yes let add more dmg on top of war 6k fel cleaves lol
Why does it need damage?
It should just be better at what it's meant to do, mitigate.
Maybe higher returns and more consistency. I think it'd be better flipped.
Parry stat should give you more damage reduction from parrying, while parrying should have a set percent that's reasonably high.
It could also even just be that you always parry, and how much you parry depends on the stat.
That could be balanced.
Damage added it could be an option, but that shouldn't be the main reason to get it.
It should be attractive for its mitigation. And your survival should be in danger if you ignore it.
To be fair, one high damage skill on one class isn't a reason to NOT give tanks more damage, but Parry isn't the logical method. And Fell Cleave is a special case that needs to be considered when balanced against the tanking capabilities of the class. Take for instance the nerf to Defiance's healing bonus on emergency heals.
Perhaps it could be damage reflection instead.
100 Parry = 1%
So, 500 Parry would be 5% damage reflection, 5% damage is prevented and reflected back to the caster's target when it attacks him directly.
Or, 500 = 3%.
As a sort of riposte. Removing the RNG completely from it.
I also edited it for replies because I always seem to hit the "Post Limit" cap.
100Parry= 0.5% of damage received when facing your target is prevented and reflected.
200Parry= 1% of damage received when facing your target is prevented and reflected.
300Parry= 1.7% of damage received when facing your target is prevented and reflected.
400Parry= 2.3% of damage received when facing your target is prevented and reflected.
500Parry= 2.7% of damage received when facing your target is prevented and reflected.
600Parry= 3.3% of damage received when facing your target is prevented and reflected.
700Parry= 3.7% of damage received when facing your target is prevented and reflected.
Parry renamed to Spiked Armor or Retaliation.
Last edited by Nektulos-Tuor; 07-12-2015 at 05:50 AM.
I don't really like Nek, but the riposte idea sounds alright considering parry is and always was the worst defensive mechanic
edit: might have to be a dkn specific trait though
Last edited by Nephera; 07-12-2015 at 05:55 AM.
I'd honestly love Grit to be like this:
GritDread Spikes
20% Retaliation. (instead of damage reduction.)
Enmity gain is increased.
Lower overall damage by 20%.
Lol... so instead of parry reducing at least 20% of damage, you would rather it reduce WAY less and reflect the damage back? You MUST be kidding. Do you think about the things you're typing before you type them? What use is 3.7% RNG damage reflection when you have to stack 700 parry? The stat is still useless.
Uhm.. 500 parry is about a 5-6% chance to parry. That is about 1% damage reduction with an RNG component. That is .. not very good.
Parry only 20% damage reduction, not 100%. So that 5-6% is like 1%. This is a LOT better.
There is a reason why parry is completely worthless. =)
I actually think 500 parry is even lower, 3-4% extra parry. Which is like 0.7-0.8% damage reduction.
Last edited by Nektulos-Tuor; 07-12-2015 at 06:09 AM.
Lol... so instead of parry reducing at least 20% of damage, you would rather it reduce WAY less and reflect the damage back? You MUST be kidding. Do you think about the things you're typing before you type them? What use is 3.7% damage reflection when you have to stack 700 parry? The stat is still useless.Perhaps it could be damage reflection instead.
100 Parry = 1%
So, 500 Parry would be 5% damage reflection, 5% damage is prevented and reflected back to the caster's target when it attacks him directly.
Or, 500 = 3%.
As a sort of riposte. Removing the RNG completely from it.
I also edited it for replies because I always seem to hit the "Post Limit" cap.
100Parry= 0.5% of damage received when facing your target is prevented and reflected.
200Parry= 1% of damage received when facing your target is prevented and reflected.
300Parry= 1.7% of damage received when facing your target is prevented and reflected.
400Parry= 2.3% of damage received when facing your target is prevented and reflected.
500Parry= 2.7% of damage received when facing your target is prevented and reflected.
600Parry= 3.3% of damage received when facing your target is prevented and reflected.
700Parry= 3.7% of damage received when facing your target is prevented and reflected.
Parry renamed to Spiked Armor or Retaliation.
Lol, where do you get these numbers? Out of you rear end? I'm at 388 parry, and I generally trigger parry at about a 10% rate on my Warrior.
Last edited by Ceodore; 07-12-2015 at 06:11 AM.
0.8% to 1%ish Damage Reduction vs 2.5%-3% Damage Reflection. What is better?Lol... so instead of parry reducing at least 20% of damage, you would rather it reduce WAY less and reflect the damage back? You MUST be kidding. Do you think about the things you're typing before you type them? What use is 3.7% damage reflection when you have to stack 700 parry? The stat is still useless.
Last edited by Nektulos-Tuor; 07-12-2015 at 06:21 AM.
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