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  1. #1
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Sarcatica View Post
    Now, let's talk about parry. Theories often don't line up with how it actually works. ~4% damage is increase is very false. This is already proven in the previous sentence. ~5.5% less damage doesn't make your tanking any better. Why? Because parry is very unreliable, you don't count it to proc to save your life.
    I always felt that sentence very biased. Yes, you don't count on it to survive a tankbuster, but during the course of the fight, your HP will drop slower by having a high parry/block rate so, in the long run, you'll need less healing.
    Of course, if your healer is trigger happy and wants to keep you at full health all the time...he's probably wasting a lot of MP

    You said that Regen is enough to heal a parried hit, so it mean that a chain of parried hits could all be healed by some regen ticks, right ? If those hits were taken unmitigated, each of them woud have take a small part of your HP, and you'd have needed to pop a Cure for that. If parry/block rate would scale better, and parry/block strength would also be affected by Parry, it could decrease the need for healing significantly.
    (1)
    Last edited by Reynhart; 10-18-2016 at 08:47 PM.

  2. #2
    Player
    Sarcatica's Avatar
    Join Date
    Mar 2015
    Posts
    663
    Character
    Sarcatica Lin
    World
    Tonberry
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Reynhart View Post
    I always felt that sentence very biased. Yes, you don't count on it to survive a tankbuster, but during the course of the fight, your HP will drop slower by having a high parry/block rate so, in the long run, you'll need less healing.
    Of course, if your healer is trigger happy and wants to keep you at full health all the time...he's probably wasting a lot of MP

    You said that Regen is enough to heal a parried hit, so it mean that a chain of parried hits could all be healed by some regen ticks, right ? If those hits were taken unmitigated, each of them woud have take a small part of your HP, and you'd have needed to pop a Cure for that. If parry/block rate would scale better, and parry/block strength would also be affected by Parry, it could decrease the need for healing significantly.
    Okay, let's pull the same log: https://www.fflogs.com/reports/ZTQH6...buffs=-1000159

    From the log, Cure 1 heals for 4.5k average and each auto hits for 4.2k. Parried hit each will chunk HP at 3.4k, each time you heal a parried hit is a waste of 1.1k heal, you are just validating with yourself that healers don't have to ever use cure 2 and above to even top you up every single auto. You can't really compare the total damage taken less from parry either, because heals don't work that way. 60k total damage parried might sound so good until you realize that 1 heal is more than enough to even top you up every single auto, parried or not.

    This is why I just find it hard to account for its face value, because that's not how it works. It only works if autos hit you for like 20%++ of your HP each time, which parry gets to shine a lot better. If you see some of the old MMOs, their parry was good to mitigate big autos from bosses because the stat itself wasn't gated heavily and ofc because autos hit the tanks hard enough for them to actually start stacking it.
    (1)
    Last edited by Sarcatica; 10-18-2016 at 09:09 PM.

  3. #3
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Sarcatica View Post
    60k total damage parried might sound so good until you realize that 1 heal is more than enough to even top you up every single auto, parried or not.
    The bosses just have to hit harder and the gap between a mitigated/unmitigated hit more important
    Quote Originally Posted by Sarcatica View Post
    If you see some of the old MMOs, their parry was good to mitigate big autos from bosses because the stat itself wasn't gated heavily and ofc because autos hit the tanks hard enough for them to actually start stacking it.
    In FFXI, block rate could go higher than 60% and the damage reduction was huge. You can't expect people really focus on parry if you cap the parry strength at 20%...
    (0)

  4. #4
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Don't underestimate parry. I hear that there's this new max parry build going around which lets you get an extra GCD off during Gobsnick Leghops casts. It increases your survival rate by a whopping 20% over conventional builds. The other 70% of the time, your character dies a painful death.

    https://www.youtube.com/watch?v=JiYqwSsop9o

    More seriously, though, the main problem with tank stats at the moment is that secondary stats are weighted relatively higher on tanks than they are on other roles, due to the split between vitality and strength as primary stats (two stats with a weight of 0.45 each as opposed to a single stat with a weight of 1). Constraint stats, such as parry and accuracy on gear, exacerbate this issue. Secondaries should be there to add flavour to choices between gear pieces at the same ilvl and allow for fine tuning, not to dominate decision-making.

    I'd much rather see an emphasis on active tanking and proper timing of mitigation cooldowns rather than on stat allocation and passive mitigation. The latter is a test of your ability to use a search engine, rather than of mechanical player skill.
    (1)

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