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Thread: PLD 4.0

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  1. #1
    Player
    Shurrikhan's Avatar
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    Tani Shirai
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    Monk Lv 100
    Quote Originally Posted by Reynhart View Post
    Except they're not. For PLD Parry roll is only triggered by a failed Block roll.
    I think she meant independent as in exclusive? You can get one, not the other. But neither would one be gated behind the other?

    That said, and I'd have to go link-diving to check, but I was pretty sure all mitigation types shared the same table, along with crit, which is why removing crit taken chance rescaled not only hit chance but also block, dodge, and parry, to enlarged sizes?

    With a buckler at the end of ARR in i125 I was getting close to a one-third block chance. My parry chance, however, was barely affected when swapping to a tower shield (several merged dungeons with each set). I don't see how this could be the case if my parries were gated behind block.

    I'm still not entirely sure, coding-wise, why an auto-crit prevents auto-parry, though.
    (0)
    Last edited by Shurrikhan; 01-11-2016 at 06:12 PM.

  2. #2
    Player
    Reynhart's Avatar
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    Reynhart Kristensen
    World
    Ragnarok
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    Dark Knight Lv 80
    Quote Originally Posted by Shurrikhan View Post
    I don't see how this could be the case if my parries were gated behind block.
    There is a sure way to see if parry is really gated behind block.
    Test wether or not you can parry with Sheltron up.

    We already know that Hit and Crit takes priority, since you can be missed or take a critical hit above Sheltron.
    (0)

  3. #3
    Player
    Jpec07's Avatar
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    Matthias Gendrin
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    Cactuar
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    Paladin Lv 80
    Quote Originally Posted by Brian_ View Post
    The point is people DO NOT WANT RNG MITIGATION. People want to know how much damage they're going to take and when they are going to take it. [...] That's what people want. Consistent mitigation.
    To be frank, tough luck to those people. Predictability on that level would make the game (and really any game) insufferably boring. Where's the challenge if the situation is 100% reliable? Micromanaging your cooldowns? You can already do that. Maximizing your rotation? You can already do that, too. Mastering encounter mechanics? That can also already be done. Parry exists to smooth out the damage taken when taking a lot of hits (which is admittedly rare outside of dungeons). The more parry, the more reliable your mitigation will be.

    Let me ask this: if Parry were replaced with "Toughness," which granted equivalent effective mitigation (only without the RNG component) would it be better? If you had 30% Parry rate (possible with current levels of gear), it translates to 6% physical mitigation; would you prefer a lower-scaling Toughness stat that mitigated every non-blocked, non-Crit physical hit for a flat 6%?

    I don't think I personally would.
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  4. #4
    Player
    Instrumentality's Avatar
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    Eureka Evergarden
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    Paladin Lv 70
    Quote Originally Posted by Jpec07 View Post
    Let me ask this: if Parry were replaced with "Toughness," which granted equivalent effective mitigation (only without the RNG component) would it be better? If you had 30% Parry rate (possible with current levels of gear), it translates to 6% physical mitigation; would you prefer a lower-scaling Toughness stat that mitigated every non-blocked, non-Crit physical hit for a flat 6%?

    I don't think I personally would.
    Yes, I would want this.

    You could even call it...bonus armor? And make it appear only on tank gear (including vit jewelry)? And give your tanks...bonus damage based on how much bonus armor they had?

    Edit: Or, better yet, call it bonus defense!
    (1)
    Last edited by Instrumentality; 01-15-2016 at 05:56 AM.
    My life while tanking is an existential hell from which there is no escape.

  5. #5
    Player
    Jpec07's Avatar
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    Matthias Gendrin
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    Quote Originally Posted by Instrumentality View Post
    Yes, I would want this.

    You could even call it...bonus armor? And make it appear only on tank gear (including vit jewelry)? And give your tanks...bonus damage based on how much bonus armor they had?

    Edit: Or, better yet, call it bonus defense!
    I'm not sure if it's intentional, but you're referencing what I consider to be one of the biggest tank design mistakes in World of Warcraft. I hated Bonus Armor and everything it represented, and I absolutely would not want it here. It was one of the things that killed the game for me, and I sincerely hope SE is smarter than to implement it here.
    (0)
    __________________________
    A dungeon party with two summoners always makes me egi.

    Beginner's Overview to Tanking in FFXIV: http://forum.square-enix.com/ffxiv/threads/352455
    Learn to Play (it's not what you think): http://www.l2pnoob.org/

  6. #6
    Player Brian_'s Avatar
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    Graylle Celestia
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    Tonberry
    Main Class
    Warrior Lv 70
    Well, first off, a lot of people don't want new skills because there is already enough skill bloat.

    The other thing -- PLD already has everything. They've always been the most complete tank. The problem isn't that they don't have something, it's that what they have doesn't do enough for various reasons.

    PLDs have AoE. It's just that Circle of Scorn has a long CD and doesn't do enough damage. Flash generates AoE enmity but doesn't deal any damage.

    The biggest thing they have to look at with PLD is internal synergy and how it can be used to make their overall skill-set less situational and more fluid. For example, in magic damage heavy fights, they need to figure out a way to keep Bulwark and Sheltron relevant. In fights where there is no knock-back mechanic, they need to keep Tempered Will relevant. When PLDs don't need enmity, Rage of Halone still needs to be relevant. When PLDs aren't taking damage, Rampart, Sentinel, and all their other dCDs still need to have some use.
    (2)

  7. #7
    Player
    Shurrikhan's Avatar
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    Tani Shirai
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    Monk Lv 100
    4.0 in general:
    • Vitality made a bit more tanky, rather than just an eHP (vs. tankbuster) capper, but in a different way than Strength, such as by increasing healing taken over time (allowing for larger windows between heals, as is generally the only other benefit of Vitality currently). Attack Power (AP) again benefits blocks, and parries.
    • (Abilities that grant additional enmity or are modified by enmity modifiers (including by stance) now give additional slight enmity across all engaged enemies, similar to the use of any action.)
    • Vitality <> Strength gap reduced a bit. Tanks now take 67% Attack Power from Strength, 33% from Vitality.
    • Vitality further grants bonus enmity to make up the difference in Attack Power, and therefore enmity. Fun fact: this also applies to per-action enmity, whereas Strength does not.

    • Anything that looks like a cleave, is. Just not necessarily a huge one.
    • Pure "AoEs" are less niched; more situational usability. TP costs often reduced.
    • Skill and Spell Speed merged; each now slightly increases oGCD dmg.
    • TP refresh now occurs at the player's GCD rate, but ticks for only 50. Bonus TP effects (Paean, Spire, ProRook, Goad) reduced by 20%, now tick at receiving player's GCD rate.

    • Accuracy and evasion/parry/block revised. Percentile hits/misses now possible. So called "soft cap" on accuracy significantly reduced. Parry and block now reduce both flat damage and reduce enemy accuracy to further reduce damage by percentile. Dodge reduces only accuracy. Excess accuracy now contributes to critical strike chance, albeit at a lesser rate than pure Crit stat.
    • Parry stat removed, replaced by Guard, Deflection, and Evasion. Guard increases base/flat mitigation from blocks and parries, decreases knockback, and increases the damage necessary to interrupt your casts, while Deflection improves the efficiency of accuracy reduction by block and parries on enemy attacks and improves the accuracy of your counter-attacks (if any). Evasion increases the accuracy necessary to be hit. Guard is generally the best trash-tanking or utility stat, while Deflection is the favored stat against accurate, hard-hitting bosses and for MT dps. Evasion is usually balanced against these two, but because it also affects magic to some extent, may be favored in anti-mage combat.
    • Blocks and parries have increased chance based on accuracy, deal increased flat mitigation based on attack power, and increased deflection (reduction of enemy accuracy) based on attack power and accuracy relative to the enemy blow and attacker respectively.

    • General rates of blocks, dodges, and parries have been increased across the board and feel much less RNG-dependant, but they are now limited by Staggered and Winded effects. Dynamics reduced.
    • Blocks and parries strength are gradually reduced by usage. Recovers quickly. Bar can be customized; by default it shows up once effects are reduced below 80%, and shows both the extent, and the recovery time. Costs reduced by Determination, chance cost reduction by Crit, recovery time increased by Speed.
    • All chance mitigation has a heightened chance of use when it would prevent death or critical health (<20%), but in turn chances are gradually reduced based on the chance that was increased. Recovers more slowly. Costs reduced by Determination, chance cost reduction by Crit, recovery time increased by Speed.

    ::Overall point of these last two sections: to make Evasion tanking a resource management game, or at the very least like counting cards or knowing the ball-and-cups host's tricks, rather than just yanking on slot machines. Ultimately, to make evasion tanking more viable, so that a tank class can eventually be made around it, and the other tanks made more interesting for it.


    GLD:
    • Unique means of dealing AoEs, especially while tanking. Even if triggered by a weaponskill, it shouldn't be a spam attack like the others. Likely using enemy attacks against themselves (offensive evasion).
    • More Sword-and-Board synergy.
    • More evasion usage.
    • Access to Goring Blade
    • Some potency increases, directly, or through core trait effects trigger-able in combat.
    • Possibly some active blocking skill that lets them mess with their block chance/use/rating consumption.
    • (Would ultimately like classes to be viable for roughly a third of all significant content, and about half of 'fun' content. Should be more slippery and personally tactical than the full PLD, with possibly better opportunistic/burst damage.)

    PLD:
    • Sword Oath tanking improved somewhat, likely by swapping out increased AA damage for increased potency on all attacks, thereby improving burst, enmity, and AoE.
    • Further AoE improvements - likely improved cleave in Sword Oath and applying or improving a cleave component to/in Shield Oath.
    • Improved utility (Improved Cover, Clemency, Divine Veil)
    • True Shield-style ownage in Shield Oath
    • Reasons to use Shield Oath as OT, if only situationally.

    Extra:
    • Would honestly like to see Crit Strikes not share a category with hit/block/parry/dodge, such that forced crits cannot be blocked or parried. However, that does mean RIP Awareness. I have no regrets about trading this for something not shit, though, or increasing mob critical strike chance in general to see it actually have some significant use outside of DD/Bulwark/RI synergy.
    • Would like to see Bulwark CD decreased to 2 minutes, not so much for Awareness synergy as just because that should be the most outright iconic ability in a Sword-and-Shield tank's skillset, and instead its' felt basic/lackluster since early ARR Swipe spam. I'd like to see it more frequently, paired with the above Sword-and-Board ness.
    (1)
    Last edited by Shurrikhan; 01-11-2016 at 06:33 PM.

  8. #8
    Player
    MPNZ's Avatar
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    Nephie Elz
    World
    Lamia
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    Archer Lv 90
    A separate limit break that prevents all damage to members of your party for 15 seconds, but 5-10% of that damage is dealt to you. Hopefully, one that costs just one bar and a huge cool down, and tied to the MSQ.

    Making parry useful again.

    Bonus point caps.

    Doing something so that when you switch to PLD/MRD/DRK that your tank stance is automatically activated, and if not: the DPS stance if it's available.

    Mapping the stance switches to one button.

    Making the ShO and SwO icon more distinctive.

    A damage bonus for party members who are not between eleven and one o'clock of any enemy (with 12 being its front) that the PLD is holding aggro of and PLD.

    Making it so that flash works off either VIT or STR.
    Or both!

    All jobs/classes will have 1 Bonus point added to every stat, and doesn't effect our previously allocated points. This may be tied to Job crystals to place more pressure on players to unlock jobs and make losing some majorly missed cross class skills as less of a perceived negative by players who have just unlocked the class.
    (0)

  9. #9
    Player
    Instrumentality's Avatar
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    Eureka Evergarden
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    Excalibur
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    Paladin Lv 70
    Not being able to be crit would be cool and awesome.


    (For all tanks, not just PLD.)
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    My life while tanking is an existential hell from which there is no escape.

  10. #10
    Player
    Shurrikhan's Avatar
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    Tani Shirai
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    Cactuar
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    Monk Lv 100
    Quote Originally Posted by MPNZ View Post
    A separate limit break that prevents all damage to members of your party for 15 seconds, but 5-10% of that damage is dealt to you. Hopefully, one that costs just one bar and a huge cool down, and tied to the MSQ.

    Making parry useful again.

    Bonus point caps.

    Doing something so that when you switch to PLD/MRD/DRK that your tank stance is automatically activated, and if not: the DPS stance if it's available.

    Mapping the stance switches to one button.

    Making the ShO and SwO icon more distinctive.

    A damage bonus for party members who are not between eleven and one o'clock of any enemy (with 12 being its front) that the PLD is holding aggro of and PLD.

    Making it so that flash works off either VIT or STR.
    Or both!

    All jobs/classes will have 1 Bonus point added to every stat, and doesn't effect our previously allocated points. This may be tied to Job crystals to place more pressure on players to unlock jobs and make losing some majorly missed cross class skills as less of a perceived negative by players who have just unlocked the class.
    Mapping PLD stances to one button would prevent you from dropping ShO (and getting 25% more dps) without dropping your combo--a flexibility loss, and may in turn cost dps.

    Flash already scales off Strength. After the tank revisions, if Vitality contributes Attack Power, it will also work off Vitality. At the moment, because it scales with Attack Power, but not with damage, Berserk will improve Flash while Fight or Flight will not, iirc. That may be what you really want to fix.

    I don't see how an extra stat point is going to make much difference. Classes are already hugely inferior by level 40, and most people scorned if they haven't unlocked them by 35.
    (0)

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