Oh of course...I came late to the party when SE decided to nerf/cap parry(I'm bit of a fan of the concept in combat). I'm never thrilled when I get a piece of gear with parry on it. And wow this thread exploded since page 1 @_@.Actually no, Foresight is better. Foresight offers a 20% boost to p.defense, which translates to about 8% p.damage mitigated for its duration. This is not really useful for tankbusters and yeah it's a weak CD, but it helps smooth incoming damage just a bit.
Parry (the stat)... it's difficult to even get to a 1% difference for the encounter and it's active full time.
Now obviously the CDs that give very high boosts to parry/block are good, but the stat... well, see my post above.
player skill and player gear are not the same think, im laugh how many have a tunnel vision of no str= noob.
basic thinks, you know emity is based in agro combos and a more potency more agro, so a full vit tank have to work much more to built agro, si if you see a vit tank with zero issues is a excelent tank in terms of skill, because you need use all your skills to dealt the job.
im use str because the meta demands use this stad in tanks not because i like it, bad tank is a bad tank no matter the gear you have, and most of the bad tanks use str gear for 2 reasons are new tanks and see all people using str.
and for first and last time, STOP saying str tanks are more fun, that's not true at all, some people have more fun when dealt more dps, and other people have more fun and is more enjoyable a turtle tank.
YES, the current meta prove the str tanks are more useful in raid, don't use that to say you metod is more "fun" because you can't talk for all people, i'm use str gears for the meta not because i love it, in 3.2 this stupid fight go to end give a favor to all and stop acting like kids really.
back to the threat, parry now is a terrible secondary now in 3.0, maybe we see a revamp in 3.2 or not, only time say what happen, but yeah i like to see parry like a stad you need to survive in the future.
I would be pretty happy if stacking block and/or parry actually made a big difference. And if VIT actually decreased damage taken instead of simply adding a bit more health buffer...
Unfortunately... this game's defensive stats suck.
Why did this parry discussion even have to start? Parry has been deemed as a terrible stat a very long time ago. It was bad in 2.x, and worst in 3.x. It no longer scales with strength. So parry will always be 20% dmg mitigation on physical attacks when it goes off, all you are doing by stacking parry stat is getting a very slight increase for parry to proc. Also critical hits ignore parry, and aswell as block, and parry is even a worst stat on Pld, since how the game calculates incoming damage. It first sees if a incoming hit is block first, then calculates if parry procs, if block procs it never gets to the parry proc chance stage. Parry has larger diminishing returns on Pld versus the other 2 tanks.
Parries rng nature, and 3.0 nerf makes it unreliable, and a weak stat. Where it really would not be noticed if SE just took Parry stat out of the game completely, and just gave everyone flat parry rates.
But let's say Parry was actually good, and is useful. Well as tanks you now need to have two seperate sets of armor. One heavily stated with parry for mting/tanking, and the other stack with dps stats for oting/dpsing. Parry would still remain only useful while tanking, but also wasted stats to a ot, but dps stats will always be useful. So parry would still lose out even if it was good, it would only change if it actually becomes a mandated requirement for a tank.
And if parry was good it would only further divide the tank community more, forcing tanks to either to get parry gear, or dps tank gear. Because we all know it takes ages in this game to get a set of max ilvl gear in current content.
*Lastly for people saying tank dps is not important, it is very important in progression groups, and statics. I really do not care what your tank dps is like in dungeon runs, or old content in general, because in that content it doesn't matter at all. But if somehow you got into a group with me in current endgame content like Alex Savage or Thordan for example, and you try to agrue with me you are there to only tank, and not dps. I will ask you kindly to leave, before I forcibly remove you from the group myself. You are expected by 7 others to use everything your job has to offer, so all 8 of us can complete it. So stop being so self-consciousness about yourself, and think more in lines what more you can bring to a group, and stop acting like a carry, and expect 7 others to make up for your shortcomings in difficult, current, endgame content. Kay
Last edited by Isius; 11-21-2015 at 08:12 AM.
PLD is in fact the only one who gets this "double check" when taking physical damage. When taking damage, the game checks twice (block, if not, parry, if not, full damage) if you passively mitigate the hit instead of just once (parry, if not, full damage). It increases their overall passive physical mitigation. But parry is still garbage tho. I'm not saying that it's good on PLD or whatever.and parry is even a worst stat on Pld, since how the game calculates incoming damage. It first sees if a incoming hit is block first, then calculates if parry procs, if block procs it never gets to the parry proc chance stage. Parry has larger diminishing returns on Pld versus the other 2 tanks.
He's talking about the general behavior and attitude of players that choose to push their limits by running with lower HP pools, and stance swapping aggressively. His claim is that they tend to be more mindful of the encounter because they are playing in a precarious fashion by taking more damage and having a lower HP pool which decreases the margin of error. As opposed to those who stack VIT and sit in tank stance all day because their job is not DPS.Huge fallacy with this logic when compared to the prevailing argument in this thread (it's kind of ironic, actually).
This thread suggests that people in full Fending gear don't really have that much of an advantage over people in Pentamelds or full Slaying gear. If Parry is utter crap (and I don't think anyone will contend that Vit isn't really that helpful for tanks), then how can you possibly argue that the Slaying tank will tend to play better than the Fending tank? If the prevailing argument in this thread holds true, then the two will be taking just about the same amount of damage, and the only difference will be that the Fending tank has to work harder for enmity. So by this logic, the natural conclusion of Slaying > Fending is that Fending gear actually makes enmity gameplay harder for the tank, while they'd have to cycle their cooldowns just as effectively as the tank in Slaying gear. So if they are able to hold threat and survive in Fending gear, and if the mitigation gains by Fending gear are marginal at best, then it stands to reason that the tank in Fending gear is better at the mechanics of their job than the tank in full Slaying, because they have to be.
Although my experiences have been somewhat different. I see a pretty even split between good STR tanks that can use cooldowns and stance dancing effectively vs. bad STR tanks that sit in DPS stance all day, don't use their cool downs and expect the healer to pick up the slack.
Either way, this has little to nothing to do with the parry stat.
Oh and I forgot to answer this
This is completely false. Lifestealing doesn't generate enmity. Bloodbath only generates the basic buff enmity when you activate it, like any other buff, and that's it (which is 70 I believe). This has been tested back in 2013.
Yes, it's true Pld is the only class atm that gets this double check system, but it really doesn't change the fact you get diminishing returns with parry on Pld versus the other two tanks. If your block always gets activated first there is no point in stacking extra parry on a Pld, skills like Sheltron/Bulwark also decrease the value of parry on Pld. Block is just a better Parry anyways, and with both Block/Parry Pld does get more passive physical mitigation versus the other tanks, but doesn't change the fact a activated block will always override parry giving parry less chances to activated on a Pld.PLD is in fact the only one who gets this "double check" when taking physical damage. When taking damage, the game checks twice (block, if not, parry, if not, full damage) if you passively mitigate the hit instead of just once (parry, if not, full damage). It increases their overall passive physical mitigation. But parry is still garbage tho. I'm not saying that it's good on PLD or whatever.
So parry does have diminishing returns on Pld, and stacking parry is even less useful on Pld versus the other tanks, especially when new patches come out with better gear/shields, just based on how the game calculates incoming damage.
On a successful parry, instead of reducing damage of that hit you should gain a buff called: "Short Reprieve". It also reduces damage from the hit as well.
Short Reprieve:
Reduces all damage taken by 20% for 2.5 seconds.
Of course, proccing parry again would refresh the buff.
A buff like this would make parry infinitely more useful.
Last edited by Nektulos-Tuor; 11-21-2015 at 12:04 PM.
And (potentially) hilariously over-powered.
You'd essentially be given the defense of a Pld's Rampart (arguably one of the best single use CD's in the game) for every successful parry, and that could, possibly, be the entire encounter. The reason for this is because despite the RNG nature of Parry, you can never make the odds of a successful parry worse. You can, however, make the odds better simply by pulling more dmg. In high dmg pulls (Pulls of 5 or more mobs, for example) the odds of you gaining Parry would go up for each and every auto attack which came towards you. That means that the more enemies that you are fighting, the higher odds you have for getting a 20% increase in defense. Given that mob pulls often end in seconds, not minutes, you could potentially be covered by the effect of Rampart for an entire fight. That's absurd.
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