Combat Roll Analysis: Parry
Reference: Combat Roll Analysis: General Overlook
The Parry combat roll is a defensive roll that will stop the incoming damage from a direct melee or in the case of Jedi, a direct ranged attack. Parry is a substantial part of the Jedi professions defensive capabilities. In the order of operations, Parry is rolled in the beginning of the attack. If Parry does roll, the attack ends and 0 damage is dealt.
The main stat on your statmod tab is called 'Combat Defense: Parry'. The 'Parry Chance' modifier bit has a ratio of 6, meaning your Exotic Mods will have a maximum value of 5. 'Parry Chance' can also be made into Powerups that can get around 14 - 17 'Parry Chance'. How your 'Parry Chance' value is converted into the 'Combat Defense: Parry' Percentage starts off as 'Parry Chance' / 10 and the return decreases the higher you stack the 'Parry Chance' modifier.
Diminishing Returns Chart to follow soon.
The modifier 'Parry Chance' is subject to Diminishing Returns, however it is difficult to stack this value high enough to show any affect. You can also stack the core stat modifiers Precision and Agility. For every 1 point of precision, you receive a return of .005 'Combat Defense: Parry'. Agility works the same way. This bonus will be displayed on your statmod tab.
The combat log will display the Parry roll similar to this format:
Player1 attacks Player2 and misses (Parry).
Strengths of Parry
Weaknesses of Parry
Ways to Increase Parry
Professions Strong Against
Professions Weak Against
Professions Best to Stack it With
Professions Hardest to Stack it With
Summary
Guides/References
great guide but the modifier now forms parry rating instead of parry chance. I have posted this to cebot to get confirmation because the junk yard modifiers all form parry rating. I think the devs stealthed fixed this change because of the parry stackers.
JaidenJedi wrote:
Stealth "nerf" on what the mod is called, how would that be considered a nerf?
Is it called "Parry Rating" or "Parry Chance Rating" now?
MasterCosmo wrote:
Combat Roll Analysis: ParryReference: Combat Roll Analysis: General OverlookThe Parry combat roll is a defensive roll that will stop the incoming damage from a direct melee or in the case of Jedi, a direct ranged attack. Parry is a substantial part of the Jedi professions defensive capabilities. In the order of operations, Parry is rolled in the beginning of the attack. If Parry does roll, the attack ends and 0 damage is dealt.The main stat on your statmod tab is called 'Combat Defense: Parry'. The 'Parry Chance' modifier bit has a ratio of 6, meaning your Exotic Mods will have a maximum value of 5. 'Parry Chance' can also be made into Powerups that can get around 14 - 17 'Parry Chance'. How your 'Parry Chance' value is converted into the 'Combat Defense: Parry' Percentage starts off as 'Parry Chance' / 10 and the return decreases the higher you stack the 'Parry Chance' modifier.Diminishing Returns Chart to follow soon.The modifier 'Parry Chance' is subject to Diminishing Returns, however it is difficult to stack this value high enough to show any affect. You can also stack the core stat modifiers Precision and Agility. For every 1 point of precision, you receive a return of .005 'Combat Defense: Parry'. Agility works the same way. This bonus will be displayed on your statmod tab.The combat log will display the Parry roll similar to this format:Player1 attacks Player2 and misses (Parry).Strengths of Parry Stops all direct Damage - Unlike Block or Glancing Blow, a successful parry will negate 100% of the attacks damage. Direct Defense for Jedi – Jedi players that have a light saber equipped can also parry direct ranged single target attacks. Jedi profession expertise includes innate (always on) and self-buff based increases to Parry in the form of Sabre Block and Sabre Reflect. Weaknesses of ParryDoest Not Work vs AoE – Area of Effect or Cone of Effect (CoE) attacks will ignore all parry defenses. This includes heavy weapons, flamethrowers, grenades and traps. Not as effective for Non-Jedi – Only Jedi players (with a light saber equipped) can actually parry direct ranged attacks. All other professions can only parry melee based direct attacks. Most non-Jedi limited or no expertise improvements to parry (see Combat Roll Analysis: Dodge as an alternative). Difficult to Stack using Exotics – Parry is a relative low stacking exotic, with a theoretical maximum of 6.6% (5 x 3 PR SEAs + 17 x 3 PR PuPs = 66 PR / 10 = 6.6%).Ways to Increase ParryCore Stats - Precision and Agility Buffs – (Any PRE/AGL boosting Buff) Food – Thakitillo (+3%) Jewelry - (Any PRE/AGL boosting Jewelry: ie: Heroic) Expertise – Jedi General: Defensive Fighting (+10% Innate / +10% Buff), Jedi General: Improved Sabre Block (3 @ +5%), LS Jedi: Sabre Reflect (+10%)Professions Strong AgainstDirect Attack Professions (Bounty Hunter, Smuggler, Spy, Medic, Jedi)Professions Weak AgainstArea of Effect Attack Professions (Commando, Officer)Professions Best to Stack it WithJedi Professions Hardest to Stack it WithNon-JediSummaryParry – Stops all the incoming damage of a direct ranged attack Parry Chance - Ratio 6 (Exotics + 5 / PUPs + 14 ~ 17) Stats to Stack - Precision (100:0.5% PC), Agility (100:0.5% PC) Other - Stat Buffs, Thakitillo (+3%)Guides/ReferencesShel'bys Jedi Parry Guide (Game Update 3+) <- Shel'by put this thread together, thank you!
Master (cosmo), any chance you could write under the strengths of parry that it doesnt reduce damage to 0 (only effectively) in a traditional sense but negates the attack? This plays a HUGE diffrence for debuffers or bounty hunters because they cant debuff/snare their target if a succesfull parry roll takes place, for while a block roll might reduce damage to 0 in the same way any debuffs/snares still apply.
The part in green is why I say parry is a waste of a jedi exotic slot, especially considering with only 2 exotics they will only add 1% parry before pups.
Parry is the worst of the worst exotics. Its only good with Saberblock up.
Good stuff Cosmo!
MC, good stuff, but I'de like to know why these arent in the Game guides section?
Phonelesscord wrote:
I dunno, I'm going to re-write the overall one that links to them all in the Guides section after I get them all done... I just always post my guides here
Necroing a thread! Parry pups have a standard cap of +19, not 17.
Edit: I see I already posted in this thread on my other account ages ago
Wugtastic wrote:
Necroing a thread! Parry pups have a standard cap of +19, not 17. Edit: I see I already posted in this thread on my other account ages ago
I heard 18 not 19. And ive been saying Parry for Jedi all along and ppl say Block lol wha a joke.
Evil-do-er wrote:
Wugtastic wrote:Necroing a thread! Parry pups have a standard cap of +19, not 17. Edit: I see I already posted in this thread on my other account ages ago I heard 18 not 19. And ive been saying Parry for Jedi all along and ppl say Block lol wha a joke.
How well do you parry those AoEs?
And 19 is the cap, wug just made some.
I've made multiple +19 parry pups on 2 servers, with +159 and 162 RE chance. I can screenshot if needed, but the math allows for it.
PUP = round_down( 2 * Power_Bit / Modifier_Ratio * RE_Chance / 100 * X )
70/6*1.59= 18.55. Few will round up to +19- they are rare.