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  1. #11
    Player
    Koenignovi's Avatar
    Join Date
    Nov 2013
    Location
    Where ever that pink Lalafell lives... She's the best!
    Posts
    93
    Character
    Zephyr Discooperire
    World
    Siren
    Main Class
    Lancer Lv 50
    I agree, the Block and Parry are intended for us to use to help mitigate damage and I hope that is still the case. I am merely staying out of inexperience in the FCoBs that the mechanics should still work and was relating my before absence parse data. if the new tiers differ in mechanic mitigation, then it would be news to me. As I see it, the later tiers are obviously more difficult and having BiS gear towards Block/Parry would probably give you the best results.

    Again, I do not have any figures in front of me, but I do intend to measure my efforts and report them back with what I find.

    Thank you for the tier by tier move sets that are most notable.
    (0)

  2. #12
    Player
    SirTaint's Avatar
    Join Date
    Oct 2013
    Posts
    1,088
    Character
    Sir Taint
    World
    Behemoth
    Main Class
    Alchemist Lv 50
    Quote Originally Posted by Donjo View Post
    Unpredictable, sure, but that data literally shows you proccing one of the two actions over 50% of the time. That is a full 20% higher than a Warrior can currently even hope to achieve. Even the unlucky data parsed last time was over 40%. As iLvls rise, a Paladin's passive mitigation may get even higher. High to the point of actually being able to rely on it to block the majority of attacks; a "higher" that can only be achieved by stacking Parry.

    Yes but you get most of that mitigation by default. A shield is always worn and parry is in the 500 range if you try and avoid it.

    The debate is always is going from 500 to 600 or 650 worth it. Clearly it's not in FCoB. If you get hit every 3 seconds for 6min that's 120 hits per battle turn. 30% are blocked. Leaving 84 hits that can be parried. At 500 parry that leaves 69 hits. At 600 parry that leaves 63 hits.
    (1)

  3. #13
    Player
    Koenignovi's Avatar
    Join Date
    Nov 2013
    Location
    Where ever that pink Lalafell lives... She's the best!
    Posts
    93
    Character
    Zephyr Discooperire
    World
    Siren
    Main Class
    Lancer Lv 50
    Quote Originally Posted by SirTaint View Post
    Yes but you get most of that mitigation by default. A shield is always worn and parry is in the 500 range if you try and avoid it.

    The debate is always is going from 500 to 600 or 650 worth it. Clearly it's not in FCoB. If you get hit every 3 seconds for 6min that's 120 hits per battle turn. 30% are blocked. Leaving 84 hits that can be parried. At 500 parry that leaves 69 hits. At 600 parry that leaves 63 hits.
    But right there, is that not the mitigation you are looking for? Any help is useful, especially for your support as well as for yourself.

    As I've seen it, and I'm sure a lot of people here have too, this is really a balancing act and you'd need to find the sweet spot where Parry is falling into diminishing returns. This goes for blocking as well. Only the data captured will back up what really works at this point.
    (0)

  4. #14
    Player
    Valkyrie_Lenneth's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    8,038
    Character
    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    My latest from t10 tonight is 28% parry, 22% block, with 640 parry. that's over 10 mins 30 seconds.

    Was also our first clear.

    over the hour before we got the clear, with the same parry, it was 22% parry, 27% block
    (0)
    Last edited by Valkyrie_Lenneth; 12-12-2014 at 11:53 AM.

  5. #15
    Player
    Donjo's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    980
    Character
    A'lyhhia Tahz
    World
    Lamia
    Main Class
    Paladin Lv 80
    Quote Originally Posted by SirTaint View Post
    Yes but you get most of that mitigation by default. A shield is always worn and parry is in the 500 range if you try and avoid it.

    The debate is always is going from 500 to 600 or 650 worth it. Clearly it's not in FCoB. If you get hit every 3 seconds for 6min that's 120 hits per battle turn. 30% are blocked. Leaving 84 hits that can be parried. At 500 parry that leaves 69 hits. At 600 parry that leaves 63 hits.
    Complete avoidance of Parry at maximum iLvl while matching the Accuracy cap leaves 404 Parry, as shown here: http://ffxiv.ariyala.com/OUC1 .

    This build provides 4.5% more effective STR than a full Parry set. I don't know if that directly translates to 4.5% more damage, but either way it really isn't much at all. The real question, then, is whether or not having 600 Parry will make you 4.5% more survivable as a counterbalance to the small extra damage.

    Furthermore, while I haven't entered the Final Coil yet(that's tomorrow ), I do hear that it's more friendly to Parry than the Second Coil. In terms of 2.4 fights, though, Shiva Extreme is intensely friendly to Parry, as well as the oft forgotten Awareness.

    Thus, the best option for Tanks would probably to carry both sets around if possible. Take Parry into Parry friendly fights and take the extra damage into fights that aren't Parry friendly(I'm looking at you, Ramuh!). Of course, the hopefully at 2.5 introduction of i110 crafted accessories would allow us to have the best of both worlds by allowing us to meld on 90 STR at the cost of a mere 30 VIT. This is a increase of 8.1% effective STR over the full Parry set(12% over full parry if you're using none). If those accessories have Parry on them, you'd have a set of accessories that you'd never have to take off until the expansion.
    (1)
    Last edited by Donjo; 12-12-2014 at 02:49 PM.

  6. #16
    Player
    SirTaint's Avatar
    Join Date
    Oct 2013
    Posts
    1,088
    Character
    Sir Taint
    World
    Behemoth
    Main Class
    Alchemist Lv 50
    FCoB does have mostly physical attacks. But parrying 4 more attacks per battle or 8 more with a 400 range parry attack is not going to save you. There is also a lot of tank swapping and dead time. The problem with parry is the number of extra hits you will parry per turn. I'll check my t11 parse if I still have it for how many hits I actually take in a clear. Its a very small number and I stand in front the entire time.

    My point is if you only take 100 hits in 10 minutes and you parry is 15% or 25% that is only a difference of 7 attacks total with most of those being just AAs.
    (0)

  7. #17
    Player
    Donjo's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    980
    Character
    A'lyhhia Tahz
    World
    Lamia
    Main Class
    Paladin Lv 80
    Quote Originally Posted by SirTaint View Post
    FCoB does have mostly physical attacks. But parrying 4 more attacks per battle or 8 more with a 400 range parry attack is not going to save you. There is also a lot of tank swapping and dead time. The problem with parry is the number of extra hits you will parry per turn. I'll check my t11 parse if I still have it for how many hits I actually take in a clear. Its a very small number and I stand in front the entire time.

    My point is if you only take 100 hits in 10 minutes and you parry is 15% or 25% that is only a difference of 7 attacks total with most of those being just AAs.
    Okay, here I think we're getting into thinking about Parry in the wrong way. It is absolutely true that no matter which way you look at it, Parry isn't going to be the thing that allows you to clear that content. That's skill with your non-RNG mitigation and good healers. All it will really do is occasionally save your healers 133 MP and/or potentially give you one more hit before you die in a hairy situation. You'll just be a bit more survivable with it, and more power to those who like it that way.

    Why does Parry make such a small difference, then? Because it's a Secondary Stat. It's part of what I sincerely believe is a deliberate design decision from SE: Secondary Stats provide such small differences in performance that players have free reign to choose literally whatever they want without gimping their ability to complete content. It's a bit of a double edged sword: discrimination based on stat choice pretty much doesn't exist, but min-maxers and theorycrafters barely get any reward for "optimizing" their stats. Unfortunately, it has also led to a rash of people thinking that Secondary Stats truly matter just because they really want them to, when the reality is that they're mattering less and less with each iLvl increase.
    (4)

  8. #18
    Player
    Synestra's Avatar
    Join Date
    Oct 2013
    Posts
    1,071
    Character
    Nel Synestra
    World
    Moogle
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by Donjo View Post
    players have free reign to choose literally whatever they want without gimping their ability to complete content.
    Its still kinda sad that many classes wants DET/CRIT when you are choosing secondaries, but yeah like you said it wont make or brake the encounters but still those 2 stats are pretty superior compared to others(this all depends of job ofc)even if its marginal gain. Cant wait to see how they will tweak skill-speed in expansion tho, i bet it stays the same as it is atm but it will also give small TP regen boost.
    (0)

  9. #19
    Player
    Zdenka's Avatar
    Join Date
    Mar 2011
    Posts
    596
    Character
    Zdenka Vaera
    World
    Excalibur
    Main Class
    Goldsmith Lv 60
    Turn 13 Clear (Auto-Attack Data Only) with 512 Parry rating:

    Auto's taken: 144
    Parries: 20 (14%)
    Blocks: 54 (38%)

    Mobs included: Bahamut Prime, 2x Pain of Mercaydia, Storm of Mercaydia, 1x Sin of Mercaydia
    (0)
    Last edited by Zdenka; 12-15-2014 at 07:58 AM.

  10. #20
    Player
    Kiara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,462
    Character
    Kiara Silvermoon
    World
    Masamune
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Synestra View Post
    Cant wait to see how they will tweak skill-speed in expansion tho, i bet it stays the same as it is atm but it will also give small TP regen boost.
    Yah, I'm curious as well, but I have hope. Yoshi P stated at Fan Fest that Dark Knight (Tank) was going to be a Parry Tank, so I'm guessing in 3.0 Heavensward, they'll be tweaking various stats to make it more effective perhaps.
    (0)

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