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Thread: Parry Scaling

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  1. #1
    Player
    Faytte's Avatar
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    Aug 2013
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    377
    Character
    Sol Darkwater
    World
    Lamia
    Main Class
    Miner Lv 60
    Parry is a bad stat. The amount you need per increase us staggering (and fifty I belive it was around 100 rating per one percent)
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  2. #2
    Player
    Zdenka's Avatar
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    Mar 2011
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    Character
    Zdenka Vaera
    World
    Excalibur
    Main Class
    Goldsmith Lv 60
    Quote Originally Posted by Faytte View Post
    Parry is a bad stat. The amount you need per increase us staggering (and fifty I belive it was around 100 rating per one percent)
    It was 17 parry = +1% parry rate at L50, not 100. It believe though it was 86 DEX/STR was +1% mitigation, which is gone now in HW. This means some Dreadwyrm pieces added nearly 3% parry rate per piece... it was just entirely unneeded.

    Quote Originally Posted by Celesian View Post
    After I posted that I remembered that the tower shield was only a ilvl148 compared to the 180 of Law shield. So the comparison was off by a lot, freakin 2am posts. If hive shield is blocking for 28% that's a pretty big difference in 10ilvls. I know for a fact the 170 law shield was blocking 19-20% dmg which is the same amount blocked by the upgraded 180 shield. I don't see why going up another 10 ilvls suddenly gives you 8-9% increased block strength. We will have to see how it plays out it's going to be a long road for sure.
    The Hive Shield has 200 more block value than the law shield, its a different shield type. The law shield should activate more often, for a lesser amount but due to Bulwark and Sheltron the lower activating, stronger, Hive shield is the better choice. And it doesn't eat as many parry procs. It has almost NOTHING to do with the ilvl difference.
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    Last edited by Zdenka; 07-07-2015 at 08:39 AM.

  3. #3
    Player
    Faytte's Avatar
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    Character
    Sol Darkwater
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    Lamia
    Main Class
    Miner Lv 60
    On parry: 17 per--my mistake. Still unneeded--wonder what it is now at 60? Likely closer to 19 or 20 per.


    On Shields: Kite Shields vs Tower Shields/Great Shields. The Law Shield (Despite the name) is a kite shield with balanced block/strength. Moving from the lower tier to upper (10 levels) nets you 15 to both block and rate values. Logically, this is porportional with the shields base values---i.e a buckler will have gained much more rate than strength in 10 ilevels, and towers vice versa.

    I imagine if we had a 170 tower (like the hive shield) and it went to 180, you would see roughly 40ish % less increase to rate (about 8 or 9) and 60% in strength (closer to 22 or so). That would seem to get the i170 shield stepped up to the Hives 190.

    Now the 170 weapon blocks for 19-20, the 180 blocks for (what ive seen) 20 or 21. If that is the case then you can guess every 10-19 i levels on a kite shield=1% and likely just over half of that being needed on a tower shield.

    In short? Shields are good, will get better with i levels.
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  4. #4
    Player Kosmos992k's Avatar
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    Aug 2013
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    Ul'Dah
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    4,349
    Character
    Kosmos Meishou
    World
    Behemoth
    Main Class
    Paladin Lv 90
    Hmmmm... this is kind of sad. Parrying and blocking are to me precisely the point of sword and board tanking. Rather than nerfing it, they could instead have made it more relevant, and emphasizing the importance of agility/dexterity for a good tank. It makes sense to scale the chance of blocking and parrying based on Dex, and scaling the amount of damage blocked/parried based on Strength. that way you could adjust your build to go for more active mitigation with block and parry, rather than stacking more HP.

    Someone clarify for me here, but it rather seems that parry is pointless and block is 100% based on gear now, so stat builds have zero importance outside of choosing whether to stack Vit or Str. Kind of a bummer for anyone who put effort into a parry/block build - such as it was.

    But given that Paladin's relic is based on battle dance materia, nerfing parry to make it irrelevant feels like a real kick in the teeth to the Paladin. Since that whole combination of skill with blade and shield is ecplicitly stated in the lore of the Paladin...
    Known as paladins, these men and women marry exquisite swordplay with stalwart shieldwork to create a style of combat uncompromising in its defense.
    ...wonder what it should say now.
    Were the folks balancing the jobs high or something? Bard has been pretty well rewritten away from the constant movement that was core to it.. And here core aspects of Paladin are getting disassembled. Perhaps it's time to go play DPS for a while and let the shortage of Tanks convince SE to fix things.
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  5. #5
    Player
    Windklinge's Avatar
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    Nov 2014
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    Character
    Windklinge Wirbelwind
    World
    Shiva
    Main Class
    Marauder Lv 60
    parry is even less useful than before now i say. hence why every war and drk will get mad at SE for putting parry on basicly all tank weapons so far. hopefully the eso weapons and savage weapons will have crit/det since acc is gone these 2 are the only real 2 good secondary stats left..

    oh i forgot. SE made fun of wars by putting crit and det on bismarck ex axe the LOWEST ilvl endgame weapon. gg SE.
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  6. #6
    Player
    Phoenicia's Avatar
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    Character
    Naomi Enami
    World
    Odin
    Main Class
    Dark Knight Lv 70
    I think people missed the point of why parry (and block) aren't that great for tanking and, therefore, should be geared towards.

    It is not that parry and/or block are bad per se, parry and block are welcome mitigation, when they happen. Yes, parry scales so slow and you need ridiculous amounts for the percentage to count. But the real problem, and the reason, parry and block are "bad" is that you cannot 100% rely on them to be there when you need them. The tanking meta in this game is "fluff damage" until the "tank buster" comes in.

    Fluff damage can be mitigated in many ways and is easy to heal anyways and is where healers go in their DPS stances. Even tank self heals are enough sometimes. Tank busters are what matters because that is what is going to kill your tank. Relying on crossing your fingers for a parry (or block) to mitigate said tank busters is fool hardy and stupid.
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  7. #7
    Player
    Phoenicia's Avatar
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    Character
    Naomi Enami
    World
    Odin
    Main Class
    Dark Knight Lv 70
    ... Continued.

    So unless you can somehow cover a hit table of 100% where all attacks are either dodged, blocked or parried (like in WoW or some other RNG based tanking games), you should NOT rely on the RNG stats to mitigate your damage.

    To fix this: SE gave PLDs and WARs tools to "use" said mechanics: Namely Sheltron and Raw Intuition respectively.

    I will exclude Bulwark and Dark Dance (and wrath stacks) as they are not 100% chance to mitigate damage, hence, not reliable. (I can't begin to count the amount of times where Death Sentence, Mountain Buster, Raven's Beak, Flatten, Revelation, etc. went through my blocks where I block the auto attacks before and after.) They help? sure. Are they reliable? no.

    Personally, the way it works, I hate parry. Heck, I even feel I'm forced by SE to use the stat because they keep shoving it up my gear which makes me hate it even more.
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  8. #8
    Player
    AnimaS's Avatar
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    Anima Soulcleanser
    World
    Adamantoise
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    Goldsmith Lv 60
    Quote Originally Posted by Phoenicia View Post
    ... Continued.

    So unless you can somehow cover a hit table of 100% where all attacks are either dodged, blocked or parried (like in WoW or some other RNG based tanking games), .
    Sure, now that Raw Intuition grants warrior 20 seconds of all frontal parries the stat is 100% further useless as well. It's hilarious watching this because it's 100% parry (20% dmg mitigation) for 20 seconds, sort of closer to what actual parry would need to be to use it.
    (1)

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