Wow, as a Warrior I enjoy to see Knights whining!
Sadly this is a 2 page battle between two guys...
The original RO2 intent was that there are no superior skills. That's why the "top tier" skills like Battle Cannon, Rage Strike, Vulcan Arrow, etc. had a higher animation time (resulting in a higher total recast time) to compensate for the higher damage output. This simple fact seems to be the hardest thing for most players to understand.
The Battle Cannon debate is - by the way - much easier than to compare the Warrior Rage Strike with Aura Strike. Both skills can use up to 3 Aura per activation. Since all damage modifier, crit. chances, etc. do work for both skills, you can left them out of the calculation. Since statistics are only reliable if done in great numbers, a single crit. hit isn't such important. Just see the big picture of 100 or more 'uses' of these skills. Assume you would attack an enemy with infinite HP for 10min and see who did more damage in the end. So in my opinion, SonicTMP did a good job in calculating the result.
A bit about the Warrior vs. Knight comparison:
The pre-AoV situation was the following:
- Warrior and Knight defense on gear was the same (Top, Helm, Pants, Gloves, Boots)
- Knight Shield+Weapon boni were the same as for a Warrior Great Sword
- Knight Weapon had a lower damage output than the Warrior Great Sword
- The Shield alone added >40% defense for the knight
Therefore, the all too often mentioned Defender skill mainly made the two classes more equal. It gave the Warrior a defense bonus to compensate the lack of a shield and decreased the damage output by 10% to better match the Great Sword with the Aura Sword. The total defense for a warrior was still lower (only got a 30% defense boost), but he also got an additional Parry & Dodge bonus. In other words, the Knight had an automatically implemented defensive orientation.
On contrast, the Knight had the better damage-boost skill. A Knight would have been able to keep Concentration active all the time, whereas the Warrior were limited to a fixed 30sec duration with a 60sec starting cooldown.
Battle Tactics:
I've had many discussions about this skill and the conclusion always was: It's broken. You could achieve a 30% crit. rate and 100% crit. damage boost without problems. I.e. without spending money on Kafra Items, having 3-socketed costumes with +10 AGI runes, blue normal+ cards, etc.. It was enough to wear ScratchThief+ cards and CoA normal armor. [I'm a perfect proof for that]. This resulted in an average overall damage bonus of 30% by just spending 2 skill points.
Compared to other skills like Aura Sword, Concentration or Berserk, it was strictly superior and unbalanced. And it needed to be fixed in some way or another.
The whining about the loss of BT power feels to me like a complain that a cheat isn't working anymore. The skill was broken for a long time, you'd focussed yourself on that 'bug' and now you're whining that it isn't superior anymore. This even get's this far that the only solution you have in mind is to demand a "+4 Crit. bonus though AGI" for the Knight.
To talk a bit more about the BT inbalance. The skill bonus was dependant on the fact that there was a level cap. The crit. chance gets lower with every level you get. Just because you could wear gear that should have been lvl 60 (CoA) or lvl 70 (Chaos) but still remaining on the lvl 50 crit. calculation made BT ridiculous.
Even after the patch, pure AGI builds aren't necessarily bad at all. They increased the level cap and decreased the crit. bonus through AGI from +4 to +3, but AGI now grants another valuable benefit: A bonus to hit. Sooner or later this could make the difference between 80% hit chance and 100% hit chance and this would then result in a significant DPS boost.
But let's get on and talk about the parry bonus for Knights...
Defense, Parry & HP:
Right now, there seem to be two arguments flying around:
- The knight ought to have the highest defense in the game
- The Knight needs an offensive class bonus to keep up with the Warrior
A little provocation ahead: The knight still has the highest base defense in the game.
In RO2 there are 3 types of armor:
- Light armor
- Medium armor (+50% defense)
- Heavy armor (+100% defense)
Both the Warrior and the Knight wearing heavy armor and therefore have an implicit 100% defense bonus if compared to other classes that wear light armor instead. In addition to the above mentioned fact, Knights and Warriors got a 'free' 5% defense bonus if they skilled aura armor and the Knight also gets a 40% defense bonus from the shield (calculated from the heavy armor as a base).
All in all, a Knight with a shield got:
- A 40% defense bonus from gear if compared to a Warrior
- A 87% defense bonus from gear in compared to the Beastmaster
- A 180% defense bonus from gear if compared to a Monk
So all these three classes need a find a way to compensate this lack in defense, especially if the want to take up the tank role as well.
There were different solutions:
- Warrior - Defender: +30% defense + Parry & Dodge bonus
- Beastmaster - Grizzly Form: Highest HP bonus instead
- Monk - Steel Body: 200% defense bonus
All these three classes had to use skill points to achieve what the Knight got though gear, so they got a minor extra as well. Now we can discuss whether or not the developers made the right descision or not, but at least they created something that wasn't brokem much before the patch. All four classes could be good tanks. F.e. I would prefer to see a Monk that is mainly based on dodge+parry rather than defense, but it's much harder to balance those stats than simply adding defense boni.
Strangly enough however, the Knight did not focus on parry at all.... although parry is sometimes called block as well. Somehow the Warrior got the Parrying skill whereas the Knight's Aura Shield only grants a plain damage reduction. Likewise, the Shield Fortress does not give a temporary 100% parry bonus to yourself and 40% parry bonus to all other teammates.
Whenever I discussed this issue, the plain damage reduction of 20% was considered to be better than a 40% chance for half damage (parry) because there was no gambling. 20% less damage from a powerful AoE effect could always save your life whereas dodge or parry only give you a chance to survive it.
What the developers did with the AoV patch is to give the conceptual right bonus to the right classes.
- Warriors = focus on great sword damage
- Knights = focus on shield block (parry)
- Monks = focus on evasion
- Beastmaster = oh... wait.... what... defense? .... nvm
The beastmaster now has the same issue as the Monk in the pre-AoV version. If you don't have the time to balance a char though unique abilities, just give it a simple defense bonus... easily done, no need to think it through.
So why are the Knights jealous now? Simply because of one basic fact... the stupid threat-meter. This concept is a stupid one, because it wasn't carefully designed from the beginning.
Let's simply assume that tanks won't have a passive skill that grants additional threat, but a temporary buff-like skill. Now, the main tank can be determined before the battle starts and only the main tank would use that skill. Problem fixed. The parry bonus of the knight would fit better into the tanking role, whereas the Warrior would be a bit more a DPS class right now. (BTW: If you would have read a Warrior threat before the patch, the discussion was mainly about whether or nor a DPS-Warrior is competetive to a Rogue or Assassin.... so the patch fixed this)
Of course you could simply give the Knight an additional threat bonus.... wait... they did.... Shield Boomerang now creates additional threat.
My solution is a bit more complex:
The basic design of the threat-meter is: 1 damage dealt = 1 threat. But also 1 HP healed = 1 threat.
And there lies the problem. What's about damage that was prevented? Why does receiving damage and healing it thereafter generating more threat than simple damage prevention? So my solution would be just that => 1 damage prevented = 1 threat.