You are as bad as the guy claiming that parry 2h provided more defense than parry + block. I just explained how averages work...very clearly, in fact. How does this not make sense to you?Zxul wrote: ↑Fri May 17, 2019 5:43 pm1. Let me post it the 10th time- everything which I cast on magus is instacast/castable on move, so I can circle around melee just as well as I do on my chosen. This is not rocket science, try to read it a few more times, eventually even you will get it.Tankbeardz wrote: ↑Fri May 17, 2019 2:44 pm 1. Melee will just circle around you and use gap closers to catch up. This is not rocket science.
2. Holy ****...math does not work that way.
•Assuming Parry is 20%: 100% damage 20% of the time (assuming no strikethrough) is not the same as 20% of all damage.
If someone hits you for 1000 10x, you don't reduce 2000 damage...you simply take all of the damage.
If someone hits you for 1000 10x and you parry 2 attacks you take 8000 damage. However, you are never
guaranteed to parry at all...or you can parry 4 attacks. RNGesus said so.
3. Crit reduction and toughness work against ALL classes and ALL damage.
4. Tanks invest in parry to counter CC of other tanks and some of the direct damage that comes their way. Oh and guard damage...still not 100% sure how that works on this server any more.
2. Do you know what "average" means?
3. Read what I replied to Peter above.
4. Plz enlighten me which part of "mdps/2h tanks" is so hard for you to figure out.
I'll explain it one last way:
20% parry = 20% chance to mitigate 100% damage. This is not the same as 20% damage mitigation. Averages work best over a large series of repeated events. Sure out of 1,000 attacks you may be close to 20%, but in your average 1v1 or 1vX encounter, your results will vary wildly on a per instance basis.
P.S. What is hard to figure it is your nonsense responses to actual logic.