Right now, it takes 35 points in Parry to go up a single percent in your parry rate, and nothing happens to your parry effectiveness. In the scheme of things, it takes a LOT of Parry to be able to really feel its presence (we're talking a build that maxed out your parry-on-gear to give you 1100 Parry for an extra +30%, or +6% physical mitigation, combat table nonwithstanding). The piddly amounts we see on the average gear set right now just don't amount to much, and they take away from stats that function to help our DPS, and thereby our self heals, and any mitigation-by-speedkill we might get. There are numerous ways they can fix this, but the easiest would be to affect the scaling rate--either by making it so Parry affects both parry strength and rate (a la Crit), or making it so Parry scales more quickly (say ~17 points to a percent).
Combat table actually works the other way - block is rolled before parry. The big problem is in that block works against parry. On a given non-critical physical attack, a 30% block rate means that's only 70% of attacks left that can be parried. So what would normally be a 25% parry rate for another tank becomes 70% of 25%, or 17.5% parry rate (which is pretty abysmal, all told).
My thought with this is mostly to shut up people who complain about how parry on gear negatively affects their DPS output when they're not MT, and becomes effectively wasted. They could fix this either by having your parry rate affect another secondary stat when you're in your DPS stance, or by not counting Parry on gear towards the stat budget.
This would work--you could also make it so attacks can be simultaneously parried and blocked, so the two stats don't work against one another.
I like both of these, two, but they don't really address the issue of Parry's being wasted on off tanks.



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