Player 1 is a shield-less tank with P parry.
Player 2 is a magic DPS with dP parry strike-through and dD disrupt strike-through.
Player 1 guards player 3.
Player 2 hits player 3 with a magic attack.
What is the chance for player 1 to parry the guard damage?
A: It's just P.
B: Between P/2 and P - dP.
C: Between P/2 and P - dD.
D: Something else.
Current guard mechanics
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Re: Current guard mechanics
The only way to avoid damage from guard abilities is through blocking, parrying, and absorbing.
The source of the damage you receive (ranged abilities, melee, or type: magical or physical) through guard does not matter.
They are treated as melee.
So in your case, a 2h tank can only parry.
This means that only parry penetration is important.
I would like to add, since not everyone knows this (!), that damage from guard is not mitigated. This means that no matter how much toughness, armor, or resistances you have, the tank always receives 50% of the damage that hit his guarded companion.
The source of the damage you receive (ranged abilities, melee, or type: magical or physical) through guard does not matter.
They are treated as melee.
So in your case, a 2h tank can only parry.
This means that only parry penetration is important.
I would like to add, since not everyone knows this (!), that damage from guard is not mitigated. This means that no matter how much toughness, armor, or resistances you have, the tank always receives 50% of the damage that hit his guarded companion.
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Re: Current guard mechanics
Good question.
It should be either MAX(P - dP , P/2) or MAX(P - dD , P/2), but I'm not sure either which is the case.
The same question stands for dodge too:
e.g. a Shadow Warrior doing a ranged attack on player 3.
It should be either MAX(P - dP , P/2) or MAX(P - dD , P/2), but I'm not sure either which is the case.
The same question stands for dodge too:
e.g. a Shadow Warrior doing a ranged attack on player 3.
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"All men make mistakes, but a good man yields when he knows his course is wrong, and repairs the evil. The only crime is pride."
―The Antigone of SophoclesRe: Current guard mechanics
Just parry chance afaik. Note that tank can't parry/block a undefendable ability that hit the player guarded.
All class/spec are viable as long as you dedicate your time to making it work.
Re: Current guard mechanics
It's unlikely to be (A).
See the attached log, for example, where the incoming damage is from a solo AM.
See the attached log, for example, where the incoming damage is from a solo AM.
Re: Current guard mechanics
The changes to guard are up there for worst changes on this server imo. This just drives stacking of avoidance to not blow up from guard damage. This also forced a bunch parry buffs to tanks. Now, every 2 handed tank run with 70-80 percent parry which in turn make regen a bigger issue.
Nekkma / Hjortron
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Re: Current guard mechanics
Damage thru guard is base on your avoidance. If you have 50% parry, than you parry 50% incoming hits from guard. It is always considered as melee hit, so it can be parried, blocked or absorbed. There is no formula added to this and it is pretty straight forward.
Than there is incoming damage directly to you and this is another story. Here is calculate your chance to parry from gear, renown and stat - enemy strike thru from equipment and strenght.
Than there is incoming damage directly to you and this is another story. Here is calculate your chance to parry from gear, renown and stat - enemy strike thru from equipment and strenght.
"Quickness is the essence of the war."
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Re: Current guard mechanics
Exactly this. That is why in large scale ORVR you invest as much to avoidance as you can and shield is your best friend.Alubert wrote: Sat Oct 04, 2025 2:38 pm The only way to avoid damage from guard abilities is through blocking, parrying, and absorbing.
The source of the damage you receive (ranged abilities, melee, or type: magical or physical) through guard does not matter.
They are treated as melee.
So in your case, a 2h tank can only parry.
This means that only parry penetration is important.
I would like to add, since not everyone knows this (!), that damage from guard is not mitigated. This means that no matter how much toughness, armor, or resistances you have, the tank always receives 50% of the damage that hit his guarded companion.
"Quickness is the essence of the war."
Sun Tzu
Sun Tzu
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Re: Current guard mechanics
Since a long time guard is affected by attackers mainstat and strikethrough. It is not like on live when it was considered a SRT 1 melee attack.Wdova wrote: Mon Oct 06, 2025 8:39 am Damage thru guard is base on your avoidance. If you have 50% parry, than you parry 50% incoming hits from guard. It is always considered as melee hit, so it can be parried, blocked or absorbed. There is no formula added to this and it is pretty straight forward.
Than there is incoming damage directly to you and this is another story. Here is calculate your chance to parry from gear, renown and stat - enemy strike thru from equipment and strenght.
Nekkma / Hjortron
Zatakk
Smultron
Zatakk
Smultron
Re: Current guard mechanics
This is new for me. Strikethrough make sence vs initial target, not for damage that tank takes from guard.Nekkma wrote: Mon Oct 06, 2025 8:49 amSince a long time guard is affected by attackers mainstat and strikethrough. It is not like on live when it was considered a SRT 1 melee attack.Wdova wrote: Mon Oct 06, 2025 8:39 am Damage thru guard is base on your avoidance. If you have 50% parry, than you parry 50% incoming hits from guard. It is always considered as melee hit, so it can be parried, blocked or absorbed. There is no formula added to this and it is pretty straight forward.
Than there is incoming damage directly to you and this is another story. Here is calculate your chance to parry from gear, renown and stat - enemy strike thru from equipment and strenght.
Can some dev confirm this is the current and intended behaviour?
"Quickness is the essence of the war."
Sun Tzu
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