Kairion, hello again,
It seems that we both agree on a problem and offer a different ideas/suggestions on how to "bandage fix" set problem, except the idea behind it isn't that far away. Regardless on activation of reckoning by blocking or parring the end result can be identical if the proc chance is set accordingly. The statement i cant agree easily however, is this one
Kairion wrote: ↑Tue Jan 24, 2023 9:50 am
The math in itself to me makes sort of sense, but i think the approach of comparing and aligning these two spells does not serve the discussion. If we make each spell of paladin and warrior interchangeable, we end up with two flavors of warriors instead of two classes
Your suggestion is tying reckoning to parry, mine was same thing but tying it to block chance. Regardless of the outcome, the end result both would substantially increase the more attacks per minute our paladin receives, on the contrary, flurry proc chance is static regardless of enemies "bonded", since it relies on doing a melee critical hit. The method of activation is different. Which is actually very interesting since you do write that same concern i just expressed in points "1" and "2" (i try not to quote too much because im trying to be positive, i dont intend to bash anyone)
Kairion wrote: ↑Tue Jan 24, 2023 9:50 am
And even with paly being mainly a block focused class, tying everything to block makes the class artificially onedimensional. It would allow to selectively seek out parry gear if one is so inclined and would still work with two handed weapons. Something shifting Reckoning to block would outright kill.
Its this statement here that i disagree with (especially the "onedimentional" word). Paladins are spread waay to much in my opinion, since if you truly look for a "proper" itemization, you would focus firstly on spell damage to increase the effectiveness of every spell on your arsenal that provides threat, then focus on defense to avoid getting crit(which also buffs block chance and parry) and hoard as much HP as possible. To my knowledge (dont quote me here as i might be wrong) there isnt gear regularly available that has all the stats a prot paladin would want like HP,Defense and spell damage. You might find a couple pieces here and there, but totally not "easily obtainable", so in the most parts every individual piece equiped would be mainly focused on hp,defense or spell damage,hp or any other combination that you can get your hands on and then collectively increasing the totals. its like mixing a pancakes, too much flour and it gets too dense, too much milk and it gets too liquidy. to make a proper pancakes you need a fine balance between the two (or 3 in the paladin tank example).
In my example, tying reckoning to block chance makes the class a little bit easier to understand and get used to, thats also another subject to take into account - players playing the class. When you have multiple different spells/effects activating on block chance you can really easily understand the playstyle.
On the flip side of having reckoning on parry, things here get more "spicy", as to you would naturally want to test how good of a talent that is and try several different combinations/variations of it. The balancing of defense,hp and spell damage gets a bit harder. Also another point to state here, is that parring an attack has interesting effect on it, firstly you completely ignore all damage and secondly it hastes your next auto attack by 40%. that works just like flurry (well, maybe like baby flurry since its 40% for just 1 attack), oh did somebody in this thread wrote something about warriors... and paladins.. getting interchangeably.. and something ..
Kairion wrote: ↑Tue Jan 24, 2023 9:50 am
If we make each spell of paladin and warrior interchangeable, we end up with two flavors of warriors instead of two classes
Flurry effect provides 30% weapon haste for 3 swings, parrying an attack ignores damage and also provides 40% weapon haste but for 1 swing only. This is basically straight apples to apples since we compare paladin tank to a warrior tank. On the flip side, paladins get the edge in this particular example since they get rewarded for having a proper avoidance gear, mitigating damage and also increasing threat at same time since reckoning rewards an extra attack.
Listen, i do not bash players here, i do not point fingers nor im trying to pick a fight, i dont like to argue with anyone, im trying to provide a constructive criticism here. In matter of fact i started this post with positive mind and flat out stating procing reckoning on block or parry can work exactly the same way just have to tweak the proc chance accordingly, lets see what "accordingly" means.
If we have 12% parry chance from gear/talents as you stated Kairion, then going back at my example of block chance up above, we assume a mob with 2 secs of attack speed. OK, so we're getting hit 30 times a minute, with 12% chance on parry that means the proc chance of reckoning would be 3.6 just as you've stated which could get rounded to 4. If we tank let say 5 mobs, then we're looking at 5 times the proc chance or close to 18 procs per minute. We can safely expect between 14 to 22 procs per minute in this scenario. That basically relates to close to 50/50, meaning we do 33 attacks per minute but gets 18 extra attacks as result of reckoning, thats 51 attacks in total for that minute. I dont know man, 50 attacks per minute as being tank seems too high for my taste, that alone would defer me from playing vengeance tank since the sheer amount of attacks done per minute would easily outweigh the extra benefits in my opinion. That however, is assuming we proc reckoning on parry (100%). This is one of the core reasons i suggested it activating on block, since paladins have high amount of block chance, but only for a few hits, then its really low chance of occuring, it sorta balances itself, while the parry method is tricky.
So in this case, we need to find whats a good amount of procs per minute when tanking multiple mobs. I honestly believe, no more than 8 to 9 procs per minute should be encountered regardless of the enemies "binded" as anything more would deter players from ever trying to tank as vengeance (ret) for example. In simple mathematics, that relates to 30%-40%. If reckoning procs only 30% chance on a successful parry, then we eliminate 2/3 of the total procs per minute we just calculated above, or in other words, 1/3 of 18= to the magic number 6. Meaning, if reckoning procs 30% whenever we parry and we're tanking 5 mobs with 2 secs of attack speed for a minute, we would activate reckoning exactly 6 times. Here's a problem however, since as i've mentioned before, parring an attack also hastes your next weapon swing by 40% ( that relates to 40% of 18 = 7 extra attacks due to parry mechanic). So, we're still looking at 7+6=13 extra attacks in the minute duration of the example.
In reality however, getting extra 6 (on average 3 to 9 due to RNG mechanic) attacks per minute when tanking the said 5 mobs (talking about reckoning procs) might be a bit too much, so in terms of balancing it, roughly 15% to 20% chance on activating reckoning on a successful parry should be adequate. Im open to discussions here and i would really like your thoughts on the matter @Kairion, after that wall of text i've just posted, do you agree with the idea of having said 15% to 20% chance on activating reckoning on successful parry resonates with your initial idea? All i did is explain it in detail and provide a little math to figure out whats appropriate proc chance for that to work, but not to be flat out broken. It is your idea after all, i hope i didnt offended you by any way, my thoughts flow in all directions whenever im writing them down so it seems most people have it hard time to track it, which I apologize for. Looking forward your reply :)