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which stat boosts parry

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Re: which stat boosts parry

Postby hotfizzle » Fri Mar 02, 2012 3:00 pm

citizenkane_ wrote:Hotfizzle's right, dodge mitigates 100% of the damage, block 75%, and parry 50%.

The checks occur in the order dodge > block > parry.

The chance of each occuring is what I'm uncertain of.


I would assume that the chance of each occuring is the value displayed in your agility tool tip, excluding effects from rubies or skills. A high agility gives you almost certain mitigation as a hit will have to go through dodge, block, AND parry to get to you, which may be the cause of parry and block being perceived as occurring more often.

It is also interesting to note that block and parries can ALSO glance or crit, further reducing the damage by 50% of whatever got through or doubling it. (Or crit might be done first, I forgot but it seems logical to be after)
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Re: which stat boosts parry

Postby citizenkane_ » Fri Mar 02, 2012 3:07 pm

hotfizzle wrote:It is also interesting to note that block and parries can ALSO glance or crit, further reducing the damage by 50% of whatever got through or doubling it. (Or crit might be done first, I forgot but it seems logical to be after)

I'm sure my credibility is shot by now, but I don't think it matters. crit * mitigation == mitigation * crit :lol:
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Re: which stat boosts parry

Postby hotfizzle » Fri Mar 02, 2012 3:41 pm

citizenkane_ wrote:
hotfizzle wrote:It is also interesting to note that block and parries can ALSO glance or crit, further reducing the damage by 50% of whatever got through or doubling it. (Or crit might be done first, I forgot but it seems logical to be after)

I'm sure my credibility is shot by now, but I don't think it matters. crit * mitigation == mitigation * crit :lol:


You're right. I got messed up on the 75% and the 50%. Doesn't really matter what order they are in anyway.

2 things more to note on this though.

1) Endurance and agility in large amounts can provide a large amount of mitigation, as they are not exclusive effects, they synergize very well.

2) Agility is hard capped. Theoretically, you could figure out the exact amount of expertise/perception you would need in order to counter that cap in PvP. (IF that value is even worth obtaining in terms of stat balance.)
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Re: which stat boosts parry

Postby citizenkane_ » Fri Mar 02, 2012 3:53 pm

I'm seriously sleep deprived, but I've been giving this a lot of thought since the thread was posted... As always, forgive me if I'm wrong.

lexelas wrote:Where did you get that 2x / 4x modifiers from ? Anatomy self defence (mod) stats suggest your chance to block/dodge/parry is roughly the same.

I'm not saying my original percents were correct - I'm nearly sure they aren't. BUT if you're getting an even number of dodges, blocks, and parries, and the checks occur in that order (they do), than your chance to block and parry must be higher than your chance to dodge.

Example: you get 10 dodges, 10 blocks, and 10 parries. Again, let's say your dodge is 25%. With that percent, we can assume 40 hits.

10 dodges = 25% of 40 hits
10 blocks = 33% of the remaining 30 hits (the check occurs after)
10 parries = 50% of the remaining 20 hits (the final check)

So it's not X, 2X, and 4X - but your chance increases with each check. Right? :D
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Re: which stat boosts parry

Postby lexelas » Fri Mar 02, 2012 7:49 pm

citizenkane_ wrote:Example: you get 10 dodges, 10 blocks, and 10 parries. Again, let's say your dodge is 25%. With that percent, we can assume 40 hits.

10 dodges = 25% of 40 hits
10 blocks = 33% of the remaining 30 hits (the check occurs after)
10 parries = 50% of the remaining 20 hits (the final check)


Do you really block / dodge / parry 75% of attacks ? My anatomy self defence stats are around 9-11% and number of dodge / block / parry is almost the same fe 450 attacks 37 blocks 41 parry 36 dodge. I should see a difference (if your theory is correct) no matter how small my % to chance to dodge / parry / block is but i dont and that is why i dont think there is a chance to block / parry modifier except rubies.
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Re: which stat boosts parry

Postby cookiesrgood4u » Fri Mar 02, 2012 11:55 pm

lexelas wrote:
citizenkane_ wrote:Example: you get 10 dodges, 10 blocks, and 10 parries. Again, let's say your dodge is 25%. With that percent, we can assume 40 hits.

10 dodges = 25% of 40 hits
10 blocks = 33% of the remaining 30 hits (the check occurs after)
10 parries = 50% of the remaining 20 hits (the final check)


Do you really block / dodge / parry 75% of attacks ? My anatomy self defence stats are around 9-11% and number of dodge / block / parry is almost the same fe 450 attacks 37 blocks 41 parry 36 dodge. I should see a difference (if your theory is correct) no matter how small my % to chance to dodge / parry / block is but i dont and that is why i dont think there is a chance to block / parry modifier except rubies.


Pretty obvious there is a stat modifier. Undergeared warrior tanks got 1 shot by war'kaz if they used a 2h. Later on they dodge/parry war'kazz like crazy and if they use shield they block waaay more.
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Re: which stat boosts parry

Postby eldamon » Sat Mar 03, 2012 10:00 am

eletee wrote:The awkward moment when you accidently backspace a wall of text :(


Ctrl-z is your friend in nearly any Windows environment.
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Re: which stat boosts parry

Postby jumlin » Sun Mar 04, 2012 6:53 am

Thank you all for your infor and insight it has help with my built on a Bard
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Re: which stat boosts parry

Postby asmcexile » Sun Mar 04, 2012 10:43 pm

lexelas wrote:
citizenkane_ wrote:Example: you get 10 dodges, 10 blocks, and 10 parries. Again, let's say your dodge is 25%. With that percent, we can assume 40 hits.

10 dodges = 25% of 40 hits
10 blocks = 33% of the remaining 30 hits (the check occurs after)
10 parries = 50% of the remaining 20 hits (the final check)


Do you really block / dodge / parry 75% of attacks ? My anatomy self defence stats are around 9-11% and number of dodge / block / parry is almost the same fe 450 attacks 37 blocks 41 parry 36 dodge. I should see a difference (if your theory is correct) no matter how small my % to chance to dodge / parry / block is but i dont and that is why i dont think there is a chance to block / parry modifier except rubies.


Unless this has changed recently with the changes to agility (it now negating magical damage as well), anatomy self defense counts ALL hits, but only physical hits can be dodged/parried/blocked. Therefore if you're fighting caster classes, you may take 20 ticks from putrefy, or 5 icy comets, or what not and you won't be able to dodge/block/parry any of those, so the listed number will be artifically lower than how much you're actually avoiding. Unless you've tested this with someone attacking you in a controlled environment where they use only physical attacks and no dots, you could still easily be getting those numbers with the mechanics that Kane and Vice have suggested.
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Re: which stat boosts parry

Postby hotfizzle » Mon Mar 05, 2012 12:20 am

asmcexile wrote:
lexelas wrote:
citizenkane_ wrote:Example: you get 10 dodges, 10 blocks, and 10 parries. Again, let's say your dodge is 25%. With that percent, we can assume 40 hits.

10 dodges = 25% of 40 hits
10 blocks = 33% of the remaining 30 hits (the check occurs after)
10 parries = 50% of the remaining 20 hits (the final check)


Do you really block / dodge / parry 75% of attacks ? My anatomy self defence stats are around 9-11% and number of dodge / block / parry is almost the same fe 450 attacks 37 blocks 41 parry 36 dodge. I should see a difference (if your theory is correct) no matter how small my % to chance to dodge / parry / block is but i dont and that is why i dont think there is a chance to block / parry modifier except rubies.


Unless this has changed recently with the changes to agility (it now negating magical damage as well), anatomy self defense counts ALL hits, but only physical hits can be dodged/parried/blocked. Therefore if you're fighting caster classes, you may take 20 ticks from putrefy, or 5 icy comets, or what not and you won't be able to dodge/block/parry any of those, so the listed number will be artifically lower than how much you're actually avoiding. Unless you've tested this with someone attacking you in a controlled environment where they use only physical attacks and no dots, you could still easily be getting those numbers with the mechanics that Kane and Vice have suggested.


Most of my data comes from pre-patch testing of melee attacks only.

Would be interesting to test how agility works in terms of spell damage this patch. I kind of forgot it does that now. :lol:

Not a major deal for defense though, as agility is only on certain gear and therefore hard-capped, but from an offensive perspective, it can be used to determine optimal expertise and perception levels.
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