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  1. #181
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,842
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by SeraviEdalborez View Post
    This is a fine test just to see how parry scales but others take note that, like dummy DPS parses, this is indicative only of ideal circumstances. Anytime you're not tanking, or being hit by a magical attack, parry's contribution is 0%. Because 3.0 reinforced that every tank can be a perfectly serviceable MT or OT, all tanks should be prepared to not be in full VIT.

    Alex4 Savage for example, if virtually the same as the normal mode, has no parry-able on the main boss.
    Yes I understand that. I do avoid parry as much as possible, though with new gear it's still a lot more than I'd like/had before 3.0. "Anti-parry" build in no way prevented me from clearing final coil, and I was floating around 360 parry, I think 1 accessory had 19 parry on it and that was it lol.

    Quote Originally Posted by Yorumi View Post
    I think there's a few things that need to be checked for. I think the most important thing that needs to be known is the shape of the parry graph. You should test a few different values of parry to see if it's linear, curved, tiered or whatever. I'd test if I had the gear available right now to do it. Actually I think the graph is all we need to know. Once that's know we can accurately predict the effects of parry and make comparisons to other stat options.
    I'll see what I can do along those lines, I saved most of my tank gear since I eventually plan on leveling PLD and DRK too, I think I got rid of most of my axes tho since I didn't need them. So I don't know how much spread I'll be able to get, why I asked for others who may have more gear options.
    (1)
    Last edited by whiskeybravo; 07-17-2015 at 01:54 AM.

  2. #182
    Player
    Niurok's Avatar
    Join Date
    Aug 2013
    Posts
    113
    Character
    Gafgarion Lakshmi
    World
    Excalibur
    Main Class
    Gladiator Lv 80
    Rather see vit accs have a hidden threat increase so it will keep str acc tanks from out threating in def stance.
    (0)

  3. #183
    Player
    Yorumi's Avatar
    Join Date
    Sep 2013
    Posts
    390
    Character
    Yorumi Eienyuki
    World
    Ultros
    Main Class
    Red Mage Lv 77
    Quote Originally Posted by Niurok View Post
    Rather see vit accs have a hidden threat increase so it will keep str acc tanks from out threating in def stance.
    I'd in general just like to see more tanking stats and some actual choice in how we gear our characters. I mean ideally(I know this isn't the case in this game) tanks should be trying to get their incoming damage as low as possible, not trying to raise their dps as high possible.
    (0)

  4. #184
    Player
    Ipkonfig's Avatar
    Join Date
    Sep 2013
    Posts
    183
    Character
    Ulfheonar Wolfhiem
    World
    Zalera
    Main Class
    Marauder Lv 60
    ACT sets parry around 20-25% in the average fight in HW. With a flat 20% damage reduction that's around 4-5% overall physical mitigation for an entire fight, this is without stacking parry but just using armor/weapons/accessories that have parry on them because we currently don't have a lot of options, just i180 Law and the i190 we can get only 2 weeks into Alex NM.

    4-5% physical mitigation is like using Foresight, which is viewed as the absolute worst cool-down in the game. Block/Parry are useful for defending against "fluff" damage, I.E. auto attacks. FFXIV raiding content are scripted fights where danger comes from mechanics and tank busters, auto attacks are typically ignored as "fluff." We could argue that ANY form of mitigation is good mitigation and while I agree, you also have to view what you sacrifice for that mitigation.

    A few things to note:
    It was stated in the most recent live letter that they plan on bringing more magic mechanics to the game which makes parry even less valuable, not to mention you can't parry ranged attacks, I.E. the spider bots in Floor 2 Alex.

    Block makes parry stacking even more worthless since they are mutually exclusive. If a Paladin has a 30% chance to block than every 1% of parry they gain is only worth 0.7%.

    As far as VIT Vs. STR on accessories. VIT is not mitigation, if a tank gets hit for 5,000 damage then he/she needs to be healed for 5,000 regardless if they have 18k HP or 22k HP.

    Boosting your HP means nothing if your healers ability to heal you remains constant. This is why Thrill of Battle, on its own, isn't a great CD, just because you gained 20% HP doesn't mean anything if your healer doesn't gain increased potency, thus we pop Convalescence with Thrill of Battle making it a mini Defiance.
    (2)

  5. #185
    Player
    rawker's Avatar
    Join Date
    Dec 2014
    Posts
    1,197
    Character
    Rawker Stone
    World
    Excalibur
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Yorumi View Post
    I'd in general just like to see more tanking stats and some actual choice in how we gear our characters. I mean ideally(I know this isn't the case in this game) tanks should be trying to get their incoming damage as low as possible, not trying to raise their dps as high possible.
    Games that do this usually leads to leveling as solo to be painfully slow. To compensate tanks to have a lot of mitigation, DDs are given higher damage. And then enemies will be given higher defenses or higher hit points that punishes tanks further. Now imagine those games that give zero offensive spells to healers. They leech exp from day 1.
    (0)
    Last edited by rawker; 07-17-2015 at 02:12 AM.

  6. #186
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,842
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Yorumi View Post
    I'd in general just like to see more tanking stats and some actual choice in how we gear our characters. I mean ideally(I know this isn't the case in this game) tanks should be trying to get their incoming damage as low as possible, not trying to raise their dps as high possible.
    Then what? Healers stand around all day and be bored because tanks aren't taking any significant damage? They are going to start dps too, it's the same thing. Tanks: "I have too much HP, so I will lower my HP to improve my DPS", Healers: "Tanks aren't taking much damage so I'll start DPS to help the raid."

    It's just a different side of the same coin.

    Quote Originally Posted by Ipkonfig View Post
    A few things to note:
    It was stated in the most recent live letter that they plan on bringing more magic mechanics to the game which makes parry even less valuable, not to mention you can't parry ranged attacks, I.E. the spider bots in Floor 2 Alex.
    The giant spider things? Every attack of theirs can be parried.. I save raw intuition specifically for them.
    (1)
    Last edited by whiskeybravo; 07-17-2015 at 02:15 AM.

  7. #187
    Player
    Ipkonfig's Avatar
    Join Date
    Sep 2013
    Posts
    183
    Character
    Ulfheonar Wolfhiem
    World
    Zalera
    Main Class
    Marauder Lv 60
    Then they hot fixed it because originally they were considered ranged and Raw Intuition didn't work during week one. This doesn't change the fact that majority of mechanics that are considered physical ranged usually aren't block/parryable.
    (0)
    Last edited by Ipkonfig; 07-17-2015 at 02:25 AM.

  8. #188
    Player
    Yorumi's Avatar
    Join Date
    Sep 2013
    Posts
    390
    Character
    Yorumi Eienyuki
    World
    Ultros
    Main Class
    Red Mage Lv 77
    Quote Originally Posted by rawker View Post
    Games that do this usually leads to leveling as solo to be painfully slow. To compensate tanks to have a lot of mitigation, DDs are given higher damage. And then enemies will be given higher defenses or higher hit points that punishes tanks further. Now imagine those games that give zero offensive spells to healers. They leech exp from day 1.
    Well design around it. I mean so much of this game is well design but the gear is just embarrassingly bad. Gearing in this game is just about as brainless as a korean grind fest. Here's your next tier of gear with just bigger numbers. I know people will discover the best combination of gear and post that but at least then someone had to put some thought into it. This is a bit of an exaggeration but here you could basically rename str,dex,int,mnd to just "damage", put everyone in one single gear set and you'd hardly notice a change in the game.
    (0)

  9. #189
    Player
    Phoenicia's Avatar
    Join Date
    Oct 2013
    Location
    Idling in Idle-shire
    Posts
    748
    Character
    Naomi Enami
    World
    Odin
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Yorumi View Post
    I think there's a few things that need to be checked for. I think the most important thing that needs to be known is the shape of the parry graph. You should test a few different values of parry to see if it's linear, curved, tiered or whatever. I'd test if I had the gear available right now to do it. Actually I think the graph is all we need to know. Once that's know we can accurately predict the effects of parry and make comparisons to other stat options.
    As there are no tests to prove otherwise since 3.0, ALL stats have been, since release, linear. Meaning for x amount of a stat, you get y amount of return. Some tests even proved there was no "tiers" in how STR increased parry mitigation, but the game showed only integers with the actual parry parrying fractions but I can't attest on that as I have no solid prove of it.

    Now as to "math" and parry, logic is part of math (If functions, and, or, etc. are math functions). It's simple, really. Can I really on parry for tank buster? The answer is no. Hence, not a great stat.

    Probability speaking, it would be great if it was mutually exclusive. Meaning out of 10 death sentences, if I'm "guaranteed" to parry 3 because I have near 30% chance, the stat may be more valuable. But let's face it, in a full parry set (ilv90), I have had entire fights of T5 where I parried 0 death sentences. Also how many times have you popped Bulwark for a tank buster only to see that you block the auto-attack before and after the said move but NOT the move itself? I lost count. Even though I don't play PLD as much as WAR.

    Also, game hit table checks in the following order: Miss > Crit > Block > Parry > full damage. Test was: Sheltron didn't block a critical and the buff remained until you block the attack right after. Also frontal criticals go through Raw Intuition.

    Let's not mention there are times when you aren't being hit (parry useless), or hit with magical (yeah) and when you use CDs like Sheltron/Raw Intuition the stats sits at 0 value.

    TL;DR: RNG stats are bad, unreliable and are made even more useless in various situations.
    (0)

  10. #190
    Player
    Yorumi's Avatar
    Join Date
    Sep 2013
    Posts
    390
    Character
    Yorumi Eienyuki
    World
    Ultros
    Main Class
    Red Mage Lv 77
    Quote Originally Posted by Phoenicia View Post
    TL;DR: RNG stats are bad, unreliable and are made even more useless in various situations.
    I know we're discussing this game but in a lot of games stacking what would be rng stats is actually the best way to gear a class. Anyone looking at the blanket statement "rng = bad" without a shred of proof is going to instantly look to experience in other similar games which will show the blanket statement is false. Now it's certainly possible that in this particular game, those stats are mathematically inferior, but that's not because they're rng but because their implementation would be weaker than some other alternative.
    (2)

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