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  1. #1
    Player
    GranZero's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12
    Character
    Tiercel Noire
    World
    Zalera
    Main Class
    Machinist Lv 85

    Lightbulb Parry: How would you improve it?

    At the time of writing, we are currently at patch 3.26, and one of the biggest tank-related changes is the change to how VIT and STR stats work for tank classes/jobs in general. That said, there were some unmentioned changes that came with the updates, mainly the endgame fending accessories: tanks are encouraged to wear fending accessories, but when they play offtanks, the parry stat becomes negligible since the attention is not on them. Thus, as offtanks, STR accessories are more preferred over VIT ones.

    First things first, Parry is a damage mitigation stat that determines the probability of reducing physical damage by 20%. The higher the stat, the higher the probability of reducing incoming physical damage.

    The last live letter discussed the following:
    Q: Is there any way to add a noticeable utility to the parry stat on tank equipment?
    A: As of Patch 3.2 it's possible to meld materia into the new equipment sets, and we're aware that many tank players are not choosing parry when they are considering which materia to meld into their equipment, focusing on determination or critical hit rate instead. I’ve been discussing this with the development team, and they said that the parry calculation is based on a gradual curve, so even if players were to focus on parry, it wouldn’t have any noticeable effect because the rate at which enemy damage is mitigated would not necessarily increase. However, this is tied to large-scale system changes, and while I can't give an official comment just yet, we are looking into whether we can make adjustments in Patch 3.4, when the item level is increased, or around Patch 4.0.
    Its inherent problems are as follows:
    • It relies on luck and RNG. Critical Rate also relies on luck and RNG, but while Crit is nice to have, one would not rely on Parry for trustworthy damage mitigation.
    • It only affects physical damage
    • Parry is relatively useless when offtanking. As an off-tanker, one becomes a melee DPS that switches with the main tank when mechanics beckon to do so.
    • Unlike Critical Rate, Parry does not increase mitigation relative to the stat (whereas Critical Rate increases the rate and damage dealt by critical damage). It is a flat 20% mitigation.

    Onward to the reason for this post while this is still a heated topic, how would you recommend the developer team to improve Parry? Here are some suggestions. Please note that some of them offset other points:
    1. Make Darkside, Sword Oath, and Deliverance stances use Parry. Let me explain --- what if changing to the aforementioned stances also increased damage with the aid of Parry? Let’s say, when in Deliverance stance, reduce 30% of Parry stat and increase attack power by say (0.01 x reduced parry) %. For Darkside, increase Crit Rate by 10% of Parry. For Sword Oath, a flat damage and accuracy increase by 5% of Parry. This change may eliminate other classes wanting to abuse Parry changes by equipping fending accessories
    2. Make Parry reduce magical damage as well. I can see why this could be a problem for what the developers intended, so I would understand if this one is not considered, which brings me to my next suggestion:
    3. Give a trait to Dark Knights to make their Parry mitigate magical damage as well. The meta that we see right now for Dark Knights is that they are chosen for magic-heavy battles. This trait will just make them fit the mold better.
    4. Make Parry counter damage. Similar to MRD/WAR’s Vengeance skill, what if tanks return the flat 20% reduction as damage? Vengeance would still be useful as it still has the 30% reduction + 50 potency return for every physical damage. What if Parry returns 5% of its stat in potency to every kind of damage?
    5. Change Parry to be additive to Defence/Magic Defence stat. This is the lazy change to the Parry change. If SE really wants to stick to the meta, they might go: WAR: 7.5% of Parry is added to physical and magical defence. PLD: 15% of Parry is added to physical defence. DRK: 15% of Parry is added to magical defence.

    Note that I am not even including the pre-Heavensward Parry state --- the suggestions above work with the developers’ decision to stick to what Parry does right now. I just made suggestions based on Parry’s inherent issues. What would you suggest to Square Enix?
    (6)

  2. #2
    Player
    ashwich's Avatar
    Join Date
    Jul 2012
    Posts
    88
    Character
    Alion Darcia
    World
    Excalibur
    Main Class
    Dark Knight Lv 90
    problem with parry, aside from all the above you mentioned. is that people simply don't care about the little damage reduction it provides. The DPS is king meta is very strong in the community. How often do you see tanks come off of tank stance for instance. Granted nobody do this during a tank buster, everytime they do they're giving up 20% reduced incoming for more dps.

    what do you think they can possibly do to parry to make people hold on to it more dearly than 20% flat dmg reduction?

    Don't get me wrong, I for one would love to see tank focus on tank things, because that's their role.

    Personally I think this won't happen unless the game go through some fundamental change to force tank into wanting to focus on defense, one way or another.
    (1)
    Last edited by ashwich; 04-19-2016 at 06:21 AM.

  3. #3
    Player MagiusNecros's Avatar
    Join Date
    Nov 2015
    Posts
    3,205
    Character
    Bastilaa Shan
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    I only care about DRK so I'd suggest add passive to parry magic attacks with a DRK's weapon. And to make parry more good in general I'd say add a Parry rate to the Tank weapons. Kinda how a Shield has a block rate and strength. We already know Parry has 20% flat mitigation. So adding a parry rate on top of Parry stat would make it slightly better.

    However in DRK's case if they could parry magic that would make up for it IMO.

    Parry having counter spike damage could be pretty nice though.

    But like blocking/parrying when OT the DRK/PLD can't use Reprisal/Shield Swipe at all.
    (0)

  4. #4
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    Change it's name, make it increase defense/mdef linearly. Only way it'll be worthwhile. Even if they add a +damage element onto it, it'll only proc while tanking and since Parry itself is largely useless then there's no reason not to just go Crit/Det/SkS. Will make it less worse than now but still pretty bad.

    Alternatively just get rid of it completely or attach it to weapons like how shields have block rate/strength.
    (4)

  5. #5
    Player Jhett_Magnum's Avatar
    Join Date
    Dec 2014
    Posts
    385
    Character
    Zanku Hado
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 70
    Parry should be a passive stat on weapons like how PLD's block rate/strength are on thier shields.
    (6)

  6. #6
    Player Jhett_Magnum's Avatar
    Join Date
    Dec 2014
    Posts
    385
    Character
    Zanku Hado
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by MagiusNecros View Post
    I only care about DRK so I'd suggest add passive to parry magic attacks with a DRK's weapon. And to make parry more good in general I'd say add a Parry rate to the Tank weapons. Kinda how a Shield has a block rate and strength. We already know Parry has 20% flat mitigation. So adding a parry rate on top of Parry stat would make it slightly better.
    Im not sure how I feel about parrying magic attacks. It sounds nice but that would put PLD behind yet again. Also we deal magic damage and I wouldn't want my enemies parrying any of my attacks.( DA AD ex..)

    I honestly think that there's no chance in hell they could make parry trump Crit/DET/SkSp.
    (0)

  7. #7
    Player
    Kaizencorr's Avatar
    Join Date
    Sep 2013
    Posts
    64
    Character
    Kaizen Corrinthian
    World
    Adamantoise
    Main Class
    Archer Lv 80
    I'd rather see them drop parry in favor of a counter system. One where the damage countered is based on your determination. Give it a short cool down like blood letter for bards and have it be a proc until it's recast is naturally hit.

    For flavor make it also increase enmity so that off tanks have to be cognizant of how they use it.

    I'd rather tanking be more reactionary and fluid than what it is now. Hell I'd rather see +enmity and/or +might(def and mdef) than parry.

    It can be argued we will never need that 20% mitigation. That's what our cool downs are for.
    (0)

  8. #8
    Player MagiusNecros's Avatar
    Join Date
    Nov 2015
    Posts
    3,205
    Character
    Bastilaa Shan
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Jhett_Magnum View Post
    Im not sure how I feel about parrying magic attacks. It sounds nice but that would put PLD behind yet again. Also we deal magic damage and I wouldn't want my enemies parrying any of my attacks.( DA AD ex..)

    I honestly think that there's no chance in hell they could make parry trump Crit/DET/SkSp.
    PLD can Block and Parry at the same time based on priority all the time as MT. DRK/WAR do not. If they want DRK to be the antithesis to magic damage and a magekiller then something with them and parry has to change or they will be gimped with a useless stat outside of DD. Especially useless when OT. With WAR it isn't so bad when you have an ability called Auto Parry the skill. And expert use of "Cover" from a PLD.

    If anything DRK and WAR are behind when it comes to passive mitigation.
    (0)

  9. #9
    Player
    MPNZ's Avatar
    Join Date
    Sep 2013
    Posts
    691
    Character
    Nephie Elz
    World
    Lamia
    Main Class
    Archer Lv 90
    I think it would be interesting if parry worked differently between magic and physical damage. Like, magic parrying cutting the damage you receive while restoring your MP, and physical parrying by delaying an enemy's auto-attacks.
    (1)

  10. #10
    Player
    ashwich's Avatar
    Join Date
    Jul 2012
    Posts
    88
    Character
    Alion Darcia
    World
    Excalibur
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Kaizencorr View Post
    I'd rather see them drop parry in favor of a counter system. One where the damage countered is based on your determination. Give it a short cool down like blood letter for bards and have it be a proc until it's recast is naturally hit.

    For flavor make it also increase enmity so that off tanks have to be cognizant of how they use it.

    I'd rather tanking be more reactionary and fluid than what it is now. Hell I'd rather see +enmity and/or +might(def and mdef) than parry.

    It can be argued we will never need that 20% mitigation. That's what our cool downs are for.
    This is an interesting point, I'm a fan of active mitigation. give tanks more control on how to reduce incoming damage.
    incidentally my least favorite stats is crit, even as a dps. distinction between a good dps and mediocre one should be how they manage their cooldown, how to minimize downtime and optimal rotation, not some magical chance in the air.
    (3)

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