Results 1 to 10 of 242

Thread: Parry...

Hybrid View

  1. #1
    Player
    PiedPiper's Avatar
    Join Date
    Jan 2012
    Posts
    452
    Character
    Pied Piper
    World
    Leviathan
    Main Class
    Gladiator Lv 60
    So, if full parry gave you 2%, it would be equal to having an extra sentinel to pop over time. More, this would amount to a 20% increase in total dr over time (2% added to the ~10% from abilities.) so yeah.... It's pretty cool even at this low value.

    Not to mention my own testing on turn 5 pre 2.2 has agreed with Casper's value. The returns are very high.

    Where parry shines is on big hitting mobs in very strenuous situations. Having so much parry made me able to solo tank twin, which was the only way my group could win. Continuing to have it is allowing us to solo tanking turn 6. Those percentages add up. In places like 5 and 6, in many ways the auto attacks are more dangerous. You don't get killed by the 8 stack cleave, it's the AA after it that drops you. High parry and block gives you a strong statistical chance to mitigate and live in danger situations.

    Ps: @50 parry = 1% dr, I'm at about 620 atm. Aka 12.4% Aka more than my entire cool down suite.
    (0)

  2. #2
    Player
    ZDamned's Avatar
    Join Date
    Sep 2011
    Location
    Limsa Lominsa
    Posts
    388
    Character
    Pacifica Auras
    World
    Sargatanas
    Main Class
    Dark Knight Lv 60
    If we all look at situation oriented cool downs as Damage Reduction over time like that, then you are playing the wrong class... Go to Warrior, since they can activate IB ALL the time, and access WAY more damage reduction than a Paladin can.

    No good tank activates Rampart whenever it's up, nor Sentinel, AND NEVER HALLOWED GROUND.

    Those cooldowns are for either emergencies(Healer down, other is rezzing, Range issues etc), or planned spike damage.

    You can NOT calculate activated cooldowns into your overall effective HP, because unless intelligently activated, you won't see any proper use of them.

    Try running Levi EX, and just pop HG right away, I'm sure your group will be happy with you for that in the middle of the 2nd Spume Phase.
    (1)

  3. #3
    Player
    Menae's Avatar
    Join Date
    Oct 2013
    Posts
    239
    Character
    Menae Dulanis
    World
    Gilgamesh
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by PiedPiper View Post
    So, Casper is super duper correct. Like, super duper.

    For one, let's just say the op's estimate of like 1-2% damage reduction from full parry was right. Yes, this sounds trivial, but you know what else only reduces about 2% damage over time? Hallowed Ground.

    Rampart: 20 seconds every 90, 20% reduction = 4.44% DR over time.
    Sentinel: 10 seconds every 180, 40% reduction = 2.2% DR over time.
    Hallowed Ground: 10 seconds every 420, 100% reduction = 2.38% DR over time.
    Convalescence: 20 seconds every 120, 30% healing received = 5% HR over time.
    Total increases from cool downs:
    9.04% DR over time
    11.58% eHP over time
    16.58% HR over time
    This is a fallacious argument. You are conflating damage taken over the course of a fight with the damage taken during a very specific portion of the fight. Hallowed Ground is valuable not because of it's overall damage reduction, but its ability to completely ignore specific attacks or dangerous portions of the fight. It allows healers to reposition or heal the raid or top you off. Parry does none of these things; it merely provides a chance for you to take reduced damage from an attack, which may or may not fire off, meaning it is inconsistent. Parry's real value is hopefully allowing your healers to rely more on their smaller, more efficient heals by removing their tendency to freak out when you take a big damage spike via reducing the occurance of those spikes. It CAN save your life, no doubt - but if the only reason you lived through an attack was because you parried it, it's no different from the only reason you living through an attack being the boss rolled low on damage - it's luck, and you should not count on it.

    Quote Originally Posted by PiedPiper View Post
    So, if full parry gave you 2%, it would be equal to having an extra sentinel to pop over time. More, this would amount to a 20% increase in total dr over time (2% added to the ~10% from abilities.) so yeah.... It's pretty cool even at this low value.

    Not to mention my own testing on turn 5 pre 2.2 has agreed with Casper's value. The returns are very high.

    Where parry shines is on big hitting mobs in very strenuous situations. Having so much parry made me able to solo tank twin, which was the only way my group could win. Continuing to have it is allowing us to solo tanking turn 6. Those percentages add up. In places like 5 and 6, in many ways the auto attacks are more dangerous. You don't get killed by the 8 stack cleave, it's the AA after it that drops you. High parry and block gives you a strong statistical chance to mitigate and live in danger situations.

    Ps: @50 parry = 1% dr, I'm at about 620 atm. Aka 12.4% Aka more than my entire cool down suite.
    This is exactly the WRONG situation. Parry is most valuable in situations where you have lots of smaller hits incoming so that bad luck is less likely. Think about it this way: you have 50% parry (whatever number that requires) and 50% block, both at 25% DR. The boss has a two hit attack coming at you that does a combined 110% of your remaining health (after any CDs/etc you put up); if both connect you die, but even one parry/block saves you. You die 25% of the time. If that attack is instead 10 hits, say, from 10 smaller mobs instead of a large boss, then you will die less than 2% of the time. Parry is also good in any situation where a single hit will barely kill you, as it provides a chance to live where any other stat might not. That said, the best solution in those situations is usually get a heal.

    That's not to say parry can't save your bacon - we've all had times where the tank drops to 50 hp and said, whew, thank god I blocked/parried THAT. I'm not necessarily saying parry is a bad stat; I'm saying it's not good for the reasons you are saying it is. The reason you can solo tank T6 isn't because parry is saving you - if it were, you'd be reliant entirely on luck to survive, and that's terrible tanking strategy. Rather, the reason you are solo tanking T6 is because you and your healers are skilled enough and geared enough in NON-RANDOM stats so that they can consistently keep you alive through your cooldowns and the increasing stacks of the boss.
    (1)