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Question about dps requirements

Rugby_hook
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In trial guilds there is a lot of focus on dps numbers and certain minimums are established (e.g. 80k dps on 21 mil). My question is how are these specific requirements determined? Is there any kind of testing that has been done to show what the actual bare minimum is for vet trials? This is not a complaint about requirements that people set, but more as a guild leader who places a high emphasis on making decisions based on empirical data. I've never read a guide that breaks down how long you have to kill something before X mechanic appears and the dps that you need to be able to achieve that goal. If this research exists, would someone be kind enough to point me to it?
  • nenekotanb16_ESO
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    I think it's more about correlation of high dps with good players and guilds wanting some required test, rather than anything rooted in data. It's similar to job interviews, where technical questions can be an indication of someone being suitable for a job, but it's certainly not a guarantee.

    To clarify, the bare minimum for vet trials is generally much, much lower, except where there is a DPS race. However, the players that take the effort in 1. even doing dps check on dummies, 2. managing those numbers, will generally be much more trained/invested in what they're doing.

    I think asking for data on DPS is likely the wrong approach, because in forming a trial group, you're trying to find good players not the minimum of DPS.
  • Nestor
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    I would think a good Raid Leader will take a player on a trial run to see how they do, rather than rely on some parse as the only factor.
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  • Sanguinor2
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    Most trials in Eso dont really have a hard enrage that you need to get past like in other MMOs. The dps requirements are more about the possible ceiling making fights easier by making them shorter. For most trials the minimum dps needed is rather low actually because of the lacking hard enrages. Take vMol as example, nowadays there are probably pretty high requirements for vMol but if you can comfortably deal with lunar and the other later mechanics then you can clear it with like 30k dps on each dd. In vCR+3 the only dps check is if you can kill the crystals in the portal fast enough but the rest of the fight has no dps check it just gets easier if minis, adds and creepers die fast. The only trial that has a hard to reach dps check is vSS hm with the portals on last boss.
    Edited by Sanguinor2 on April 19, 2021 3:34PM
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  • WrathOfInnos
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    There are a few places where a certain amount of DPS is needed to clear a mechanic (such as Nahviintaas portal), but they’re usually fairly low. It’s more common for DPS requirements to be based on group goals. Specific strategies may rely on speed beyond what is required to just clear.

    In general you want a group of players at a similar skill level. You can get to 400k group DPS by having 8 players pulling 50k, or by having 4 at 20k and 4 at 80k, but in my experience only one of the groups will get along well.
  • Rugby_hook
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    Nestor wrote: »
    I would think a good Raid Leader will take a player on a trial run to see how they do, rather than rely on some parse as the only factor.

    This tends to be my philosophy, but I was curious because people do set hard numbers - is wondering if there was a "science" behind those specific numbers.I would rather someone who can deal with mechanics than just hit hard
  • lolo_01b16_ESO
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    Those "80k on raid dummy" are generally just a rough number. You can't just take someones dummy dps and translate it to actual raid dps.

    As for dps requirements in the raid, as long as you don't want to do fancy strategies, they are relatively low compared to popular dummy numbers. I think the hardest one are ~42k for each player of the downstairs group on Nahviintaas hm. (11.3M hp, 90sec, 3 players)
    The main reason why you want to have high dps numbers is that shorter fights often make it easier to deal with mechanics. E.g. while you can thoeretically clear vMoL with 25k dps I'd say for most groups it's easier to reach the dps required to skip lunar phase than playing a flawless lunar phase.
  • Oreyn_Bearclaw
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    There are certainly a few exceptions, but there are frankly very few hard DPS checks in this game. Most of those requirements come from experienced players that have expectations about how they want a trial to go in terms of time expectations, and what mechanics they want to play vs skip.

    80k on a trial dummy is sufficient for any content in ESO, other than probably a Godslayer prog.

    One of my guilds has an amazing system. They give tags to all players with 5 possible tiers. Everything requires a screenshot and there is ZERO wiggle room. 94,987 DPS does not get you a 95k tag. All content based reqs require a verifiable screen shot of the achievement.

    Tier 1 is basically anyone with a heartbeat (no DPS or content reqs). They do Tier 1 Craglorn trials every week that anyone can sign up for. Its easy to advance, because a tier 1 raid is going to be working on the requirements for tier 2, and so forth up the ladder.

    Tier 2 is 65K magic or 75k stam (no cheese) and you must show a clear of all Veteran Crag Trials (which you can get from joining the tier 1 raids). Each tier requires an additional 10k DPS, and a few more clear tags.

    Tier 5, the highest tier, is 95k magic or 105K stam, and all trial HMs, +2s,+3s, etc. Tier 5 is set at a level typically about 5k or so below what the Revs and Likos of the world are doing. Its attainable for a player like myself, but you need to put in the work on the dummy. It typically takes a well executed rotation and about .91 LAs/Sec in a min/maxed build.

    Every week they have open raids on just about any night at different tier levels. You can always go down a tier (a tier 5 can sign up for a tier 1 group), but you cant go over your head (sometimes a raid leader will bring people up for a specific clear). It makes for VERY smooth runs and is accessible to everyone. Nobody ever gets in over their heads, and the open runs are extremely low in the drama department.

    Only time I have ever joined a run and not cleared were with Tier 4 groups working on a +2/3 or one of the more difficult hardmodes, but they are always billed as a progression run, so you know exactly what you are getting into. That is where it frankly makes sense to hit a wall, so working as intended. We really don't have many open tier 5 runs to be honest, but we really don't need them. Its more of a status thing if I am being completely honest. Any trifecta progression groups are handpicked by the raid leaders anyways.

    DPS requirements can certainly lead to elitists being jerks, but if used well and applied objectively and fairly, they can make for a very enjoyable gameplay experience.
    Edited by Oreyn_Bearclaw on April 19, 2021 4:23PM
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