Merlin13KAGL wrote: »Come to think of it, you can actually attack the strawmen in the Cyrodiil siege range (starter quest/training area), but I don't recall how many HP's they have.
Psychobunni wrote: »+1
However, be warned this has been asked for since beta
C0pp3rhead wrote: »On one episode of ESO Live! they said that "they were working on it."
Hrmmmm....
Rune_Relic wrote: »C0pp3rhead wrote: »On one episode of ESO Live! they said that "they were working on it."
Hrmmmm....
Wait... is that greater than or less than soon[tm] ?
Trying to decide if I should get excited.
Rune_Relic wrote: »C0pp3rhead wrote: »On one episode of ESO Live! they said that "they were working on it."
Hrmmmm....
Wait... is that greater than or less than soon[tm] ?
Trying to decide if I should get excited.
Alphashado wrote: »We have been asking for target dummies for a very long time. Just another useful item that should be in the cash shop instead of 20 vanity pets.
This is a non-issue.
DPS is a red herring at best. Your DPS is entirely dependent upon situationals that you can not measure for every situation. There are different mobs, different numbers of mobs, different location benefits, well - just way to many things to take into account when fighting one mob or set of mobs vs a different mob or sets of mobs.
ANY reliance on DPS is ridiculous at best.
This is a non-issue.
DPS is a red herring at best. Your DPS is entirely dependent upon situationals that you can not measure for every situation. There are different mobs, different numbers of mobs, different location benefits, well - just way to many things to take into account when fighting one mob or set of mobs vs a different mob or sets of mobs.
ANY reliance on DPS is ridiculous at best.
I don't disagree with that. But at this point I would rather see it in the cash shop than not at all. If it takes greed to make it happen, then so be it.Alphashado wrote: »We have been asking for target dummies for a very long time. Just another useful item that should be in the cash shop instead of 20 vanity pets.
NO, this is not something that we should have to pay RL money for. This is a basic feature that all MMOs should have.
Alphashado wrote: »I don't disagree with that. But at this point I would rather see it in the cash shop than not at all. If it takes greed to make it happen, then so be it.Alphashado wrote: »We have been asking for target dummies for a very long time. Just another useful item that should be in the cash shop instead of 20 vanity pets.
NO, this is not something that we should have to pay RL money for. This is a basic feature that all MMOs should have.
This is a non-issue.
DPS is a red herring at best. Your DPS is entirely dependent upon situationals that you can not measure for every situation. There are different mobs, different numbers of mobs, different location benefits, well - just way to many things to take into account when fighting one mob or set of mobs vs a different mob or sets of mobs.
ANY reliance on DPS is ridiculous at best.
I hope you realize that your argument merely proves the need for a way to perform standardized testing.
DPS against a single, static mob (a test dummy that doesn't move, block, etc.) is 100% quantifiable and is a good measure of one's theoretical damage per second. Obviously in practice it is difficult to attain one's theoretical maximum DPS, but the ability to test various builds/gear/rotations against an unchanging entity will help immensely in refining a player's setup.
This is a non-issue.
DPS is a red herring at best. Your DPS is entirely dependent upon situationals that you can not measure for every situation. There are different mobs, different numbers of mobs, different location benefits, well - just way to many things to take into account when fighting one mob or set of mobs vs a different mob or sets of mobs.
ANY reliance on DPS is ridiculous at best.
I hope you realize that your argument merely proves the need for a way to perform standardized testing.
DPS against a single, static mob (a test dummy that doesn't move, block, etc.) is 100% quantifiable and is a good measure of one's theoretical damage per second. Obviously in practice it is difficult to attain one's theoretical maximum DPS, but the ability to test various builds/gear/rotations against an unchanging entity will help immensely in refining a player's setup.
That might give you an idea on an individual non interactive mob but really the only time you are concerned with the damage rate is in a group. So since your group mates will greatly effect the damage you produce as well as the damage that won't be mitigated it wouldn't be that useful to use that data.
Oh there is also some good add-ons that will give a good breakdown of your stats per fight.
Here's the rub though. Let's say you get a training dummy that tells you your theorhetorical DPS (yeah, see what I did there?) - now you have this imaginary number set in your mind as to what you "should" be doing. Then you run off and do - oh - say ANYTHING else. Guess what - your not hitting your mark. You never will. And then you go around posting in zone trying to get a decent group for a Pledge "NB with 17k DPS lfg Gold Pledge!!!" only you don't hit 17k. In fact, you can't hit 5k. Is it because YOU suck? No. It has to do with so many variables that your DPS paradigm is totally useless. It isn't just YOU that isn't working. It is where you are at. It is who you are with. it is so many things that it can't be properly measured.
You say that this is way you need standardized testing etc. And really, that is a good reply. Except that it is wrong. You see, in order to maximize your DPS you are going to get set in your attacks. You are going to set it up so that you hit button 1, then button 2, then light attack light attack button 1 (just an example). The mob is dead an you maxed out your DPS as intended. But that doesn't always work. It will NEVER always work. You should never set your "perfect attack sequence" and live by that DPS number. The fact is that the most successful player is the player that is fluid. DPS means nothing. Knowing what to do when and where will be more important than a number you will never realize to it's full potential.
A-Rod is not the best baseball player ever. But he is better than most at almost everything he does on the field. He has options and knows how to handle every play. This is what you should strive for - utility.
Sorry, but you are VERY mistaken. Proper encounter management is important, but getting good Dps is also important. Especially when there are bosses in the game that will wipe the group if not killed fast enough. DPS is just as important a role as healing or tanking and as such. A good dps should be able to manage encounters as well as dish out a lot of damage. Target dummies would allow dps to practice builds and skls that can sustain a high amount of dmg without running out of resources.Here's the rub though. Let's say you get a training dummy that tells you your theorhetorical DPS (yeah, see what I did there?) - now you have this imaginary number set in your mind as to what you "should" be doing. Then you run off and do - oh - say ANYTHING else. Guess what - your not hitting your mark. You never will. And then you go around posting in zone trying to get a decent group for a Pledge "NB with 17k DPS lfg Gold Pledge!!!" only you don't hit 17k. In fact, you can't hit 5k. Is it because YOU suck? No. It has to do with so many variables that your DPS paradigm is totally useless. It isn't just YOU that isn't working. It is where you are at. It is who you are with. it is so many things that it can't be properly measured.
You say that this is way you need standardized testing etc. And really, that is a good reply. Except that it is wrong. You see, in order to maximize your DPS you are going to get set in your attacks. You are going to set it up so that you hit button 1, then button 2, then light attack light attack button 1 (just an example). The mob is dead an you maxed out your DPS as intended. But that doesn't always work. It will NEVER always work. You should never set your "perfect attack sequence" and live by that DPS number. The fact is that the most successful player is the player that is fluid. DPS means nothing. Knowing what to do when and where will be more important than a number you will never realize to it's full potential.
A-Rod is not the best baseball player ever. But he is better than most at almost everything he does on the field. He has options and knows how to handle every play. This is what you should strive for - utility.
This is a non-issue.
DPS is a red herring at best. Your DPS is entirely dependent upon situationals that you can not measure for every situation. There are different mobs, different numbers of mobs, different location benefits, well - just way to many things to take into account when fighting one mob or set of mobs vs a different mob or sets of mobs.
ANY reliance on DPS is ridiculous at best.
I hope you realize that your argument merely proves the need for a way to perform standardized testing.
DPS against a single, static mob (a test dummy that doesn't move, block, etc.) is 100% quantifiable and is a good measure of one's theoretical damage per second. Obviously in practice it is difficult to attain one's theoretical maximum DPS, but the ability to test various builds/gear/rotations against an unchanging entity will help immensely in refining a player's setup.
That might give you an idea on an individual non interactive mob but really the only time you are concerned with the damage rate is in a group. So since your group mates will greatly effect the damage you produce as well as the damage that won't be mitigated it wouldn't be that useful to use that data.
Oh there is also some good add-ons that will give a good breakdown of your stats per fight.