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How much dps do you think the playerbase is doing?

spartaxoxo
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Personally I have seen a lot of threads asking players their personal dps numbers. But I haven't seen many people ask what they estimate what the playerbase at large is doing.

So I decided to ask you guys. Please give a bit of background about the kinds of content you do, and what content you'd say you do most often. And then also tell me where you think the dps numbers should fill in this crude bell curve I made.

Please note, I know it's pretty poorly drawn. My apologies for that. I am using my phone and simply drew using the note feature. It's not really intended for this.

I'll start with my own perception.

Qei2YJF.jpg

The red lines represent the range I think the vast majority of the playerbase is hitting.

The blue numbers represent what the people are a bit below or a bit above the average.

And the purple represents the beginning of the top 10% of the playerbase and the bottom 10% of the playerbase. The rarer players, so to speak.

As for background information about myself that lead me to this conclusion.
I am a player that has done quite a few things. I have some dungeon skins and attempted some vet trials as well have been invited (but had to decline) into endgame trials guilds as I'm generally knowledgeable. However, I havent been motivated to work on my dps in a long time, so being good enough for that is a thing of the past. These days I find that I'm still above average on dps, and help people complete a large amount of content. Most recently I helped a group of players complete the hard mode of scalecaller peak, teaching them the mechanics. But I also find that the gap between me and good players gets ever wider, and that I care less and less preferring solo challenges. As such you can often find me just wandering around Tamriel, and offering help to a wide variety of players. Though nobody would want me in a vet dlc trial anymore.

What numbers would you fill into the red, purple, and blue lines? And what kind of content do you do that lead you to that conclusion?
Edited by spartaxoxo on April 11, 2021 12:52AM
  • Athan1
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    It doesn't matter, just enjoy the game.
    Athan Atticus Imperial Templar of Shezarr
  • SirAndy
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    20k solo is more than enough for 99% of the content in this game, [snip]
    popcorn.gif

    [Edited to remove Inappropriate Content]
    Edited by ZOS_ConnorG on April 11, 2021 1:29PM
  • Sylvermynx
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    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.
  • devan0216
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    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
  • phaneub17_ESO
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    As long as I can clear public dungeons, I'm okay with that as a solo player.
  • VaranisArano
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    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. Also, ZOS says that the average CP of the playerbase was CP 410. I'm not saying that low CP players can't do great DPS, but that does indicate that there were a lot more low CP players than CP 810s.

    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.
    Edited by VaranisArano on April 11, 2021 1:45AM
  • Sylvermynx
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    devan0216 wrote: »
    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

    Oh, I hear you. IF I survive 4 it will be a LONG time later.
  • spartaxoxo
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    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.
    Edited by spartaxoxo on April 11, 2021 1:50AM
  • HalfRain216
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    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’ve been playing for about 6 months now cp480 on a magcro and the top hit I’ve had is about 21k. I’ve followed the Alcast build guide to the tee. Wearing mother’s sorrow and Medusa. So I think the average dps for most of the player base would be around 10k.
    The only things I have left to do is change the traits on a few pieces of armor to divine.
    To think the majority of players have maxed and researched all the traits they need to hit those higher dps I just don’t think it would be the case.
  • Casul
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    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.
    PvP needs more love.
  • VaranisArano
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    spartaxoxo 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.

    In rereading my comment, I said end-game content but meant to say "group content." That's my mistake, sorry.

    Based on your graph, it sounds like you think 84% of the playerbase does 20k DPS or more.

    I think that's really high. Or else I have astonishingly bad luck with dungeon DDs even in normal dungeons.

    I'd be willing to accept that 84% of vet dungeon runners, arena, or trials runners do 20k DPS or more, because that's about the level of DPS you want in order to comfortably and regularly clear that content without your group whining about slow DPS. There's a big disparity in base game vet dungeons. 15k DPS is easily sufficient for Fungal Grotto 1. It's gonna make for a bad night in City of Ash 2 (been there, done that, it wasn't fun.). I've had groups stall out on Vet DLC dungeons when both DDs were below 20k DPS, though that may depend on the group and the dungeon.

    But the entire playerbase? I have a hard time buying that 84% of all players are doing 20k DPS or more.
    Edited by VaranisArano on April 11, 2021 2:11AM
  • HalfRain216
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    BuildMan 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
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    BuildMan 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.
  • Elsonso
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    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.

    I agree.

    Most people don't even need to know their DPS. Players have enough combat skill when the monster dies before they do. This game is not that technical.
    ESO Plus: No
    PC NA/EU: @Elsonso
    XBox EU/NA: @ElsonsoJannus
    X/Twitter: ElsonsoJannus
  • ThorianB
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    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.
  • HalfRain216
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    [/quote]

    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.[/quote]

    Yeah I do agree with you more for people who do just solo, quests and overland. I was thinking if there was more gear available it would entice them to put more research and effort into there character having different gear available to try and test out without having to run a hundred dungeons to find one piece. I think most causal players are wary to spend 150k on a mother’s sorrow flame staff and are not to keen on farming gear sets for hours

    If there was more gear available it would get more people interested in doing up there builds they would see there numbers go up so they would go back again and see what else they can do.

    Honestly the biggest jump I seen in my dps was getting mother’s sorrow and Medusa sets my rotation is probably terrible but it helped a lot.
  • Sylvermynx
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    ThorianB 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.]
    Edited by Sylvermynx on April 11, 2021 3:10AM
  • Kwoung
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    Sylvermynx wrote: »
    ThorianB 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
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    Kwoung wrote: »
    Sylvermynx wrote: »
    ThorianB 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.

    Yes, I do know there's a command key. However, with ping like mine, it generally doesn't work - um well, replace that with "practically never works". Kind of like I can't bar swap, so I just quit bothering with a second bar.

    Most people wouldn't try to play a game like this one on a seriously sub-standard connection. But there's enough to love about ESO that I continue to persevere. I'm the "edge case" that no one really believes exists I guess.
  • ThorianB
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    Sylvermynx wrote: »
    ThorianB 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.]

    I actually dislike the combat system of ESO. I find it to be overly tedious with far to much micromanaging. It is one of the reasons, i think, that i don't really like end game content in ESO but normally jump in vet content in most games. I normally tank and heal in groups and i find both tasks in eso to be severely lacking. DD is ok but i find to much emphasis is put on trying to blow through content as fast as possible with as much DPS as possible. I also dislike PVP and the excessive amount of crowd control whereas i typically enjoy pvp.

    Then recently i put it all together. Its the combat system in ESO i really hate. Anything to do with combat just isn't that enjoyable. It's like ZOS tried to make the game more challenging by making combat tedious, healing random, and tanking more of a busy body paper shuffler that requires 3 actions to complete what other games do a single action.

    Combine that with the jack of all trades class system and ESO just comes up short on combat. ESO has some good features, it's combat is not one of them, imo.
  • Sylvermynx
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    Twenty years ago, I wouldn't have had an issue with the "twitch combat" in this game. But of course, this game wasn't around back then. And now.... the combat isn't workable for me personally. I still die a lot - even on my 540 CP first account. My other accounts have much less CP. Really, I shouldn't be paying subs for this game; I should just fade away into the sunset.

    But it's fun - as long as I don't die too often!
  • LashanW
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    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.
    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)
    ---No longer active in ESO---
    Platform: PC-EU
    CP: 2500+
    Trial Achievements
    Godslayer, Gryphon Heart, Tick-Tock Tormentor, Immortal Redeemer, Dro-m'Athra Destroyer, vMoL no death

    Arena Achievements
    vMA Flawless, vVH Spirit Slayer

    DLC Dungeon Trifectas
    Scalecaller Peak, Fang Lair, Depths of Malatar, Icereach
  • Agenericname
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    I tend to agree with a few others that the mean is a little to the right. In group content, and dungeon challengers and trifectas are where I spend most of my group content time, sprinkled with some trials, I'd put vet dungeons around 20-30k (effective DPS) and slightly higher in vet DLCs 25-40k, on average. That may be a little on the low side for vet DLCs. Those players likely make up a small portion of the overall base and won't move the mean very far.

    I dont run normals a lot, but the times that I have, even one of our static groups that pulls 110-120k group damage can do substantially less in normals simply because everything dies so fast. Normals are probably the worst place to try and pull data from.
    BuildMan 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.

    It wouldn't matter to me one way or the other with this suggestion, but, I agree with the quoted statement that it may not help all that much. Julianos/Mother's Sorrow is a combo that can get a lot of mileage. It's more than enough damage for any dungeon. I have a close friend that parses over 80k with that set up. The rotation will ultimately make a much larger difference for someone that stuck under 20k than any set of gear will. The difference between 15k and 30k DPS can typically be bridged by rotation. It's a much larger increase than the gear would be.

    If it got people interested, for lack of better words, then sure, go ahead. Like I said, I'm not horribly against the idea, but if I were going to give someone advice, it would be to focus on their rotation/build provided that their sets made sense. If they don't want the bigger numbers, that's fine too. Not everyone is going to run the content where it matters, and that's perfectly fine, but if they do and want to improve, then build/rotation will most likely matter more.
  • katanagirl1
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    Just what does the term “casual” mean?

    It implies to me the level of seriousness that a particular player has about the game. However, I often see comments that imply it is based on a player’s dps.

    On a good day, and on a 1 mil dummy, I am lucky to hit 20k dps on my stamblade. I don’t have BiS gear or the best food, but I just cannot get those numbers higher so there doesn’t seem to be much point for me to get better gear. I know about light attack weaving and animation canceling, but it just doesn’t work for me. I am now cp1440.

    I’m alright with that though, I solo stuff overland and do fine.

    Am I a casual though? I would bristle if someone called me that. I’ve been playing for a long time, and spent a lot of time looking up stuff here on these forums and elsewhere online.

    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.
    Khajiit Stamblade main
    Dark Elf Magsorc
    Redguard Stamina Dragonknight
    Orc Stamplar PVP
    Breton Magsorc PVP
    Dark Elf Magden
    Khajiit Stamblade
    Khajiit Stamina Arcanist

    PS5 NA
  • MudcrabAttack
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    It all really depends on who I join for a dungeon.

    Out of the few premade trial groups I ran/ run with, I'd say the red bracket is around 45-65k. Pug trials are like 30-50k.

    I also pug group finder several times a week for random vets and pledges, and only have my own percentage to work from. But since I know my numbers, what's left of the group is generally 10% dps going to pug healer and 3-5% to the pug tank.

    The rest goes to the other dps. The true dungeon dps of the other player would be around 20-30k dps in the red bracket. If the same percentage could be applied to a trial Atronach dps, it might be around 30-40k dps. Purple brackets for pug players might be 10k and 70k if they parse on an Atronach, like you have it.

    But vet puggers probably aren't representative of the whole player base
    Edited by MudcrabAttack on April 11, 2021 6:14PM
  • StormWylf
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    Athan1 wrote: »
    It doesn't matter, just enjoy the game.

    On the very first reply post Athan1 nails it. 100% correct.
  • rpa
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    When I did solo easy world bosses and dungeons I made little over 10K in real fight. I think my current best is bit less than 20k in real fight; significantly faster and less annoying to solo level at least. I actually have no idea what my dummy would be cause I've mostly hunted skill points for long time (all chars I actually play also do writs at max lv) and overland anything non-boss dies before I even get to DPS part of my 'rotation' anyway.
    Edited by rpa on April 11, 2021 6:43AM
  • spartaxoxo
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    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.

    So group dungeons are typically a hard time? Do you find yourself avoiding them, then? What are some ways you think zos could improve your teammate experience?
  • Grandchamp1989
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    Us forum dwellers is not a good representation of the average ESO player.

    We're kinda the fanboys, nerds and try hards..

    If the graph is that high in here it's likely much much lower for the average ESO player.
  • zvavi
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    are those numbers on the trial dummy? 3m dummy? dungeon bosses? what support sets do they get? "dps" is a vague term, that has to have context. it is like asking someone "how tall were you when you were a kid?" he can answer you a wide range of answers, from age 6 to 16. Without context, your question means nothing.
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