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#291
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"Fine"? Yes. Optimal? No.
It's fine to bring a Wizard, too, in small group content. They are, however, an incredibly shitty DPS class that only brings evac and mobility to the table. Unless you're going to tell me now that Warrior isn't as bad as Wizard for small group content. That would be the truth, but that does mean there is a difference between "fine" and "optimal". | ||
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#292
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I got it to land on Dain too, about a 15% success rate, but I don't know if there's any way to actually make that useful. If stalling wasn't a thing it could be used to put him on pause for recovery/med breaks, but I think raid rules kind of block that most of the time. I did test Karkona didn't summon while blind and untanked, that's interesting about puppets and the range. I might try to test that out a bit more in the future and see if I can get a better understanding on how this works with permarooted mobs, exactly.
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Jayya - 60 Rogue, Officer <Auld Lang Syne>
Sanctum Low Man Vindi Kill: https://www.youtube.com/watch?v=xyZfNjvsDRE | |||
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#293
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Gameparse isn't going to remove ripostes from a parse, for example. This means your DPS parses are going to be skewed if you are testing something like how much STR affects your DPS. Also, if any bugs exist in Gameparse, you wouldn't know. Here is a very simple example that you can code yourself and run in browser using https://playcode.io/javascript (Check the console result): I use Notepad++ to search through the document to find the results that you plug into the array. Doesn't take long at all.
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Last edited by DeathsSilkyMist; 11-16-2023 at 01:23 AM..
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#294
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Warriors are more than fine.
Discussion here relates to mob/mobs are in camp and you have an option for a tank. When you factor in all of the "other" .. Paladins have a huge toolkit with a ton of useful spells. If your group needs a tank .. given a choice between me playing my 60 Paladin, Monk (TStaff) or Warrior (Frostreaver) for group as a tank you'll get a choice between: Threat: -all 3 are going to hold aggro without problems, group isn't going to suffer. -Paladin, unlike warrior/monk, will have 100% snap aggro from the start and throughout every fight. -My warrior will hold aggro a bit better than my monk due to higher dexterity -Warrior solidifies the advantage over the monk with taunt snap-back as needed Winner: Paladin >> warrior > monk Baseline "Tankiness" -Paladin will take the most damage out of the 3 -Monk has the lowest hp pool but will take less damage than the Paladin. -Warrior will take the least damage at baseline -Warrior has significantly more hp than the other 2 Winner: Warrior >> Paladin (more hp) = Monk (more avoidance) DPS: -My paladin isn't a slacker here. 53/46 ratio Spear. Still will be doing the least damage of the 3 -Warrior and monk are really close. You'd have to do a long string of parses over an extended duration to reliably see a difference between the 2. Warrior's weapon ratio is a tiny bit better but 30 delay is the "sweet spot" for capitalizing on dmg bonus. Monk 2hb caps 252 Warrior 2hs 250. Same offense skill caps. Same Riposte skill cap. Both have triple attack main hand at 60. Warrior can critical hit and while tanking will have higher damage ripostes. My experience playing both is that the warrior puts out more damage while tanking by a small margin. Winner: Warrior = Monk >> Paladin Extras that each class has available while tanking: -Paladin: can self heal pretty well - not to be discounted. Stuns can help defer some of the damage intake and the utility. -Monk: Stonestance is a brief discipline (12 sec) but 60% dmg reduction on a fairly brief reuse timer. Quite useful in a pinch. Oh ... and mend. It's good stuff. -Warrior: kicks 55+ (or slam if large race) interrupt casters. Evasive up-time 3 minutes out of every 7 puts them in a tanky-tier all their own. Winner: Warrior (evasive/kick_interrupts) > paladin (on-demand self heals and stun) > monk (stonestance/mend) Special Caveat: small grouping certain areas that require FD ... monk is really your only choice. All 3 options will work. Most will prefer the Paladin because we're spoiled and love not having to think twice about aggro. For the dedicated role of tank where nothing else is expected other than tanking? Warrior properly geared will perform better than monk. TLDR: Everquest is easy. P99 is Everquest. All 3 choices are 99% interchangeable 99% of the time if appropriately geared. The game ain't hard.
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#295
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Let's not forget that Paladin is the perfect Enchanter/Necromancer bodyguard for charms. That's a pretty significant positive for them in a group. Can't tell you how many times I've saved the Enchanter's life and saved so much time from a potential death.
If we look at it only from the perspective of only DPS and Durability, then obviously Warrior wins. The utility that Paladin (And perhaps even Shadow Knight) brings is a big plus that, in my opinion, overrides that. | ||
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#296
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*Someone should check whether rogues are on this damage table in error, if they want to make monks even more relatively overpowered compared to everyone else. | |||||
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#297
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Despite their reputation they actually mitigate reasonably on most content - it is their avoidance that lets them down. This isn’t really that big a problem - as previously stated most groups have an excess of heals (and the ranger itself may add like 23/tick through fungi, chloro and skin like nature) - so all it means is the ranger gets to land more hits with damage shields than other tanks (and handily the ranger has plenty of baked in DS). Obviously there are higher end circumstances where their lesser tankiness does become problematic, but 100% unironic post, I promise. | |||
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#298
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Looking at damage per hit you don’t need to worry about variance in hit rate, parries, blocks, dodges, ripostes, etc. As such ripostes actually just give extra data points rather than taint the data. | |||
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#299
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My only beef is with the sentiment that they "only fulfill the niche of enabling raids to happen. In small group content, they are less optimal than a knight and Monk in the tanking department.". I honestly feel warriors are just fine. They aren't weak, broken, or worthless. They sacrifice that absolute reliability for un-matched durability and are an core necessity for raid progression in content-appropriate gear. On p99, if they had the kind of on-demand snap aggro they got in later expansions they would be flatly overpowered. No point in playing a knight at all. For many expansions they were so far ahead of knights it wasn't even funny. Thankfully knights got mini-defensive disciplines of their own later on down the line which helped to restore some balance. Quote:
From a DPS standpoint, the *new damage bonus tables along with the dynamic of monks triple attacking with their main hand weapon should work out such that TStaff should be comparable to the best raid monk dual wield setups out there .. including fist of nature. Perhaps a raid geared monk could weigh in? I'd parse it but I don't have the weapons. BotB monk DPS at the raid level are gonna be the ToV 2handers, but none of them have a threat proc. TStaff should be the best monk aggro weapon setup in the game ... excluding 2 scepters of destruction. Any super experienced monk who knows better ... please feel free to correct me. Quote:
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Regardless, I have healed many a group with ranger tanks. They get the job done admirably unless low-ish level for the content or poorly geared. Quote:
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#300
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Spells don't need to land to give full aggro either, and didn't take hold / mob is immune to changes in runspeed still give full aggro too. Quote:
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