Your block and parry rates are off.
585 Parry and 234 Dex, with a +1 Relic or Allagan Shield is substantially higher than a "16% block and 20% parry rate" - due to the DODGE -> BLOCK -> PARRY ordering, Block and Parry chances are close to identical, with a slight edge to Block. And those stats give a much higher Parry and Block chance.
You go from:
~361 STR and 189 Dex to ~406 and ~234 Dex, whilst losing a tiny amount of raw parry and acc. That crosses not one, but TWO Str tiers.
That's rising from 23% parry and 25% block strength to 25% parry and 27% block strength, whilst raising both parry block and parry rate by around 1%. If we take the reduced raw parry from gear into account and err on the side of caution, let's call this a 0.6% boost in rate... (realistically, I suspect that it'll probably be closer to 0.8%, but whatever).
-----------
If you cross two STR tiers (as above), it'd be:
~23% block rate at 25% strength = 5.75% damage mitigated
~23% parry rate at 23% strength = 5.29% damage mitigated
Total = 11.04% damage mitigated over time from Block/Parry.
~23.6% block rate at 27% strength = 6.372% damage mitigated
~23.6% parry rate at 25% strength = 5.9% damage mitigated
Total = 12.272% damage mitigated over time from Block/Parry.
= An extra 1.232 percent of damage mitigated.
-----------
If you cross only one STR tier, it'd be:
~23% block rate at 25% strength = 5.75% damage mitigated
~23% parry rate at 23% strength = 5.29% damage mitigated
Total = 11.04% damage mitigated over time from Block/Parry.
~23.6% block rate at 26% strength = 6.136% damage mitigated
~23.6% parry rate at 24% strength = 5.664% damage mitigated
Total = 11.8% damage mitigated over time from Block/Parry.
= An extra 0.76 percent of damage mitigated.
-----------
So you can see that we're left with either a little over or a little under a baseline figure of ~1% additional mitigation versus non-magic damage. (Not counting any benefits to Bulwark).
That is a direct trade for ~5% HP, which is a damage "buffer" and NOT damage "reduction".
The difference between "buffer" and "reduction" is important, because whilst both increase your survivability, the effectiveness of the first vanishes whenever you start relying on heals to survive (as long as you can't be one-shot). What's better: Getting hit for 1000 damage and being Healed for 1000, or getting hit for 990 damage and being Healed for 1000? Reduction mitigation simply scales much better than Max HP as long as you aren't being one-shot, that's why PLDs are (currently, until patch 2.1!) better mitigation tanks than WARs.


Reply With Quote





