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  1. #11
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Nektulos-Tuor View Post
    An RNG attack can't really be relied upon.

    Also, critical hits add 50% damage to attacks. So critical rate, the stat pretty much makes you hit for 700-1000 more. So, if this is indeed "overpowered" then so is critical rate, infact its more overpowered because it takes 1 stat and not two stats.
    I'm not arguing with the concept, only saying that your formula would need some revision for appropriate scaling. One could have as much as ~550 parry stat back in first Coil, which would cause Parry to hit for more than Rage of Halone. During the leveling process the value of the stat would sink back down to much lesser significance because it doesn't scale with our quickly increasing primary stats, and then as secondary stats begin to overtake primary again, and parry more gearable, it would again eclipse the value of Determination and Critical Strike against only quick-attacking physical enemies - a particular gearing annoyance XIV has thus far tended to avoid.

    On the whole parry/riposite would still be lackluster; the issue is the massive difference between when it's crap and when it's overpowered. RNG isn't even the beginning of its issues. Magic can't be parried, and the pace of riposite is the pace of incoming attacks x parry chance. That said I still don't what you're talking about in your comparison between Critical Strike and Riposte, which you introduced as a "skill", not a "stat" (hence my thinking that the damage was based on the adjacently referenced Parry... if that is incorrect, I apologize).

    (Personally I'd just like to see Parry/Block usable against magic attacks to a variably lesser extent, where DRK can perhaps even (conditionally - e.g. under DM/DD) charge its blade with parried/absorbed magic damage, and PLD could, say... block magic damage while in Shield Oath and parry it while in Sword. The Parry stat would likely then just shift to Reflex or whatever name works for both Block and Parry (the effects being split and/or Oath-dependent for PLD, for whom the stat would otherwise be overpowered).

    Back on topic:
    Any attempt to make the parry stat relevant has to also be somewhat paired at least with parry even being usable. As it stands, half of our Alex encounters focus on damage that cannot even be parried. One alternative would be to have a corresponding anti-magic defensive stat, but then we would have only one role in the game condemned to piece together sets through horizontal progression to be swapped out with each fight for best results. A better solution would probably be to get rid of the parry stat entirely, in favor of something that works on both physical and magic damage, or revise parry's limitations (esp. vs. magic).
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    Last edited by Shurrikhan; 09-20-2015 at 02:30 AM.

  2. #12
    Player Nadirah's Avatar
    Join Date
    May 2015
    Location
    Gridania
    Posts
    1,978
    Character
    Nadirah Serenity
    World
    Excalibur
    Main Class
    Paladin Lv 60
    Quote Originally Posted by Sapphidia View Post
    I'll say it before 100 dark knights enter the thread to say it : Riposte is already in the game.

    It's a Dark Knight ability. It triggers off Parry. When they parry, it activates the ability to use an Off-GCD attack (and in the case of FFXIV's riposte, it both does damage and applies a damage down debuff).

    Sadly it has a 30 second cooldown, and even with it existing Dark Knights still dont benefit enough from Parry per point to make parry stacking worth it.

    That said, the idea is sound. Some kind of mechanic across all tanks that noticeably increases their DPS when they parry/block would go -some- way to fixing the terrible parry stat, but even then the returns you get from 1 point of parry is terrible.
    The ability we're referring to is automatic. Always.

    You attack me, I block/parry/dodge I automatically hit you back for a percentage of weapon damage.
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  3. #13
    Player Nadirah's Avatar
    Join Date
    May 2015
    Location
    Gridania
    Posts
    1,978
    Character
    Nadirah Serenity
    World
    Excalibur
    Main Class
    Paladin Lv 60
    Quote Originally Posted by Sapphidia View Post
    Yeah I think WoW had something similar in the concept of the Shield Spike (though this was fairly low damage). It would certainly be better as an automated attack rather than a button press.
    Shield spikes were a damage reflect on block.

    Hunter had an attack in vanilla that lit up when you parried(Counterattack, Survival tree). Paladin protection tree in vanilla had Holy Shield, adding 4 charges of damage dealt to attacker when blocking. Paladin also used to have Retribution Aura, which was a mild thorns effect that damaged attackers when you were hit. Druids had a similar, more powerful at first then later longer duration/smaller damage spell, Thorns. Combat rogues had Riposte, that lit up after parry.


    And that was just vanilla talents. Warriors also used to have an ability called Retaliation that counterattacked *all* incoming attacks for 12 seconds.

    They've since toned down a lot of these things, or removed them entirely. But they were fun while they lasted. Rogues whining and crying they killed themselves to thorns damage...
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  4. #14
    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 Freyyy View Post
    This Riposte idea looks more like WAR's Vengeance than DRK's Reprisal.
    Its also similiar to tanks new PvP skill called Push Back http://xivdb.com/?skill/1597/Push-Back (that shit is OP as hell against retards).
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