View Full Version : Riposte Dmg
Rienlos
10-24-2006, 07:14 PM
<div></div>Hey all,Was wondering if I was the only one concerned with the added riposte damage from double attack. I only did a quick search here tho to be honest. Basically I tank for a small guild that has trouble forming the "best" setup etc and we often have to get what we can to even attempt some encounters.I was wonderring how much (or if there are parses great) if any extra damage that people think they are taking assuming double attack from sta line is maxxed. My primary concern right now is survivability as I do not have all too much trouble holding aggro (especially with assassin / coercer).What are your thoughts and yes the 600 - 800 dps in mediocre gear will be hard to lose but I just can't help but wonder about the added damage and strain on very thing healers at the moment. Any thoughts?<div></div>
Docimodo
10-24-2006, 07:51 PM
<P>Ripostes are not really significant at all on anything except orange mobs and ofcourse Vilucidea in his final two stances and good old Darathar. On these mobs you will be getting riposted for sure and more hits means more ripostes, something you dont want to happen in coincidence with some random spike dmg or heavy frontal.</P> <P>That being said you can always get unlucky on other creatures! RND ftw. </P> <P>Also, even though the ripostes are normalised for different delay weapons i still prefer long delay for those mobs with high chance to riposte as it prevents you getting multiple ripostes within a short space of time. spike damage is the only killer in this game unless your priests and fellow intercede wielders suck.</P>
Amhrazul
10-24-2006, 11:23 PM
It may not be much, but one positive is that if a mob ripostes your hit... you will have buckler reversal hit him right back. Ive got reversal maxxed and it hits in the 600's most of the time. Thats a pretty good turn around generallly for a heroic's riposte. Not sure what a end game epic would do as I don't do much major raid tanking.
Rienlos
10-24-2006, 11:49 PM
<div>Thanks much Docimodo! So really just need to be wary on the harder fights. Just curious what do you consider not significant? We aren't even anywhere near the encounters you mentioned.<blockquote><hr>Docimodo wrote:<div></div> <p>Ripostes are not really significant at all on anything except orange mobs and ofcourse Vilucidea in his final two stances and good old Darathar. On these mobs you will be getting riposted for sure and more hits means more ripostes, something you dont want to happen in coincidence with some random spike dmg or heavy frontal.</p> <p>That being said you can always get unlucky on other creatures! RND ftw. </p> <p>Also, even though the ripostes are normalised for different delay weapons i still prefer long delay for those mobs with high chance to riposte as it prevents you getting multiple ripostes within a short space of time. spike damage is the only killer in this game unless your priests and fellow intercede wielders suck.</p><hr></blockquote></div>
Docimodo
10-25-2006, 06:29 AM
<P>Id give you some real numbers but my parser is not logging those details. Id say they are only significant when you can get riposted more than once within any 10 second period.</P> <P>A good way to prevent ripostes is to debuff the mobs parry skill. When a mob passes its parry check it then has a 20% chance to return it as a riposte else it just logs as a normal parry. This explains why orange con mobs will riposte a lot since they have godly avoidance.</P> <P>Also if u want to prevent unlucky riposts at bad moments or at the start of fights you can use those Combat arts that cannot be riposted, blocked, parried, deflected etc. </P> <P>Learn to love our skill Obliterate like I do! </P><p>Message Edited by Docimodo on <span class=date_text>10-24-2006</span> <span class=time_text>07:33 PM</span>
BetaMaster
10-25-2006, 09:41 AM
<DIV>Ripostes are evil on any mob that can 2shot the tank... that's basically it. If you get hit while ur hittn and a riposte goes off right after then BOOM u dead.</DIV>
<BR> <BLOCKQUOTE> <HR> Docimodo wrote:<BR> <P>Id give you some real numbers but my parser is not logging those details. Id say they are only significant when you can get riposted more than once within any 10 second period.</P> <P>A good way to prevent ripostes is to debuff the mobs parry skill. <FONT color=#ff0000>When a mob passes its parry check it then has a 20% chance to return it as a riposte</FONT> else it just logs as a normal parry. This explains why orange con mobs will riposte a lot since they have godly avoidance.</P> <P>Also if u want to prevent unlucky riposts at bad moments or at the start of fights you can use those Combat arts that cannot be riposted, blocked, parried, deflected etc. </P> <P>Learn to love our skill Obliterate like I do! </P> <P>Message Edited by Docimodo on <SPAN class=date_text>10-24-2006</SPAN> <SPAN class=time_text>07:33 PM</SPAN><BR> <HR> </BLOCKQUOTE> <P>Sar were did you get this information or how did yhou determine it?</P> <P>Rahge<BR></P>
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