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  1. #1
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    Parrying Findings

    Quote Originally Posted by Kirschy View Post
    I'm interested in anymore parry data you get!
    Well, since you asked!

    Tactical Parrying as a 90 DNC gives 3 TP/Parry.
    Charis Tights +2 gives +1.5 TP/Parry at 90. The effects do not Level Sync, so I'll need to test again at 83.
    Tactical Parry as a 77 DNC gives 2 TP/Parry.

    Store TP and weapon delay have no effect on it.

    At some point, we got Tactical Parrying II. I'm kind of sickened that there even exists a Tactical Parrying II, but hooray for having it. I guess


    And yeah, I realize you were talking about Parrying proc rates. I'm going to try and do that before the EU LS gets on, haha.



    Confirmed Roaring Laughter's Counter +10% rate on the side while confirming my Parrying testing method:
    7.74% Counter rate, 95% Hit rate (Parrying Knives), 11/13 Mandies are within Parrying/Counter range (the other two are at 100% HP).

    .0774*13/(.95*11) = .096%, N=~5000 [8.81%;10.45%;]

  2. #2
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    Quote Originally Posted by Kirschy View Post
    I want your Parry%, Byrth
    /comfort! Going to throw some parse datar up heyar, haven't analyzed it much yet.

    DC/EP/etc mandies in Altepa, nothing EM or greater, started with 350 Parrying and ended at 354 (315 -> 319 with Torque+Merit+2x Knives). Savior, Roaring Laughter, Ducal Guard. 11/13 mandies were facing me, measured by their lack of counter damage:
    Code:
    Damage Taken
    
    Melee Damage Taken
    Player             Melee Dmg   Melee %   Hit/Miss   M.Low/Hi    M.Avg  #Crit  C.Low/Hi   C.Avg     Crit%
    Byrth                   6263   92.33 %  4994/7393       0/25     1.10     40      3/45   20.53    0.80 %
    
    Passive Defenses
    Player             Evasion  Evasion %   Parry  Parry %   Counter  Counter %   Intimidate  Intimidate %
    Byrth                 6982    52.74 %     822  13.14 %       419     7.74 %            0        0.00 %
    Same Setup as above, same mandies, didn't even move. This time with 354 to 358 skill:
    Code:
    Damage Taken
    
    Melee Damage Taken
    Player             Melee Dmg   Melee %   Hit/Miss   M.Low/Hi    M.Avg  #Crit  C.Low/Hi   C.Avg     Crit%
    Byrth                   6850   95.36 %  6093/8355       0/29     0.98     53      0/41   17.64    0.87 %
    
    Passive Defenses
    Player             Evasion  Evasion %   Parry  Parry %   Counter  Counter %   Intimidate  Intimidate %
    Byrth                 7823    50.60 %     988  12.94 %       541     8.15 %            0        0.00 %
    Doesn't look like the last 4-8 skill had much of any effect! I would combine the parses, but I kinda can't until I find out how Motenten has Kparser handle absorbs. Point is, I'm getting about a 15% Parrying rate with skill that's approximately at the A- cap (Ninja, Samurai, Corsair, Thief) for the level of these mandies (considering I can only parry 11/13 mandies in the above parse). Not too shabby!

    I cannot predict from this alone what effect Tactical Parry may be having. Shield (iirc) only increases TP return and doesn't affect proc rate, but Parrying may be different.

  3. #3
    TSwiftie
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    Quote Originally Posted by Byrthnoth View Post
    I cannot predict from this alone what effect Tactical Parry may be having. Shield (iirc) only increases TP return and doesn't affect proc rate, but Parrying may be different.
    Time to break out my DRK and make that Tactical Parry trait earn it's keep, right? I'm curious if you do more parsing on parry rate. It's also possible it has to do with the extra stats we get in Abyssea or something similar? I'm not sure.

    I had been thinking about Kamugi's Dual Wield test by using long delay weapons. So I decided to run a quick test on my RDM. I dualwielded Relic Sword/Dagger for a combined total of 1998 delay. After 10 attacks (5 attack rounds), I ended up with 161 tp. (16.1/swing). Unfortunately I don't know how rounding works for for Delay/TP/Dualwield so if anyone more affluent with this stuff wants to play with that data, by all means!

    Anyway, more interesting... I was getting a total of 32tp/attack round. Loooooooooooong ago I had done a similar test to see if there was an upper bound on how slow attack speed can be. I had noticed during the test TP was capped at 24. (I believe it was 24.9, but I just can't remember anymore.) Anyway, it seems at some point they lifted the cap on TP/hit. http://www.bluegartr.com/threads/584...=1#post2033054

  4. #4
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    ((999+999)*.75/2 -530)*3.5/470 + 14.5 = 16.1

    Your rounds are longer, but you're actually getting less TP/swing than if you just single wielded them:
    (999-530)*3.5/470 = 17.99 TP (aaaalmost 18, but not!)

    2008... I think that was after the last time they adjusted TP formulas, but I can't be sure.