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  1. #51
    Player
    ChloeGrace's Avatar
    Join Date
    Oct 2013
    Posts
    428
    Character
    Chloe Grace
    World
    Cactuar
    Main Class
    Bard Lv 80
    Yoshi P has already stated that there will be NO tank ability that reduces magic damage.
    He doesn't even try to hide his BLM bias. (ICYMI he plays BLM)

    There would definitely be some serious balancing issues among the 3 tank jobs, historically something the XIV devs have done (at best) ok and (at worst) not at all in addition to refusing to even acknowledge imbalances let alone fix them.

    I like the idea of a oGCD riposte or counterstrike every time there is a successful parry. Ups the tank dps. Not sure what potency I'd use, but it has to be better than an autoattack, maybe 50 or 60?
    (0)

  2. #52
    Player
    Anubis_Nephthys's Avatar
    Join Date
    Aug 2013
    Posts
    343
    Character
    Anubis Nephthys
    World
    Goblin
    Main Class
    Gladiator Lv 60
    Move it higher in the mitigating process (put it after dodge, instead of being the last thing checked) and give it an aggro or offensive aspect.
    (0)

  3. #53
    Player
    Il_Gatto_Nero's Avatar
    Join Date
    Mar 2016
    Posts
    16
    Character
    Gaganero Totonero
    World
    Sargatanas
    Main Class
    Black Mage Lv 67
    My ideas:
    - After a successful parry, the target gets a 3-second debuff where the next incoming damage is always critical, and ends immediately after receiving said critical damage; the attack does not have to be from you. For example, if you parry, the mob gets the 3-second debuff, and a BLM's Fire IV is the first move to hit after the debuff goes up, then the Fire IV hits critically, and the debuff immediately ends. To clarify, if nobody attacks the boss within 3 seconds (as in, not even an autoattack), then the debuff also ends. A passive mitigation stat that can potentially benefit the entire party! However, parry is the last item computed (i.e. block -> dodge -> parry), and the physical mitigation rate is fixed at 20%.
    - DRK gets some kind of modification that allows Parry to mitigate magical attacks; a trait, an added effect to Dark Dance, whatever.

    - Alternatively, rather than Parry being an auxiliary stat that comes in addition to determination, crit, spell speed, etc on gears, make it a weapon-only stat just like "Block Rate" on shields.
    (1)
    Last edited by Il_Gatto_Nero; 04-22-2016 at 07:37 AM.

  4. #54
    Player
    Jpec07's Avatar
    Join Date
    Jul 2015
    Posts
    868
    Character
    Matthias Gendrin
    World
    Cactuar
    Main Class
    Paladin Lv 80
    It occurs to me: a lot of people would stop complaining about Parry if it didn't get in the way of other stats. So if they took Parry out of the stat budget calculation, and just had it as an extra stat that appears on Fending gear without preventing other stats from being there, it very likely go a long way to making it less reviled.

    Basically, make it something that's just there uniformly for all tank pieces. Still let us socket it if we're Gary Busey crazy, but don't take away from the other stats for the main stat allocation. Wouldn't do anything to fix its poor performance, but at least at that point, Parry wouldn't be hurting anything.
    (1)
    __________________________
    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/

  5. #55
    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 ChloeGrace View Post
    Yoshi P has already stated that there will be NO tank ability that reduces magic damage.
    Dark Mind is an ability though which reduces magic damage. So Yoshi has already walked over that line. I really don't see tank balance mitigation wise if the other 2 have to rely on parry and evasion while PLD gets those along with block. And if they want to give DRK identity as the go to Tank class for magic mitigation it should have the ability to mitigate that damage through a parry or at least alter a skill that adds magic parry to their weapon for a limited time.
    (0)

  6. #56
    Player
    keyburz's Avatar
    Join Date
    Oct 2014
    Posts
    152
    Character
    Key Burz
    World
    Cactuar
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Shurrikhan View Post
    That said, this is all over-debate; since even at 1000+ Parry I haven't heard of anyone's increasing their actual parry rate by more than 5%, compared against a much larger base parry and skills that guarantee the parry or increase rate by a flat chance amount (30% DD) as to devalue the parry stat itself, it seems that the portion of one's parry chance actually caused by the Parry stat is rather tiny, and that's the only part that would be replaced here.
    I have 997 parry on my warrior, and after several tests on lvl 60 mobs, its about 40% chance to proc a parry on melee attacks.
    (0)

  7. #57
    Player Violette's Avatar
    Join Date
    Apr 2012
    Posts
    545
    Character
    Eonkhui Malaguld
    World
    Tonberry
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by keyburz View Post
    I have 997 parry on my warrior, and after several tests on lvl 60 mobs, its about 40% chance to proc a parry on melee attacks.
    Can you provide your data please? I've been building my own set and have been unable to reach that high, so it would be interesting to compare.
    (0)

  8. #58
    Player
    keyburz's Avatar
    Join Date
    Oct 2014
    Posts
    152
    Character
    Key Burz
    World
    Cactuar
    Main Class
    Arcanist Lv 60
    Id love to, if you can tell me how. Ive been doing it the old fashioned way (manual counting combat log) while waiting in que. I could post a jillion ss of combat log in this thread but I dont think ppl would appreciate that
    (0)

  9. #59
    Player
    keyburz's Avatar
    Join Date
    Oct 2014
    Posts
    152
    Character
    Key Burz
    World
    Cactuar
    Main Class
    Arcanist Lv 60

    I dont have the prototype midan body or the hellfire battleaxe yet, so it can go a little higher. Currently using parashu and eikon body with 36 parry melded to it
    (0)

  10. #60
    Player
    Soraki-Muppe's Avatar
    Join Date
    Nov 2013
    Posts
    241
    Character
    Sor-aki Muppe
    World
    Odin
    Main Class
    Warrior Lv 90
    What I would do, pretty sure SE will not though.
    For pld: make parry and block add to physical defense, war: make parry add to physical defense, drk: make parry add to magical defense. Then remove the proc relations from skills that demands a parry or block to be used and instead have them on a normal cooldown.
    My reason for wanting parry to be a static value is simple, as long as it is rng I will refuse to use it. Even with a 40% change to be used, there is still a 60% change that it will not work when needed to.
    As for the skills that increase parry, auto-parry or auto-block, make them reduce damage the same way. DRk, reduce damage by 10% for that time, WAR reduce damage by 20% from front and leave the side thing as is, PLD reduce one physical attack by 20 or 25%.
    (0)

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