more CRIT. Backwards.
SE has deliberately roped Parry off from too much stacking benefits. It's a mitigation feature all classes use, but tanks gain some extra leverage with in their meta by adding the secondary stat 'Parry' to tank gear.
I'm willing to bet that with the level cap rising, SE is going to add some new math to the formula to keep the stat scaling of Parry/Block Strength (and Parry Rate for that matter) normalized.
Last edited by Xenosan; 06-04-2015 at 05:20 AM.
I do hope this happens as well. I'd really like to see them rework this stat to being more beneficial for the tanking classes, as things like determination and crit rate just seem so backwards to someone who has always loved to tank in other games. I feel less like a tank and more like a durable dps, which isn't how tanking should feel.
Parry really won't become very important until enemies deal consistent high damage instead of the current low damage with a spike here and there.
When we get something like Patchwerk that just hits like a truck every half-second, then it'll be important.
Sorry but you are misinformed. There is no tier. The % jump is what shows at 41-42, but as confirmed by SE every point increases your % parry amount. It just doesn't show because it is 31.9% and the game just round sit down to 31% until you get ot 32%.
Hoarders gonna Horde.
@ Whiston
Then all fights would be RNG based. As you'd be depending on Parry to win the fight for you and not how the player use their CD's. Same thing happened in FF 11 and it's why Ninja and anything /nin took over the designed tank's job. This would also lead to either War getting it's face raped and PLD taking over due to shield AND parry blocks OR if they majorly increase the worth of the parry stat, PLD becomes worthless as WAR parries enough while still throwing out more damage in tank stance. Lose/Lose situation. Parry imo is fine where it's at as it normally gets slapped onto at least 1-2 gear drops that end up being BiS iirc.
@Ceodore
No one is saying parry is useless. Most people are just saying it's silly to purposely stack it after capping ACC when DET, CRIT, and maybe soon Skill speed do a lot more for tanks. Having that random block pop up is nice, but not nicer than getting a larger hate lead so your DPS and yourself can go all out in terms of damage.

Parry could be a more interesting mechanic of mobs hit you with multihits instead of single hits. If you got hit 10 times for 1000 instead of once for 10000, you'd see more parry procs and it would appear to be more useful, particularly since each hit would hafta meet the parry check. Kinda like Bahamut's Claw, though with more swipes.
That leaves you with the same mechanics we have now. Just more of them. But really imo people are going to hold fast to their faith despite what numbers say because they "feel" it's better. Thus to each their own.Parry could be a more interesting mechanic of mobs hit you with multihits instead of single hits. If you got hit 10 times for 1000 instead of once for 10000, you'd see more parry procs and it would appear to be more useful, particularly since each hit would hafta meet the parry check. Kinda like Bahamut's Claw, though with more swipes.
Not necessarily. We pop cooldowns to survive big hits that would otherwise one-shot us, but if an enemy is hitting for a medium amount constantly, and it's avoidable, it gives parry more worth. We won't instantly die if we fail to parry like we would with a high damage attack.
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