Unless parry somehow increases your own dps or mitigates so much damage that healers don't even need to heal you and can dps full time, it will still be in the same boat it's in now.Here's a fix for parry that I've been popping off here and there
- Fix the horrible scaling, make somewhat acceptable
- Make it like CHR, in addition to increasing effective parry rate by having more of the stat, % parried increases too
- a fraction of % parried returned gets returned as damage or converted to hp/mp (e.g. pld - damage return, war - hp refresh, drk - mp refresh)
- and/or -
- an added effect procs on certain skills/abilities (% chance pld's next GB to add its full damage over time amount to its initial damage; drk - % chance after parry, next DA will cost half MP; War - % chance after parry, gains a stack of wrath or abandon)
Or any lesser degree that can still add as much raid damage as the highest weight(s) of offensive secondary stat(s) both while MTing and OTing, or averaging over the two positions.
Here's a fix for parry that I've been popping off here and there
- Fix the horrible scaling, make somewhat acceptable
- Make it like CHR, in addition to increasing effective parry rate by having more of the stat, % parried increases too
- a fraction of % parried returned gets returned as damage or converted to hp/mp (e.g. pld - damage return, war - hp refresh, drk - mp refresh)
- and/or -
- an added effect procs on certain skills/abilities (% chance pld's next GB to add its full damage over time amount to its initial damage; drk - % chance after parry, next DA will cost half MP; War - % chance after parry, gains a stack of wrath or abandon)
- To what? 1% per 25 Parry? (40% bonus parry at 1000?)
- CHR took a blow to actual chance given when it added the % critical damage/healing bonus. If the same were applied to Parry, the stat would be an even more sizable chunk of damage reduced that tanks would be expected to further rely on potentially, while being even less reliable due to reduced parry chance. I could see excess parry chance as increasing effect, so that the Parry stat has some effect on Raw Intuition or when capped with Dark Dance when at, say, 2k Parry, but any other change is really just going to be a nerf in and of itself unless paired with further changes (such as a system increasing parry chance based on %HP that would otherwise be lost, at cost to future parry chance for a balancing duration).
- Counter-damage would serve the same purpose as avoiding Parry outright for more offensive secondary stats. Converting damage taken to HP would work identically to increased parry % mitigation, except that it doesn't increase your one-hit eHP. Converting to MP would be basically waste for all but DRK, and would be better served as a class mechanic.
- So more class/job parry mechanics? Fair enough, but keep in mind what each would actually implicate (e.g. a 1050-potency attack in the form of that GB change, for instance; further MT dependence for DRK; chaotic gameplay for WAR).
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