Morgha_Kul wrote: »I wonder if someone with higher dps might try something and report back.
First, tell us what kind of dps you're getting as you are, kitted out normally.
Next, tell us what your dps is with GENERIC gear. No sets, nothing green, blue, purple or better... just plain white gear.
Finally tell us what dps you get in both prior conditions if you take away ALL Champion Points.
In each case, use the same skills and weapons (eg. if you're using a 2H sword in one test, use a 2H sword in all tests).
This will give us four data points.
Normal, advanced and set gear with full CP.
Generic, white gear with full CP.
Normal, advanced and set gear with NO CP.
Generic, white gear with NO CP.
Just curious to know what kind of numbers we will see. It might help us determine where the damage is coming from. Is it the gear? Is it the CP? Is it the skill of the player?
Lady_Linux wrote: »the bottom line is people with high dps think its them. The reality is it isn't them, it's the gear, cp, and pots and what you bring to the table is really not nearly so much as you think it is.
these epeen posts are funny to me.
Lady_Linux wrote: »the bottom line is people with high dps think its them. The reality is it isn't them, it's the gear, cp, and pots and what you bring to the table is really not nearly so much as you think it is.
these epeen posts are funny to me.
i don't understand how you guys hit so high with light attacks. My light attack parses are placed 2nd or 3rd always, and i weave properly. I am also using vma staff for it in the blockade. Am i missing something here?
I just want to say, that since the last update (or two, havent done a parse in a while), using the same rotation and, in my eyes, a better build (crit kitty StamNB) from last time, my parse dropped from 36k to 25k.
I was a little upset.
Way to much emphasis on numbers leaves the fun aspect found wanting. The best thing about Elsweyr was the high dps lead to a 5 year old game for the first time actually having massive amounts of build diversity for being able to complete vet content out side the hardest of hard modes. What we got over the last 2 dlcs has killed that and pigeonholed us into the worst copy and paste meta we have ever had in this game.
Almost as important is a very small % of players even attempt vet content let alone complete any of it and for some reason ZOS is perfectly fine with that and i cant for the life of me understand why they think that's ok. They keep balancing this game in a vacuum around the .01% of us that can put out the top dps and constantly miss the mark to lower the dps gap between players of different skill levels.
Their overall thought process on how ground dots should be viewed and how they behave has had a cascading effect that has now sucked in dirrect dots as well leaving so many skills off the table for builds. Running more then one ground dot is borderline impossible to sustain out of perfect conditions. With how powerful vma staff and bow are this leaves those as our go to single ground dot. This leaves every single class ground dot useless unless it has some passive dps increase tied to it for just having it on your bar. It's the number one thing that has killed class identity so much.
Combat and class identity is gonna suffer until they realize this. There should be an immediate revert of ground dots and new game plan to lower dps that brings the top down without effecting those just under it. The best way to to do that is focus on light attacks being the in the top 3 spots on top dps parses and near the bottom on lower ones. Weaving cant be taken out of the game but we can marginalize its damage to make it not so important. Light attacks are a means to regen ult and that should be their main focus, not super high dps like they are.
ForzaRammer wrote: »so can you at least remind us what the original post was about again?
SidraWillowsky wrote: »Since the original thread got locked due to outdated information, I'm starting a new one. Particularly because I was intrigued by what @Morgha_Kul was wondering:Morgha_Kul wrote: »I wonder if someone with higher dps might try something and report back.
First, tell us what kind of dps you're getting as you are, kitted out normally.
Next, tell us what your dps is with GENERIC gear. No sets, nothing green, blue, purple or better... just plain white gear.
Finally tell us what dps you get in both prior conditions if you take away ALL Champion Points.
In each case, use the same skills and weapons (eg. if you're using a 2H sword in one test, use a 2H sword in all tests).
This will give us four data points.
Normal, advanced and set gear with full CP.
Generic, white gear with full CP.
Normal, advanced and set gear with NO CP.
Generic, white gear with NO CP.
Just curious to know what kind of numbers we will see. It might help us determine where the damage is coming from. Is it the gear? Is it the CP? Is it the skill of the player?
I can provide the first two data points.
I am max CP and my main is a magden. I have my CP allocated more or less the way that Alcast recommends, and my parse gear is (all Legendary) Spell Strat jewels, Bloodthirsty + spell dmg enchants + front bar inferno staff that's precise with a flame enchant; perfected False God's body, all Divines; Zaan head and shoulders, Divines; vMA inferno back bar, infused + weapon damage enchant.
Shadow mundus, all attributes into magicka, Ghastly eye bowl parse food, spell power potions
Front bar: Fissure, Dive, Fetcher, Degeneration, Bird of Prey
Back bar: Unstable Wall, Winter's Revenge, Elemental Drain, Barbed Trap, Bird of Prey.
Eternal Guardian ulti
My best 3 mil parse with the full setup described above is around 50k:
In general, my LA/second ratio is between .87 and .91
I then went into the PTS and made all-white gear with the same traits/enchants as I described above. Bar setup/mundus/etc stayed the same
I was pretty shocked. My DPS was halved:
LA/second ratio is about .87. Perhaps a bit lower, but it's within what I expect to be normal for me. I say that to highlight the fact that I'm LA weaving fairly consistently across parses.
I don't know what I expected, but it sure wasn't as drastic of a drop as this turned out to be. I tried over and over and couldn't get above 25k. I incrementally improved the gear to green, then blue, and finally purple. Each improvement netted about a 1.5k DPS increase- I was hitting about 28.5k with all purple gear. I parse consistent numbers, so there's little variance in terms of numbers within each gear setup.
For funsies, I used the generic purple gear but swapped in the vMA inferno staff on the back bar:
THEN, I made white sets of Julianos, Innate Axiom, and 2 pieces of Assassin's Guile (adds spell crit). Same traits/enchants as above. Easy 32k. I got distracted for a few seconds and missed a few light attacks, so my LA/second ratio is low, so it could be even higher with a better parse:
Removing CP from the equation next is going to be catastrophic to my sustain- I'm pushing it as-is. I'll try that later, but I forsee a LOT of heavy attacks and general struggle bus-iness in my future. Not looking forward to that,
T3hasiangod wrote: »Lady_Linux wrote: »the bottom line is people with high dps think its them. The reality is it isn't them, it's the gear, cp, and pots and what you bring to the table is really not nearly so much as you think it is.
these epeen posts are funny to me.
If it really was just gear, CP, and potions, then we'd be seeing a lot more people pulling high levels of DPS. But we don't see that. Even when people take the gear and CP from an end-game PvE build, many of them aren't able to reproduce the results because they can't execute the rotation well enough.
High DPS is due in large part to player skill. There's no getting around it.
Parrot1986 wrote: »Lady_Linux wrote: »the bottom line is people with high dps think its them. The reality is it isn't them, it's the gear, cp, and pots and what you bring to the table is really not nearly so much as you think it is.
these epeen posts are funny to me.
Gear, pots and CP definitely contribute but the difference between being executed in the right and wrong hands is massive. Player skill impacts performance more than sets.
A good player can do much better with non-meta gear and trash pots than a bad player with BiS gear and pots.
Totally true, but what this thread is suggesting is that a large chunk of DPS is not down to player ability. Thus rating a player on DPS is not an accurate reflection of their ability or whether they are ‘good’.
I would much rather take a low DPS player who was good through vSCP than a higher DPS player who was incompetent. The vast majority of content can be done with relatively low DPS.
frozzzen101 wrote: »Totally true, but what this thread is suggesting is that a large chunk of DPS is not down to player ability. Thus rating a player on DPS is not an accurate reflection of their ability or whether they are ‘good’.
I would much rather take a low DPS player who was good through vSCP than a higher DPS player who was incompetent. The vast majority of content can be done with relatively low DPS.
Thing is, can you suggest other objectively quantifiable metric to rate player on? Yes, dummy dps isn't end all be all, but there is strong correlation between it and actual player performance.
As for second part, again, player dps and player skill correlate quite a lot. Yes, higher dps player can have bad day when he dies to stupid here and there, but if you average their performance in same repeated scenario, for vast majority of the cases higher dps player will also outperform low dps players in terms of survivability, positioning and any other metric.
As small anecdotal experience, just now I've scanned some of my guildmates that are posting parses, and when I remember their performance in content, higher dps perfectly correlates to all other metrics mentioned above. If I were to make table where I'd rank their survivability and positioning and separate table with only their parses, they'd overlap almost perfectly.