Results 1 to 10 of 24

Hybrid View

  1. #1
    Player
    Jpec07's Avatar
    Join Date
    Jul 2015
    Posts
    868
    Character
    Matthias Gendrin
    World
    Cactuar
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Ashkendor View Post
    Given the RNG nature of Parry, I feel like it would be more accurate to say that "The additional Parry on a full fending set may help you take less damage passively." The thing that makes Parry not really worth stacking is the fact that it takes such a massive amount of Parry to increase your parry rate by 1% (a miniscule increase that may or may not actually help in any given encounter).
    Except that's based on estimates derived from 2.x. The calculation changed in 3.0, and made Parry scaling a lot better. But no one has effectively tested how much Parry % you get per point in 3.0, so we don't know if Parry is still as bad as it used to be.
    Quote Originally Posted by Ashkendor View Post
    I think it goes without saying that with other things being equal (party composition, gear, cooldowns and other skills) the tank is going to take less damage if they're in the fight for 6 minutes than they do being in the fight for 7 minutes.
    I am highly skeptical that the damage between Fending and Slaying on a tank will provide enough additional DPS to shorten the fight by 15%. And if you're with a weaker/fresher/undergeared healer (or a group that requires more of their attention than it rightly should), they might not be able to keep up with the additional damage you're taking - sure, you'll take less damage overall for the fight not lasting as long, but you'll be taking higher damage over time for that duration, which requires higher heals over time.

    Now, if you're with a group you trust and your healer is a certified BAMF? Then it's fine. But in general, I like to stick with my Fending set until I know how well the group will do.
    (0)
    __________________________
    A dungeon party with two summoners always makes me egi.

    Beginner's Overview to Tanking in FFXIV: http://forum.square-enix.com/ffxiv/threads/352455
    Learn to Play (it's not what you think): http://www.l2pnoob.org/

  2. #2
    Player
    Launched's Avatar
    Join Date
    Aug 2013
    Posts
    628
    Character
    Rys Sol
    World
    Omega
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Jpec07 View Post
    Except that's based on estimates derived from 2.x. The calculation changed in 3.0, and made Parry scaling a lot better. But no one has effectively tested how much Parry % you get per point in 3.0, so we don't know if Parry is still as bad as it used to be.

    I am highly skeptical that the damage between Fending and Slaying on a tank will provide enough additional DPS to shorten the fight by 15%. And if you're with a weaker/fresher/undergeared healer (or a group that requires more of their attention than it rightly should), they might not be able to keep up with the additional damage you're taking - sure, you'll take less damage overall for the fight not lasting as long, but you'll be taking higher damage over time for that duration, which requires higher heals over time.

    Now, if you're with a group you trust and your healer is a certified BAMF? Then it's fine. But in general, I like to stick with my Fending set until I know how well the group will do.
    You can't gain enough parry to make it reliable mitigation. There was a thread months ago where someone with around 750 parry (I think) had about a 20% parry chance on a level 60 mob. That's sacrificing 400 secondary stats to gain something like 15% parry, assuming 5% is base. Parrying 1 out of every 5 autoattacks isn't going to make a difference to any healer (even a bad one), it's not going to save you, and it's not even going to mitigate a lot because parry was nerfed to be a 20% reduction.

    You also don't need to make a fight 15% shorter to take less damage over the duration. You just need that bit of extra DPS to push phases faster and skip mechanics. Less conflags in T5, less Allagan Fields in T8, less meteors/ravensbeaks/ravensclaws in T9, less Flattens/Akh Morns in T13, skipping jumps in A1S, skipping the entire last minute in A3S. Every bit of DPS you add is more beneficial to your party overall, and to yourself, than an unnoticeable increase in mitigation.
    (1)