Well done, OP, very thorough! Nice to know my intuition is still sharp as ever!
Well done, OP, very thorough! Nice to know my intuition is still sharp as ever!
The only way to balance the two classes in reality is to make some of wars self heal abilities scale according to incoming damage in the same way that pld dmg mitigation does.
At the minute PLD to WAR at low incoming dmg means war takes lkess healing like i said above but because of the effectiveness of healing it doesnt really shine.
PLD's will tank better on harder hitting mobs until WAR no longer has a fixed number s its mitigation.#
The only two things that will vary a WAR's ability to offput incoming dmg will be crit rate and parry rate (but since parry rate is not higher than a pld's you don't have to take it into account when comparing)
Last edited by Terabyt3; 10-03-2013 at 10:39 PM.
My fix would be just to simply make warrior's healing attacks scale based on their max hp on top of a damage based amount. Something like 15% max hp plus 200% damage. That and they could always open up rampart and fight or flight as cross class abilities that warrior could take. Also personally I think defiance needs a small rework to be more like the paladin stances. It needs an innate benefit for just being up that is not dependent on wrath stacks, such as a base 10% extra healing received with more gained per wrath stack. Of course the numbers I'm throwing out here are in no way intended to be balanced, they are just random rough ideas.
Actually to fix war i'd say add a line onto Defiance.
"All of your actions that generate HP (Bloodbath, IB, Storms Path) scale depending on how much damage you have sustained over the last 10 seconds."
There you go. WAR's mitigation now scales according to incoming damage just like PLD's.
Whereas PLD is a defensive tank popping cooldowns mainly to counteract WAR becomes offensive and has to maintain rotations and TP to keep itself up in the mitigation charts.
WAR needs mitigation that scales with incoming DPS like PLD does in the form of block and parry%. Currently WAR only has Parry.
They could make a war trait simply double the parry rate and make it a parry tank like 1.0 again.
PLD blocks and parries and reduces incoming damage with cooldowns
WAR parries twice as much (to the equivelent of plds block and parry combined) and heals incoming dmg.
Even then they will still not be even at higher incoming dps but it would make the gap significantly less
Player
Berserk does nothing to STR. It affects attack power. Attack power does nothing to parry. Are you just *that* stupid? WAR has a whole *9* higher STR. If you honestly think there's a stat disparity between the two large enough to make anything *resembling* a difference, you're an idiot.
WAR and PLD use the same gear. Axes might have more than swords, but no PLD uses a sword alone: they have shields will add up to the exact stat disparity between a 2h and 1h weapon.Parry procs on War more because our gear has more parry+ of it
Except that Parry and Block are the exact same thing. Block is just what a Parry becomes when you're using a Shield. When you compare Block to Parry, PLD has the higher chance. If you're just comparing the word "Parry" to the word "Parry", it's only because you're an idiot that doesn't know anything about calculating mitigation.AND when your chance to block activates the chance to parry is 0.
Care to post anything to support this? Some raw data perhaps because you've demonstrated time and time again that you lack the basic math skills of the average elementary school student. Judging by your past performances, that dodge chance you're referring to is likely closer to 3%.We also dodge more. My math could be off on the total of 15% total mitigation but that's what it seems to work out to. Even if it's 6.25 with optimum stats that's a constant 6.25% damage reduction that scales with damage always.
Except that a PLD can do Shield Bash more often for the same exact duration. And there's nothing out there that actually matters to tank that is stun susceptible in anything *approaching* the way you describe. If you want to tank trash, fine, but I care about tanking *bosses*.Another point is that if the mob doesn't resist it, our stun stops 5 seconds of total DPS every 30 seconds, so if a mob is doing 1000 DPS, that's 5000 damage reduced over 30 seconds which works out to 166HP/sec incoming damage completely negated.
Like so?
Ball's in your court.
What I don't get is people who complain that WARs self-heals don't scale with oncoming damage but then turn people away from doing things that would go toward self healing by saying if they don't put as much HP on their bar as possible they're doing it wrong.
If you want the self-heals to keep going up, you have to put in the stats and the gear to do that. It's not something that just happens. You get out of self healing what you put into it. =/
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