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  1. #1
    Player
    Phoenicia's Avatar
    Join Date
    Oct 2013
    Location
    Idling in Idle-shire
    Posts
    748
    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, 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 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."
    (0)

  2. #2
    Player
    Yorumi's Avatar
    Join Date
    Sep 2013
    Posts
    390
    Character
    Yorumi Eienyuki
    World
    Ultros
    Main Class
    Red Mage Lv 77
    Forgive me for my ignorance of progression content, and my ignorance of stat caps. That said I would also like to see a more detailed analysis of parry. Saying parry is random isn't a valid reason not to have it, even when random it will still reduce healing needed over a fight.

    I don't care if it does suck I'd just kind of like see a more detailed analysis than "it's random." If we're going to talk about melded gear couldn't we meld parry instead of vit? Giving str/parry, damage and mitigation? Just trying to get the entire picture so I can make informed decisions.
    (0)

  3. #3
    Player
    SeraviEdalborez's Avatar
    Join Date
    Mar 2011
    Posts
    1,558
    Character
    Seravi Edalborez
    World
    Hyperion
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Yorumi View Post
    Forgive me for my ignorance of progression content, and my ignorance of stat caps. That said I would also like to see a more detailed analysis of parry. Saying parry is random isn't a valid reason not to have it, even when random it will still reduce healing needed over a fight.

    I don't care if it does suck I'd just kind of like see a more detailed analysis than "it's random." If we're going to talk about melded gear couldn't we meld parry instead of vit? Giving str/parry, damage and mitigation? Just trying to get the entire picture so I can make informed decisions.
    While I don't have any parry data to offer, here's 2 points of consideration.

    First, STR/parry meld is just flat-out a waste of money compared to STR/VIT meld. Parry does not apply to several attacks and several entire old encounters (Ramuh EX, Leviathan EX, numerous phases of several old Coils) and even new ones (entirety of Alex4, Ravana EX Beetle avatar). Regardless of whether or not parry scaling is good or bad, investing into a stat that doesn't apply in half the relevant content is foolhardy.

    Second, the idealogy that "parrying will save healing needed" only applies on a very amateur healer level. The kind who waits to see damage before healing. In the meta of tankbusters and pre-curing, you are not going to wait to see the hit to heal. Your heal better already be outgoing. You can't wait to see the parry. If it happens, sure you might not need to follow up with another Cure1/Physick/Benefic. But in most situations where it mattered, your co-healer was probably on it too. So all you've accomplished is randomly overhealing.

    Most situations where a parry or block was life-saving are extremely confirmation bias-heavy or were entirely preventable circumstances. Planning around something un-ideal happening frequently is just not a sound logic.

    This is the same argument that has been argued since 2.0 launch. The game has not changed significantly since then. If anything, we are playing 2.0 again based on preliminary testing of secondary stat scaling for other jobs (DPS). Which means that comparing parry levels now is about at productive as it was in the era of Darklight/Mythology/Coil1.
    (2)

    XI: Zeroblade, Titan Server

  4. #4
    Player
    Yorumi's Avatar
    Join Date
    Sep 2013
    Posts
    390
    Character
    Yorumi Eienyuki
    World
    Ultros
    Main Class
    Red Mage Lv 77
    SeraviEdalborez I think you misunderstand why I want to see the information on it. Look at it this way, the argument for str accessories is vit is useless after a certain point. That makes perfect sense.

    In a worst case scenario, like the fights you mentioned, parry is equal to vit, useless. In any other scenario it would be better than vit above the survival level.

    As for the point about parry being lifesaving, I'm not suggesting that at all. It certainly can't be counted on in that way. Bosses do more than just tank busters. Even if auto attacks don't need immediate healing, they eventually need to be healed at some point. Over the course of a fight parry will reduce this damage by some amount, meaning over the course of an entire fight, start to finish, a healer has to output less total healing.

    That's why I'd like to see math on it. If we're going to say the vit isn't doing anything, parry is doing at least something most of the time and that's better than nothing.
    (1)