Negative Ghost Rider. 15% Parry from base & gear(low estimate with current parry heavy gear) + 30% from Dark Dance = 45% Parry rate, or 11/20 chance of failure to parry on each attack. If we assume enemies have base GCD for auto-attack rate & no extra abilities that's 8 attacks during the duration of Dark Dance.
(11/20)^8 = 0.00837; or 0.0837% chance of failure on all eight attacks in a row.
lim x→0 for (11/20)^x = 1; Chances of failure go up exponentially with each attack you can't parry
lim x→∞ for (11/20)^x = 0; Chances of failure go down exponentially with each extra attack
This also does not account for the final seconds before the ability goes off at base parry rate, if you popped it early knowing that you could store it for a couple seconds. Also does not include physical abilities such as Plummet.
If it was 8+ they would at least be required to pop off two IBs in a row, which would substantially reduce their DPS just to be on par with PLD/DRK base mitigation. If it was mixed damage they would lose out on mitigation during magic portions while PLD still got their Sheltron mitigation.Right now an extended physical mechanic would probably favor WAR because of Raw Intuition and then PLD second with the right shield.
Turn 9 & 13 are great examples of this.
Ravensbeak - Large upfront physical damage you can parry, 13 seconds later you're hit with large magic damage.
Flatten + Flarebreath - One massive physical attack, followed by an increasing number of magical attacks.
Akh Morn - Large magic attacks increasing in number/duration. Early clears saw well beyond the realm of safety for IB & Holmgang, you used a PLD for massive mitigation & Hallowed near the end.
I would put a Salted Earth down and walk into Conflag.However, let's say you want to do T5 in i70 gear again, what would your cooldown rotation look like on DRK?



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