Quote Originally Posted by Phoenicia View Post
It's not that simple. The fact that when OP pulled he HARDLY needed to put them on can be attributed to many things, none of them is: "PLD mitigates more than DRK/WAR without CD". They could have simply had better healers while on PLD.
Indeed, i'm presuming OP tested many times (with many variables changing) before submitting


Quote Originally Posted by Phoenicia View Post
First of all, you can't block AND parry. Since this game hit-table checks for misses, then crits, then blocks, then parries, a PLD will parry much less than WAR/DRK (their parry chance is reduced by the same chance% of their block). So in your example, if you block 10% of the time, you'll only parry 9%. But in reality, parry is negligible without a CD that forces it. Tanks have base parry chance of 5%. If PLD has 20% chance to dodge, they're already at 4%. My PLD which is in BiS has near 40% block chance (I have 100% chance to block with Bulwark up now), so my parry can't be more than 3% unless I abuse Anticipation usage, and even then, Anticipation gives my PLD only 22% chance to parry instead of 30% of total attacks. WAR and DRK will parry more than a PLD ever will. As a matter of fact, you should disregard parry's existence as a PLD. I mean even DRK and WAR do lol.
I think one should NEVER disregard something that's free (like the passive chanche to parry) especially early on. All the calculation you are making are good but based on the "long run" (overall chanche that something will happen) . WAR and DRK will indeed parry more (cause they can't block it FIRST). The only think not accounted is that parry chanche is "just another thing" that COULD happen in case you could not dodge/block:

let's say enemy as a base chanche to hit you of 100% (won't account crit/dh) and gives you 100 hits on both:

A PAL (20%dodge + 30%block + 10%Parry) (Clarification: i'm using random nambers)
A WAR/DRK (20% dodge + 10%parry)

let's also presume both tanks are not using any cooldown to raise such percentages (OP is not saying DRK is weak he's just stating it NEEDS CD always on while PAL doesn't); they'r just getting hit like a dummy target.

On the PAL:

-20 Hits will miss: 80 will land
-of these 80 the 30% (24) will be blocked= now we have a total of 56 hits remaining
-of these 56 the 10% (5.6) will be parried= 50.4 Hits Remaining

Total:

51 (rounding 50.4) Standard Hits
20 MISSES
24 Blocks
5 (rounding 5.6) Parries



On the other tank:

-20 Hits will miss: 80 will land
-of these 80 the 10% (8) will be parried= now we have a total of 72 Remaining hits.

Total:

72 Standard Hits
20 MISSES
8 PARRIES

As you can see, even with diminishing returns (which will always happen in a damage reduction calculation based on percentages) the double chanche is something not to take lightly. In truth the difference between chanches is minimal (the PAL parried 3 hits less than the other BUT also blocked 24)


Quote Originally Posted by Phoenicia View Post
Second, RNG mitigation is available to other tanks. WAR gains more parry from its gauge, DRK can AoE blind with Dark Arts Dark Passenger. DRK and WAR also have abilities to heal through their damage to make up for any mitigation lost. For a PLD to heal, they drop their ability to block by casting Clemency.
AoE Blind is available to PALs as well (Flash); PALs can't use clemency/holy spirits in the levels he's talking about (they can't DPS at all as well). While DPS->SelfHeal can be too little early on on levels to be noticed (no substantial damage)

Quote Originally Posted by Phoenicia View Post
Third, RNG mitigation is NOT reliable. As I mentioned in my earlier post, damage shifts from many attacks that add up to many smaller attacks that add up and certain abilities to watch for, and should your RNG mitigative tool "fail" to mitigate the one hit that matters, you will take very nasty damage.
I feel that you are a very strong and experienced player (from the things you say) but you are not accounting that the original statement have been made with a situational dogma in mind: OP IS STILL LEVELLING.

What you stated is true in a bossfight, you can't rely on blocking a Death Sentence (you use an active ability when you want to be SURE) but in a pull with 6+ enemyes hitting you passive RNG mitigation starts to get better; in fact block/parry/dodge is much more efficient on 10 low pwr hits than in 1 heavy pwr hit (in the latter as you say one should not rely on it, you cant just "hope" to block the tankbuster

Quote Originally Posted by Phoenicia View Post
Last but not least, the fact block is stronger than parry is already balanced by having longer CD on all their defensives. Bulwark is twice as long as Raw Intuition and 3 times as long as Dark Mind for example. Sentinel is 50% longer than Shadow Wall and Vengeance, and lasts only 66% as long as the latter. Hallowed Ground is limited to 1 usage per fight as opposed to "abuse for half the nasties" that Holmgang allows you to. List goes on.
It IS balanced, as you say, in fact OP is stating "I can't do it without DEF CD while with PAL i can". Pal will not even use a CD in a pull most times (PALs save it cause they can't use em so frequently)
Quote Originally Posted by Phoenicia View Post
One additional thing: Due to lack of good AoE damage options, AoE pulls with a PLD simply take longer than they would if you had WAR or DRK. Stretching periods of high damage longer than necessary. This alone makes PLD simply the worst tank in AoE scenarios.

For more details, there are many posts scattered here on the forums by me and other better tanks that show the major differences between the tanks' sources of mitigation, DPS and utility.
Now you are wounding me deeply

You are correct, Due to lack of good AoE damage options, AoE pulls with a PLD simply take longer than they would if you had WAR or DRK

AoE Pulling with a PAL while exping is a PAIN especially in a random with ppl random targetting enemies/running in front of you/fucking up in general; before LvL 30 a PAL needs to flash 2-3 times in order not loosing aggro (with maybe a combo or two inbetween - NO MORE) pulling with a WAR/DRK is SO MUCH BETTER.

Killing an almost dead boss when your party wiped with a DRK/WAR at lvl 30-50 is MUCH MORE easy than doing it with a PAL (you could survive eons sure, while comboing Rage of Halone on him cause you can only do that).

These differences tends to fade off at 70 due to all tanks having their complete toolkits.

In short:

A low-LvL PAL is more tough but will loose aggro pretty easily if overnumbered
a low-LvL DRK will have an harder time to survive but is unlikely to loose aggro

Later on skills such as The Blackest Night to improve a DRK resistance overall and Goring Blade/Royal Authority-Requiescat+Holy Spirit to give PALs something to attack with