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번역 관련 문제 보고
-Parry is for med-high dmg, high armour units
-Dodge is for low-med dmg, low armour, high Agi units
-Melee res is for low-medium dmg, high survivability units
If you want a tank with high armour and HP that also does high dmg, you go for Parry build with Heavy Armour, for example.
Or if you want a very mobile flanker (or ranged), you go for high Agi and Cloth or Light Armour, making high Dodge the most practical defense (the less you need to spend on defensive skills, the more you can spend on Movement and offensive skills).
It's more about what you want the unit to do, than what's best. What's best can be very situational.
My point with the original op is that 2handers gives out more damage per hit a higher risk to get bypassed and better to use a dodge build tank because of bonuses. The reason why i'm using parry build on other better targets. You did mentioned cult hence why I corrected you. Not only heroes in bold letters can bypass parry.
Hmm but if they can't hit me, it doesn't matter if I don't attack as hard. LOL
Admittedly I have no idea what's in the story missions so I can't say that with full confidence. I'm currently using mercs now, and I don't really see many passive skills that are all that 'offensive' other than some crit ones. And the apparently popular daredevil gives you -10% melee resist at max and a free dodge attempt for the enemy gasp. I guess I could use a spear/dagger to counter the dodge.
People like to mention the units that ignore parry, but they're few in relation to how many units there are. Plus, you should diversify your warband to have a few to deal with those threats (have your impressive deal with theirs, and suddenly there are a lot less parry ignoring characters around).
Versus other targets, parry is better than dodge usually. Sure, it doesn't provide much vs daredevil, nor does it protect against the very popular strong blow, but it does in general provide a higher chance of success than dodge when using a shield. Shield specialist and max weapon skill is all you need to get 110% parry, and to this add a shield or helmet enchantment and/or other skills. The heavier armor capabilities helps a lot too for survivability, and the better weaponskill compared to dodge builds means you hit more.
It should also be mentioned that sigmarite warhammers, which are extremely popular, provide negative bonuses to dodge but not to parry. In addition, for PvP there is a very popular consumable (sticky sludge) that gives a wide area of -30% dodge, but not to parry.
Most of all though, the cheaper counter-attacks is rather useful as well.
It does most of the times AI go for your lighter lower level warriors and melee resist is not 100% protection.... range can stun your melee resist tanker and magic....
The best way is not to put all your eggs in one basket and make a warband with good conssitency. Dodge build warriors can get accuracy up for critting getting a stun chance is awesome, parry can focus on actual damage. When you are counterattacking on enemy turns you will wittle down most AI units. Imagine AI units dyng on their turn? that is a beautiful sight.
I go for a mix of parry/dodge tanks when I'm heavily focused on close range. On one vs one those skills will be enough to mitigate the damages, as it is not that often that someone attacks more than 4 times. Furthermore if you select your match up the way you are supposed to parry gives you this oh so sweet -1op to retaliate, that can really improve the dps. My mercs captain countered 13 times in one round with a one hand+shield. 26 red pills worth. It is worth 3 maxxed heroes red pills total. Alone. So parry can become quite OP, if you end up against warband that can't bypass it (sisters, mercs, witch hunters, skavens without impressives). I am quite happy there's this blind spot, would be wayyyy too good otherwise.
Finally remember that you can stack defensive layers. A parry tank can add a decent MR to the mix, and a heavy armour, effectively stacking 3 defensive layers. Nearly all MR tanks do so in heavy armour, stacking 2 layers. That is where you reach insanely high amounts of ehp.
Dodgers tend to have a natural high MR too, due to the need to focus on the 2 main components of melee resist, agility to dodge and weapon skill to actually hit something.
So for me the choice is enforced by the warband fighting style you decided to go for. All are valid, they have advantages AND drawbacks.
To sum it up MR is allways 'ON' making it very good at tanking loads of attack, but is highly vulnerable to debuff modifications (because every single point removed from you max MR hurts a lot. If you have 1% chance to hit the MR tank, and you remove 10% to his MR you effectively multiplied your to hit chance by one thousand.)
Dodge is the most versatile and reliable. It is quite hard to lower significantly to lower a focused dodger under 80% dodge chance, making it the most reliable defense... but when you are out of dodges you are more or less out of luck, and a gentle breeze might bring you down.
Parry is the most aggressive defense. It allows you to do more damage with a defensive skill. But it is limited in it's use and requires you to check who you are going to fight.
Finally remember: a stunned opponent does not defend himself.
The only differences between Dodging and Parrying a 2-hand-weapon attack are 1) the 10% most 2-handed weapons give to the defender and 2) the up to 20% bonus to Dodge from wearing clothing vs. heavy armour.
That's 20-30% extra Dodge chance, traded for 30% armour absorption, nothing else, since neither of those mentioned differences affect the Parry chance of a Parry Tank, who can go above 100% Parry easily as well. Often it is in fact smarter to use a heavily armoured Parry tank against 2-H wielding enemies due to the fact that should you fail or get attacked more than 3 times, you take significantly less damage.
How exactly did you correct me on the cult question? The only units in a Possessed warband that ignore Parry are potentially the heroes, while they have their leader and all the henchmen who might have some Parry bypass from skills and weapons, but not significantly more than Dodge bypass.
My point was not that Parry cannot be bypassed, it was that most methods of bypassing Parry, also work on Dodge, sometimes even better as in the case of Spears.
And you've not answered my question as to why some Skaven cannot be parried against? As pointed out, excluding their Impressive, they are in fact better at bypassing Dodge, which would suggest that using Parry is in fact smarter.
And the moment a Dodge Tank runs into someone with mastered Precise Strike and dual-wielded Swords of Havoc, he stops being
No, not completely, but Dodge tanks do rely on a bit more luck than their Parry counterparts, what with their lower crit resist, less armour absorption and lower wounds total.
So are you suggesting that mobs hit 3 times with a 2 hander often than 1-2 times? Even if they all 3 connect on your dodge build the penalties from it is significant enough that your dodge build can withstand. Not all mobs hit 3 times with a 2 hander mathematically speaking you are going to go up against with 1 - 2 hits from a 2hander.
Also are you suggesting that a SPEAR equipped double hander is equals to the damage a 2-hander can put in to go up against a dodge build or even to parry builds.
2 hander initial hits are high on it's first hit the big DIFFERENCE you speak of is high chances of that hit to get dodge.
While we're talking about dodge tanks, is it worth it using the amputated character (+20% dodge but only 1 weapon) as a dodge-dps? Problem is that since I'm unable to dual wield and i'm adding agility, my attack damage would be even lower than normal dodge characters.
I'm saying that it is smarter to put heavily armoured Parry tanks up against enemies wielding great weapons (2-hand, not dual-wield), because despite the +10% extra Dodge chance their weapons may grant you, it's more important to negate the damage they deal in situations where your stance is broken or your Parry/Dodge is used up by an enemy engaging you after you take your stance but before the 2-hand weapon wielding enemy hits you. If your Parry OR Dodge is at 95% after the enemy reductions, both are as likely to not take the damage.
We can argue whether it's easier to get so high Parry % or Dodge % that it stays at 95% even after enemy reductions, but in the end the difference is that should all else go sideways, the Parry tank still has at least 30% more armour absorption, so that in an otherwise identical situation, the Parry tank likely lives to fight another turn, while the Dodge tank likely doesn't.
Also, you cannot dual-wield spears (and I never suggested so), I just pointed out yet again, that most methods of reducing Parry also reduce Dodge, excepts in the case of spears where they reduce Dodge significantly more than Parry.