Sylvermynx wrote: »I have no idea, and I don't really care. If I can kill three mobs at a time, I'm happy. Any more than that, well.... I'm likely dead.
Sylvermynx wrote: »I have no idea, and I don't really care. If I can kill three mobs at a time, I'm happy. Any more than that, well.... I'm likely dead.
I can probably survive 4, but it might take 10 min to kill them, lol
VaranisArano wrote: »If we assume that the majority of the playerbase are casual players who mostly do overland quests and normal dungeons, then I'm going to guess most folks do under 20k DPS. Certainly, the vast majority of players do less than 30k DPS in combat.
That's based on the way that overland questing gets very easy about the time you hit 15k DPS, and most normal dungeon groups I tank for have DDs that are in the 10k to 15k DPS range. Which is completely adequate for normal dungeons.
I don't think it's at all accurate to say that 68% of players are doing between 20k and 30k, assuming you meant to do a standard deviation curve there. That sounds like it might be true of, say, Vet dungeon runners. But if we're talking about the entire playerbase, I really doubt that. There's a LOT of casual players, and there's a lot of players who never bother with end-game content that.
The two factors that make the biggest difference in DPS are the two things that ZOS does a very poor job of teaching: DPS rotations and light attack weaving.
VaranisArano wrote: »If we assume that the majority of the playerbase are casual players who mostly do overland quests and normal dungeons, then I'm going to guess most folks do under 20k DPS. Certainly, the vast majority of players do less than 30k DPS in combat.
That's based on the way that overland questing gets very easy about the time you hit 15k DPS, and most normal dungeon groups I tank for have DDs that are in the 10k to 15k DPS range. Which is completely adequate for normal dungeons.
I don't think it's at all accurate to say that 68% of players are doing between 20k and 30k, assuming you meant to do a standard deviation curve there. That sounds like it might be true of, say, Vet dungeon runners. But if we're talking about the entire playerbase, I really doubt that. There's a LOT of casual players, and there's a lot of players who never bother with end-game content that.
The two factors that make the biggest difference in DPS are the two things that ZOS does a very poor job of teaching: DPS rotations and light attack weaving.
spartaxoxo wrote: »VaranisArano wrote: »If we assume that the majority of the playerbase are casual players who mostly do overland quests and normal dungeons, then I'm going to guess most folks do under 20k DPS. Certainly, the vast majority of players do less than 30k DPS in combat.
That's based on the way that overland questing gets very easy about the time you hit 15k DPS, and most normal dungeon groups I tank for have DDs that are in the 10k to 15k DPS range. Which is completely adequate for normal dungeons.
I don't think it's at all accurate to say that 68% of players are doing between 20k and 30k, assuming you meant to do a standard deviation curve there. That sounds like it might be true of, say, Vet dungeon runners. But if we're talking about the entire playerbase, I really doubt that. There's a LOT of casual players, and there's a lot of players who never bother with end-game content that.
The two factors that make the biggest difference in DPS are the two things that ZOS does a very poor job of teaching: DPS rotations and light attack weaving.
I did indeed mean to do a standard curve here.
Just want to add that you don't need to light attack weave or even have a consistently used and decent rotation to hit 20k.
Would you consider vet base game dungeons to be endgame content? Just curious.
From my experience teach players most untrained players fall within the 5-15k realm (3 mil). There are a number of factors that go into that range.
1. How much research they have done beforehand.
2. Race/class spec they have chosen, some specs play stronger at lower end.
3. Adaption to DPS techniques (IE. weaving, animation canceling, etc)
Most that stuck with it can achieve 20k within a month easily, but without guidance (from an experienced player or self research via online resources) I doubt they would achieve it otherwise.
Because of this I would gauge the average DPS to sit somewhere around 12.5k for the entirety of the playerbase.
HalfRain216 wrote: »From my experience teach players most untrained players fall within the 5-15k realm (3 mil). There are a number of factors that go into that range.
1. How much research they have done beforehand.
2. Race/class spec they have chosen, some specs play stronger at lower end.
3. Adaption to DPS techniques (IE. weaving, animation canceling, etc)
Most that stuck with it can achieve 20k within a month easily, but without guidance (from an experienced player or self research via online resources) I doubt they would achieve it otherwise.
Because of this I would gauge the average DPS to sit somewhere around 12.5k for the entirety of the playerbase.
Unless you are really in to pushing your character and trying to get the numbers so you do the research and spend the time I don’t think a lot of people would seek out the information rather than just playing the game. I would think nearly every player has checked out the guild store solo or not though.
Would it not increase dps for everyone and for people who don’t go into dungeons that much to be able to buy dungeon gear from the guild store (except monster sets) to be able to play around with there builds giving them more confidence to enter dungeons. At this stage most of the loot gets deconstructed anyways as you have 50 copies.
VaranisArano wrote: »If we assume that the majority of the playerbase are casual players who mostly do overland quests and normal dungeons, then I'm going to guess most folks do under 20k DPS. Certainly, the vast majority of players do less than 30k DPS in combat.
From my experience running heals in DF PUGS:
- Most people under CP 160 do 3k-10k dps
- Most people above CP 160 do 7k to 20k dps
- 90% of players do less than 30k DPS
- 99% of players do less than 40k DPS.
I would also wager that somewhere between 70-90% of players have never parsed a training dummy and an overwhelming majority of players don't care about DPS, all they care about is that they can kill the mob before it kills them.
Sylvermynx wrote: »From my experience running heals in DF PUGS:
- Most people under CP 160 do 3k-10k dps
- Most people above CP 160 do 7k to 20k dps
- 90% of players do less than 30k DPS
- 99% of players do less than 40k DPS.
I would also wager that somewhere between 70-90% of players have never parsed a training dummy and an overwhelming majority of players don't care about DPS, all they care about is that they can kill the mob before it kills them.
I'm glad someone gets it. I don't care about DPS figures (I don't group), all I care about is living over three mobs. Four.... well, that's a problem.... except on my wardens and sorcs. Oh, well - hmm. The real issue with pet classes here is that we have such limited "command" abilities. What I mean by that is.... if I'm trying to stay alive with 4, 5, or more hostiles, if this was WoW or RIFT I could target the pet on what I needed to have it deal with while I took care of other immediate issues.
That doesn't happen in this game. Along with the entire combat system not working real well for me due to aging reflexes, the inability to "assign" my combat pets to particular mobs in given situations is.... annoying.
[Ugh. Yeah, I do realize that puts me in the camp of "gosh I wish this game did *whatever from other game* - but it is what it is. My limitations are not only age related - they also encompass living in the back of beyond.]
Sylvermynx wrote: »From my experience running heals in DF PUGS:
- Most people under CP 160 do 3k-10k dps
- Most people above CP 160 do 7k to 20k dps
- 90% of players do less than 30k DPS
- 99% of players do less than 40k DPS.
I would also wager that somewhere between 70-90% of players have never parsed a training dummy and an overwhelming majority of players don't care about DPS, all they care about is that they can kill the mob before it kills them.
I'm glad someone gets it. I don't care about DPS figures (I don't group), all I care about is living over three mobs. Four.... well, that's a problem.... except on my wardens and sorcs. Oh, well - hmm. The real issue with pet classes here is that we have such limited "command" abilities. What I mean by that is.... if I'm trying to stay alive with 4, 5, or more hostiles, if this was WoW or RIFT I could target the pet on what I needed to have it deal with while I took care of other immediate issues.
That doesn't happen in this game. Along with the entire combat system not working real well for me due to aging reflexes, the inability to "assign" my combat pets to particular mobs in given situations is.... annoying.
[Ugh. Yeah, I do realize that puts me in the camp of "gosh I wish this game did *whatever from other game* - but it is what it is. My limitations are not only age related - they also encompass living in the back of beyond.]
You apparently do not know that you *can* command your pet to a target. There is even a hotkey for it.
Sylvermynx wrote: »From my experience running heals in DF PUGS:
- Most people under CP 160 do 3k-10k dps
- Most people above CP 160 do 7k to 20k dps
- 90% of players do less than 30k DPS
- 99% of players do less than 40k DPS.
I would also wager that somewhere between 70-90% of players have never parsed a training dummy and an overwhelming majority of players don't care about DPS, all they care about is that they can kill the mob before it kills them.
I'm glad someone gets it. I don't care about DPS figures (I don't group), all I care about is living over three mobs. Four.... well, that's a problem.... except on my wardens and sorcs. Oh, well - hmm. The real issue with pet classes here is that we have such limited "command" abilities. What I mean by that is.... if I'm trying to stay alive with 4, 5, or more hostiles, if this was WoW or RIFT I could target the pet on what I needed to have it deal with while I took care of other immediate issues.
That doesn't happen in this game. Along with the entire combat system not working real well for me due to aging reflexes, the inability to "assign" my combat pets to particular mobs in given situations is.... annoying.
[Ugh. Yeah, I do realize that puts me in the camp of "gosh I wish this game did *whatever from other game* - but it is what it is. My limitations are not only age related - they also encompass living in the back of beyond.]
If you are on your sorc, you have pretty decent control over your pets. You can use Daedric Prey or a heavy attack to "tell" your pets to focus a certain target. All pets on a sorc (even the ones summoned from proc sets) will focus the enemy that has the Daedric Prey debuff. If you want your pets to stop attacking all you need to do is hold the pet control button and spam the block button a couple of times. (it doesn't always work if you press the button only once, but spam always works)Sylvermynx wrote: »The real issue with pet classes here is that we have such limited "command" abilities. What I mean by that is.... if I'm trying to stay alive with 4, 5, or more hostiles, if this was WoW or RIFT I could target the pet on what I needed to have it deal with while I took care of other immediate issues.
VaranisArano wrote: »HalfRain216 wrote: »From my experience teach players most untrained players fall within the 5-15k realm (3 mil). There are a number of factors that go into that range.
1. How much research they have done beforehand.
2. Race/class spec they have chosen, some specs play stronger at lower end.
3. Adaption to DPS techniques (IE. weaving, animation canceling, etc)
Most that stuck with it can achieve 20k within a month easily, but without guidance (from an experienced player or self research via online resources) I doubt they would achieve it otherwise.
Because of this I would gauge the average DPS to sit somewhere around 12.5k for the entirety of the playerbase.
Unless you are really in to pushing your character and trying to get the numbers so you do the research and spend the time I don’t think a lot of people would seek out the information rather than just playing the game. I would think nearly every player has checked out the guild store solo or not though.
Would it not increase dps for everyone and for people who don’t go into dungeons that much to be able to buy dungeon gear from the guild store (except monster sets) to be able to play around with there builds giving them more confidence to enter dungeons. At this stage most of the loot gets deconstructed anyways as you have 50 copies.
Honestly, making BOP gear from dungeons available wouldn't help that much. There are enough crafted and overland sets that are viable at a pretty high level. For example: julianos/Mother's Sorrow for magicka DDs and Hundings rage/briarheart for Stamina DDs. Those are easily sufficient for players who want to get started running group content in dungeons and normal trials, at which point you can earn everything short of perfected gear.
It's just that gear alone doesn't magically improve a player, and practicing their rotation and weaving is going to be a big conponent of increasing their DPS beyond just what having the "ideal" gear can do.
katanagirl1 wrote: »l
However, I am sure that I have more dps than a lot of the playerbase, based on some of the groups I get when queueing for group dungeons. Whenever I have the highest dps in the group, it is always a hard time.