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  1. #1
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    The only place where Parry (the secondary stat) is useful is in 4man dungeons doing big pulls as PLD to allow your healer an extra AOE GCD. That's it. It is useless everywhere else. We have been doing this since 2.0. It's not just worthless as an OT, it's worthless as a MT. Just. It's so bad.
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  2. #2
    Player
    Tint's Avatar
    Join Date
    Aug 2013
    Location
    In the right-hand attic
    Posts
    4,346
    Character
    Karuru Karu
    World
    Shiva
    Main Class
    Fisher Lv 100
    Quote Originally Posted by SpookyGhost View Post
    The only place where Parry (the secondary stat) is useful is in 4man dungeons doing big pulls as PLD to allow your healer an extra AOE GCD. That's it. It is useless everywhere else. We have been doing this since 2.0. It's not just worthless as an OT, it's worthless as a MT. Just. It's so bad.
    theoretically the stun of DRK has a 20% chance to reset his cd when you parry, wich is added damage and (if you spread the stuns around in a big pull because of stun resistance) added mitigation.
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  3. #3
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    Quote Originally Posted by Tint View Post
    theoretically the stun of DRK has a 20% chance to reset his cd when you parry, wich is added damage and (if you spread the stuns around in a big pull because of stun resistance) added mitigation.
    Correct, since it also procs Reprisal, however stacking Parry only increases the likelyhood of that happening by a very marginal amount. It's also, as usual, useless when OTing.
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  4. #4
    Player
    Kotemon's Avatar
    Join Date
    Jun 2014
    Posts
    679
    Character
    Tobias Shadowmane
    World
    Excalibur
    Main Class
    Dark Knight Lv 80
    Parry is only semi functional when dealing with large trash groups due to the amount if incoming auto attacks. However the iffy proc rate and lack of a stat cap pretty much negates the possible damage reduction even in that scenario. Even if the proc rate is the same increasing the damage mitigation cap to 35% 45% might make it have more of an impact on damage reduction. However Paladin benefits the most from that. Assuming that content isn't tied to parry value in the way accuracy is. Because even on most current tank gear parry seems to be the bare minimum for the most.

    They could add more ability procs or timer resets, (example: Shield Block procs Shield Swipe, then random Parry resets Shield Swipe. Either a boosted Dark Dance dodge or Low Blow randomly resets reprisal) Good for Dark and Paladin but Warrior is left out. If they add an auto counter attack based on the parry stat. Warrior would either gain the most among the three tanks in dps or Samurai would likely be a tank similar to a Warrior+Dark. Either way like others have said they are looking at it, so we'll know when there's a live letter going over new things in 4.0.
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  5. #5
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Technically, Critical Hit Rate got an additional effect added to it with Heavensward, which also has it improve Critical Hit damage. Critical hits are still random? Kinda... Bootshines, Kassatsu, Life Surge, Heavier Shot, etc., there are a number of skills that force critical hits and Critical Hit Rate just straight up improves their output now.

    That said, by far the main allure of Critical Hit Rate is the additional critical hits it earns you, this is why it was the primary secondary stat even before Heavensward. Scaling is definitely a contributing factor to that, but assuming they worked Counter properly, it's essentially the same as Critical Hit Rate, just for tanks... It's RNG extra damage, and that's never a bad thing... RNG mitigation sucks, just because you ideally want mitigation to be dependable and RNG just isn't... The only other way to solve that, is to give Parry a defensive Determination kind of effect, so it improves mitigation by a little bit overall and grants some lackluster RNG mitigation. They'd have to make that extra mitigation required for anyone to still bother with it though, and f*ck SE if they do that... The Vitality changes were irritating enough... I want freedom in how I gear my character, isn't that the whole point of even giving us stats options? Foregoing HP for offense was the last reasonable piece of itemization in this game, if they then turn around and opt to make me weaker again, by forcing Parry down my throat... F*ck it, I'll stop playing tanks...
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  6. #6
    Player
    LineageRazor's Avatar
    Join Date
    Dec 2013
    Posts
    3,822
    Character
    Lineage Razor
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 90
    Quote Originally Posted by Nalien View Post
    The Vitality changes were irritating enough...
    SE has dumbed down their stat system to the point that you could scrap STR, VIT, MND, INT, DEX entirely, and replace them with a single stat called "Primary Stat". It's kind of a shame, to be honest. The secondary stats have more personality to them than the primary stats do - and that's not saying that the secondaries have a lot of personality...

    While I don't miss how... cryptic FFXI's stat system was, I DID appreciate how nearly every stat had a purpose for nearly every job, and focusing too much on one at the expense of the others could cause you a lot of problems...

    As opposed to this game, where you might as well not have a stat system at all. :P
    (0)

  7. #7
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Quote Originally Posted by LineageRazor View Post
    snip
    What annoys me, is that I should be happy about the Vitality change... It brings tanks much closer to how all Jobs were in 1.23, when they all made use of two primary stats... It's just... All tanks now use Vitality and Strength... That makes perfect sense for Warrior, IMO. Paladin and Dark Knight? I'd expect Vitality and Mind, then Vitality and either Piety or Intelligence... Dark Knights more about MP management though, so I'd go with Piety... Lord knows we can't have that though, people get uppity enough when Esoteric gear prevents them gearing multiple Jobs with one set... A shame, they're not totally limited in what they can do with Jobs like this, but having Jobs gear differently would really help make them more unique... You can do more with this concepts, when the gear itself is supporting them... Instead gear is just bland and does nothing to support a Jobs mechanics...
    (0)

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