Parry haste on old Bosses with the new MoP hit/exp system
Moderators: Fridmarr, Worldie, Aergis, theckhd
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Parry haste on old Bosses with the new MoP hit/exp system
Yes I know parry haste hasn't been enabled on Raidbosses since Cataclysm.
but, as far as I know it was still active on the old Bosses that had parry haste enabled in older expansions.
my question is now, with the new implemented hit/exp system, did Blizzard take out parry haste completely for mobs, and we can now bury it for good? Or does it (even tho it doesn't scare anyone anymore), as a mechanic at least still exist on those old Bosses?
but, as far as I know it was still active on the old Bosses that had parry haste enabled in older expansions.
my question is now, with the new implemented hit/exp system, did Blizzard take out parry haste completely for mobs, and we can now bury it for good? Or does it (even tho it doesn't scare anyone anymore), as a mechanic at least still exist on those old Bosses?
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Schroom - Posts: 290
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Re: Parry haste on old Bosses with the new MoP hit/exp syste
Parry haste got completely removed from game when 4.0 came as far as i know.
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Worldie - Global Mod
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Re: Parry haste on old Bosses with the new MoP hit/exp syste
Worldie wrote:Parry haste got completely removed from NPCs when 4.0 came as far as i know.
Fixed that for you. Players still get the benefit of parry-haste.
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theckhd - Moderator
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Re: Parry haste on old Bosses with the new MoP hit/exp syste
ok thanks, and the DPS benefit players (mostly tanks) get is close to negligent I guess 
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Schroom - Posts: 290
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Re: Parry haste on old Bosses with the new MoP hit/exp syste
Given that it only affects melee swings (white damage), the damage increase for players (especially tanks) is almost non-existent.
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Fetzie - Posts: 1653
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Re: Parry haste on old Bosses with the new MoP hit/exp syste
Fetzie wrote:Schroom wrote:theckhd wrote:Players still get the benefit of parry-haste.
the DPS benefit players (mostly tanks) get is close to negligent I guess
Given that it only affects melee swings (white damage), the damage increase for players (especially tanks) is almost non-existent.
Nowadays PH accounts for ~0.5% (0.1%-1% is the typical range, in RL scenarios rather than sims) of the Paladin's total output, when it actually matters. As in fighter-type foes and/or multi-target encounters.
PH does have its moments of glory, every once in a blue moon. On this random Mel'jarak 25H parse : the Paladin's regular swing time is in the 2.0-2.1 region, but the time-averaged value gets down to ~1.45 (including everything, from downtime to dynamic effects). That shift alone accounts for ~3% of the Paladin's total output... or ~0.5% of the total raid output.
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tlitp - Posts: 552
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