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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,991
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Just going to repost the same ideas as I put on all the other "make parry useful" threads.

    Any attempts to increase the (esp. offensive) value of parry face four issues:
    (1) The revised parry stat shouldn't be stronger on average for offense than assigning those points into Crit, Det, or Speed; nor likely should it be stronger much in combined healer and personal dps, except where conditions are specifically favorable. On average, it should be equal. To make it stronger would merely reverse the meta, making the others "useless" especially on any physical fight that can be solo-tanked.
    (2) Increased offensive value should therefore come at a cost to defensive value; if undertuned enough currently, that doesn't necessarily mean a nerf, but certainly less of a buff.
    (3) Increased strength of defense comes at cost of rate, which can then cut into reliability unless new systems are added to directly increase it.
    (4) Parry is innately niche, usable only against physical attackers and dependent on the frequency of attacks taken. It further stands at odds with your own evasion and enemy accuracy loss.

    In addition, the means by which you give it offensive value can determine whether it enhances only single-targeting (despite likely needing a mass pull's worth of attackers for an obvious effect, if balanced) or is equivalent to the situation (e.g. reflecting a percentage of the pre-mitigated attack as parried, thereby having an equal effect against swift and slow mobs, etc.).
    (1)

  2. #2
    Player
    Xenosan's Avatar
    Join Date
    Sep 2011
    Posts
    1,021
    Character
    Goffard Gaffgarion
    World
    Sargatanas
    Main Class
    Dark Knight Lv 73
    For the secondary stat, I think they could start with increase scaling rate of it per point relative to player level. Then put a hard cap on it at ~35% parry rate based on character level or enemy iLVL (think accuracy)..

    Most common sense itemization route I can imagine is for tanks to want to put in just enough seconary in to reach a parry cap (which shouldn't be that much), just as we do with accuracy. But then there's the 2nd problem to solve.

    That 2nd problem being why would tanks sacrifice any DET/CRIT/SKS for that small amount of Parry secondary (that puts them at the parry cap). My thought was an Enhanced Parry trait for Tanks:

    WAR: +15% Attack Speed for the remaining and next GCD.
    PLD: Next Weaponskill guaranteed Crit
    DRK: Blood Price equivelent MP return --or-- the recast of the next Ability used is reduced by 20%.

    And every tank from here on gets their own trait too.

    Quote Originally Posted by Sunako View Post
    I heard parry will work like determination in future like how vitality work like str right now.
    yeah probably v.v

    Quote Originally Posted by Freyyy View Post
    If they want to make parry really useful, they'd have to make it benefit the tank even when not tanking ... if parry stays a purely "MT" stat it would only benefit one tank 50% of the time at most.
    I appreciate this concern, but I err on the side of not doing this, because like mentioned, it just flips the scenario so Tank just stack Parry indiscriminately opposed to actually expanding itemization. That's why I'd hope they changed how the secondary works: base amount needed off player level or enemy level, put a cap on it, and increase the amount of +rate per point parry based of that first variable.
    (0)
    Last edited by Xenosan; 08-14-2016 at 11:42 PM.

  3. #3
    Player
    Confidence_Trick's Avatar
    Join Date
    Dec 2015
    Posts
    127
    Character
    Foedral Fell
    World
    Cerberus
    Main Class
    Dark Knight Lv 60
    I think that SE could mix it up by making it so that each successful parry randomly rearranges your teammates' hotbars.
    (0)

  4. #4
    Player
    Tint's Avatar
    Join Date
    Aug 2013
    Location
    In the right-hand attic
    Posts
    4,349
    Character
    Karuru Karu
    World
    Shiva
    Main Class
    Fisher Lv 100
    because there are skills wich take use of parry they can't change it too drastically.

    if you buff parry too much it is too OP with the 100% parry buff of WAR. also DRK has some effects when he succesfully parried. if they rework the whole thing they have to rework the class-mechanics.

    i think they should split the parry as a battle effect and parry as a stat into two different things.

    the parry battle effect - the 20% physiscal damage reduction - is then a fixed % chance, somewhere in the 10-20% range and can only further increased with the skills from WAR/DRK/DRG.

    the stat parry is then a reversed det - a stat wich increases your overall defense - with no effect on the parry battle effect.
    (0)

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