Results 1 to 10 of 23

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 Cephyon View Post
    They just need to rid of parry and block and just add bonus armor. Shields give the most bonus armor to make up for losing block. All fending pieces have bonus armor that ups physical defense and magic defense..then we will actually notice it instead of RNG parry.
    And kill the tanking model in FFXIV just like they did in WoW? No thank you. Parry isn't meant to be a 100% completely reliable, save-my-ass-from-a-tankbuster stat. It's meant to smooth out incoming AA and small physical damage, and make it so you aren't hit as hard--and arguably, if you stack enough of it, it actually does exactly that.

    The problem is that right now the rewards from Parry stacking aren't noticeable - they're there, you just don't really notice them. Even on a boss fight, where it may wind up mitigating 400k damage, it's not something that you see very readily. If I switch between my Void Ark 200 set with close to 0 parry on gear and my Esoteric 200 set with ~350 parry on gear (don't quote me), the difference isn't immediately noticeable. But whether I notice it or not, I will take less damage overall, and it may take longer for my HP to get to that range where the healers need to start healing me back up - it may give them one or possibly even two extra GCDs of DPS before they have to switch over. And over the course of a boss fight or primal encounter, those extra DPS GCDs from healers can and do add up.

    There are a few pieces of info I think we need before we can ratify or condemn parry. People right now say "it scales terribly" by quoting a 35 point-to-percent rate, which translates to even smaller mitigation rewards: to mitigate an extra 1% of physical damage, you'd need 175 points of parry - and at ~210 iLvl, you're only getting ~350 parry from gear, which with this conversion rate translates to just 2% additional physical damage mitigation at 10% additional parry. But the thing is that this figure of 35 points-to-percent was established in 2.2, during the Animus questline, and we haven't seen much testing to verify that the conversion still stands in 3.0 and beyond (though evidence seems to suggest they might have buffed it substantially). I also suspect that Parry may scale like Accuracy, where 210 gear might provide 40-50% against A1S, but might only provide 25% against A8S (or something like that), but don't have any data to back this up (if only parsers were legal). Before we have any serious discussion around what needs to happen, we need to determine clearly exactly how it scales in 3.2, and whether it is a constant rate against all level 60 enemies.

    However, there are some changes that can be made independent of such analysis that would make Parry more viable/desirable for smoothing incoming AA/physical damage:
    • Advanced Parry: Add a trait somewhere such that, when tanks are in their tank stances, a parried attack mitigates 50% of incoming damage (rather than the flat 20% that other DoW/DoM jobs get). This could also allow tank-stance tanks to parry critical hits.
    • Offense Bias: Add a trait somewhere such that, when a tank activates their OT/DPS stance, Parry and Critical Strike are swapped (or that Parry is added to Crit), giving Parry a DPS component.
    • Parry Block: Give Paladins the ability to both parry AND block an attack, or give Paladins a trait that allows parry to affect block rate/percent.
    • Animation/Sound Effect: Part of the problem is that right now, we don't get much/any indication from the UI when we've parried an attack - it's a footnote on the scrolling damage text that says "(-20% parry)." When you get a critical strike, by contrast, the number is bigger and bolder, and the sound effect of the attack itself is louder. If we could see it happening more frequently with more parry, or if it were somehow more noticeable, it might help the perception of the stat, and the way it feels in the game.

    Ultimately, parry as a stat is helpful as it is right now; it just doesn't feel like it, and so the stat doesn't feel very worthwhile. Even if having 350 parry on your gear will eat 2% of the damage in the fight, it doesn't feel as noticeable as if those 350 points were added to SS, Crit, or Det--to the point where people are suggesting that you'll kill the boss > 2% faster if you stacked those stats instead, and so they are more valuable (when really, that's a bit of a bold claim).
    (2)
    Last edited by Jpec07; 03-02-2016 at 05:26 AM.
    __________________________
    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
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Jpec07 View Post
    Parry isn't meant to be a 100% completely reliable, save-my-ass-from-a-tankbuster stat.
    Parry should be like Crit.
    Not a reliable stat, but a "wow, sweet" effect when it procs.
    Here, the ratio is not very much, and the effect is meh.
    (1)