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  1. #1
    Player Ceodore's Avatar
    Join Date
    Feb 2014
    Posts
    537
    Character
    Ulf Hednasch
    World
    Famfrit
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by nyttyn View Post
    Making parry increase damage would be super dumb. That being said, yall who say its useful should actually play a tank because it's the single most useless tank stat there is. Even moreso post-nerfs - before then, at least you could get parry up to >20%. It just scales so incredibly poorly for such a RNG benefit that it's pretty much always a waste.

    I agree it needs some sort of buff or change, but making it increase damage is definitely not that change. Maybe just have it also add a small amount of damage reduction to help it achieve its intended function.
    Bingo! Someone with intelligence. You understand exactly what I am getting at. Parry needs reworked to be a stronger defensive stat, not an offensive one, especially since it just make more logical sense. Exactly as you said, Parry should effect both the rate and the strength of your parries.

    Quote Originally Posted by Ashkendor View Post


    No. Seriously, just... no. This makes absolutely no sense whatsoever in context of what Parry actually is.

    My biggest problem with Parry/Block atm is that my Strength no longer affects them. :/
    Exactly! But SE's reason for removing that effect from Strength was because the levels of Strength players will now be able to sink into gear, even as tanks, would make Parry strengths massive. Since the threshold was based on tiers of block %, parry and block would be seeing close to 50, 60% block strength. So instead of just tweaking the formulas a bit, they did the worst thing a game developer can do, they just out right removed it. I feel they could have at least moved it to another stat that would make more sense, like Parry. This secondary stat needed some serious loving anyways.

    Quote Originally Posted by Mhikail View Post
    You know we have a 20 post limit and it's 24 hrs after that post.
    I'm just here to see what daily thing he has to complain about.
    Reminds me of my Gma. She complains so damn much!
    I'm like STFU WOMAN lol yeesh.
    Maybe I'm the only one who finds it rude to copy and past posts that come after yours. The limit isn't a big deal to me really. IDK.
    (10)
    Last edited by Ceodore; 07-12-2015 at 04:49 AM.

  2. #2
    Player
    Ashkendor's Avatar
    Join Date
    Mar 2014
    Posts
    4,659
    Character
    Ashkendor Zahirr
    World
    Balmung
    Main Class
    Paladin Lv 90


    No. Seriously, just... no. This makes absolutely no sense whatsoever in context of what Parry actually is.

    My biggest problem with Parry/Block atm is that my Strength no longer affects them. :/
    (11)
    Last edited by Ashkendor; 07-12-2015 at 04:41 AM.

  3. #3
    Player
    XgungraveX's Avatar
    Join Date
    Oct 2014
    Posts
    524
    Character
    Gungrave Hellsing
    World
    Leviathan
    Main Class
    Samurai Lv 90
    yes let add more dmg on top of war 6k fel cleaves lol
    (0)

  4. #4
    Player Ceodore's Avatar
    Join Date
    Feb 2014
    Posts
    537
    Character
    Ulf Hednasch
    World
    Famfrit
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by XgungraveX View Post
    yes let add more dmg on top of war 6k fel cleaves lol
    To be fair, one high damage skill on one class isn't a reason to NOT give tanks more damage, but Parry isn't the logical method. And Fell Cleave is a special case that needs to be considered when balanced against the tanking capabilities of the class. Take for instance the nerf to Defiance's healing bonus on emergency heals.
    (1)

  5. #5
    Player
    Allyrion's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,231
    Character
    Allyrion Windwalker
    World
    Yojimbo
    Main Class
    Samurai Lv 70
    Why does it need damage?
    It should just be better at what it's meant to do, mitigate.

    Maybe higher returns and more consistency. I think it'd be better flipped.
    Parry stat should give you more damage reduction from parrying, while parrying should have a set percent that's reasonably high.

    It could also even just be that you always parry, and how much you parry depends on the stat.
    That could be balanced.

    Damage added it could be an option, but that shouldn't be the main reason to get it.
    It should be attractive for its mitigation. And your survival should be in danger if you ignore it.
    (0)

  6. #6
    Player
    Nektulos-Tuor's Avatar
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    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    Perhaps it could be damage reflection instead.
    100 Parry = 1%

    So, 500 Parry would be 5% damage reflection, 5% damage is prevented and reflected back to the caster's target when it attacks him directly.
    Or, 500 = 3%.


    As a sort of riposte. Removing the RNG completely from it.

    I also edited it for replies because I always seem to hit the "Post Limit" cap.

    100 Parry = 0.5% of damage received when facing your target is prevented and reflected.
    200 Parry = 1% of damage received when facing your target is prevented and reflected.
    300 Parry = 1.7% of damage received when facing your target is prevented and reflected.
    400 Parry = 2.3% of damage received when facing your target is prevented and reflected.
    500 Parry = 2.7% of damage received when facing your target is prevented and reflected.
    600 Parry = 3.3% of damage received when facing your target is prevented and reflected.
    700 Parry = 3.7% of damage received when facing your target is prevented and reflected.

    Parry renamed to Spiked Armor or Retaliation.
    (0)
    Last edited by Nektulos-Tuor; 07-12-2015 at 05:50 AM.

  7. #7
    Player Ceodore's Avatar
    Join Date
    Feb 2014
    Posts
    537
    Character
    Ulf Hednasch
    World
    Famfrit
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Nektulos-Tuor View Post
    Perhaps it could be damage reflection instead.
    100 Parry = 1%

    So, 500 Parry would be 5% damage reflection, 5% damage is prevented and reflected back to the caster's target when it attacks him directly.
    Or, 500 = 3%.


    As a sort of riposte. Removing the RNG completely from it.

    I also edited it for replies because I always seem to hit the "Post Limit" cap.

    100 Parry = 0.5% of damage received when facing your target is prevented and reflected.
    200 Parry = 1% of damage received when facing your target is prevented and reflected.
    300 Parry = 1.7% of damage received when facing your target is prevented and reflected.
    400 Parry = 2.3% of damage received when facing your target is prevented and reflected.
    500 Parry = 2.7% of damage received when facing your target is prevented and reflected.
    600 Parry = 3.3% of damage received when facing your target is prevented and reflected.
    700 Parry = 3.7% of damage received when facing your target is prevented and reflected.

    Parry renamed to Spiked Armor or Retaliation.
    Lol... so instead of parry reducing at least 20% of damage, you would rather it reduce WAY less and reflect the damage back? You MUST be kidding. Do you think about the things you're typing before you type them? What use is 3.7% damage reflection when you have to stack 700 parry? The stat is still useless.

    Quote Originally Posted by Nektulos-Tuor View Post
    Uhm.. 500 parry is about a 5-6% chance to parry. That is about 1% damage reduction with an RNG component. That is .. not very good.

    Parry only 20% damage reduction, not 100%. So that 5-6% is like 1%. This is a LOT better.
    Lol, where do you get these numbers? Out of you rear end? I'm at 388 parry, and I generally trigger parry at about a 10% rate on my Warrior.
    (1)
    Last edited by Ceodore; 07-12-2015 at 06:11 AM.

  8. #8
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Ceodore View Post
    Lol... so instead of parry reducing at least 20% of damage, you would rather it reduce WAY less and reflect the damage back? You MUST be kidding. Do you think about the things you're typing before you type them? What use is 3.7% damage reflection when you have to stack 700 parry? The stat is still useless.
    0.8% to 1%ish Damage Reduction vs 2.5%-3% Damage Reflection. What is better?
    (0)
    Last edited by Nektulos-Tuor; 07-12-2015 at 06:21 AM.

  9. #9
    Player Ceodore's Avatar
    Join Date
    Feb 2014
    Posts
    537
    Character
    Ulf Hednasch
    World
    Famfrit
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Nektulos-Tuor View Post
    0.8% to 1% Damage Reduction vs 2.5%-3% Damage Reflection. What is better?
    Again, where are you getting your numbers? It's hilarious.
    (5)

  10. #10
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    Bah, I got that from the wrong game. I play way too many games.

    [Edit SoonTM]

    Most Parry chances were around when other stats also gave parry. However I am sure it is around 0.0XX% per parry. Regardless it is very low, a worthless statistic honestly compared to what other stats give.

    Quote Originally Posted by Kayokane View Post
    As a healer I dislike this as it incentivizes bad tanking by forgoing the use of Damage Reduction CD's that don't effect outgoing damage normally (ie: Foresight, Shadowskin, Shadow Wall) to reflect more damage onto the enemy to end the fight faster.
    That is why I would change Shadow Wall to also be Retaliation, seeing as how it has a longer CD.
    (0)
    Last edited by Nektulos-Tuor; 07-12-2015 at 06:25 AM.

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