RealLoveBVB wrote: »That's a strange way to analyze your dps.
You can't go in a totally different dungeon, with totally different boss mechs and expect the same damage. You said yourself you had a hard time and you wiped a lot. Of course you don't have 74k dps then. Just go to shipwreck again and compare your numbers there. Then you will notice, that you didn't lost 65k dps, but more like 5-15k.
RealLoveBVB wrote: »That's a strange way to analyze your dps.
You can't go in a totally different dungeon, with totally different boss mechs and expect the same damage. You said yourself you had a hard time and you wiped a lot. Of course you don't have 74k dps then. Just go to shipwreck again and compare your numbers there. Then you will notice, that you didn't lost 65k dps, but more like 5-15k.
barney2525 wrote: »Yeah.
What possible value is there in 'testing' against different sources? You need to use the Same dungeon for all your tests in order to get an accurate understanding of the results.
It does. Applying two completely different circumstances isn't really indicitive of anything. If I'm in a group as a DD and the tank isn't applying X or Y buff/debuff then my DPS goes down. How much total DPS you're going to do also relies on the other people in your group (i.e. what their DPS is as well, this is simple mathematics of damage per second unless you're soloing the dungeon), and if people are dead/dying and you need to kite stuff or revive players, then it's only natural that your DPS takes a hit. It's why people have been saying the trial dummy is unreliaible for DPS comparisons post and pre-Update 35 due to the changes that were made.DirtyDanny wrote: »Does it matter?
One day my build is working in all of the veteran dungeons, the next day it is not.
Does it change the fact that the majority of the people who went to skinny cheecks youtube looking for help on how to improve in the game, got their prefered playstyle made much harder to execute in update 35???
DirtyDanny wrote: »barney2525 wrote: »Yeah.
What possible value is there in 'testing' against different sources? You need to use the Same dungeon for all your tests in order to get an accurate understanding of the results.
Does it matter?
One day my build is working in all of the veteran dungeons, the next day it is not.
Does it change the fact that the majority of the people who went to skinny cheecks youtube looking for help on how to improve in the game, got their prefered playstyle made much harder to execute in update 35???
It does. Applying two completely different circumstances isn't really indicitive of anything. If I'm in a group as a DD and the tank isn't applying X or Y buff/debuff then my DPS goes down. How much total DPS you're going to do also relies on the other people in your group (i.e. what their DPS is as well, this is simple mathematics of damage per second unless you're soloing the dungeon), and if people are dead/dying and you need to kite stuff or revive players, then it's only natural that your DPS takes a hit. It's why people have been saying the trial dummy is unreliaible for DPS comparisons post and pre-Update 35 due to the changes that were made.DirtyDanny wrote: »Does it matter?
One day my build is working in all of the veteran dungeons, the next day it is not.
Does it change the fact that the majority of the people who went to skinny cheecks youtube looking for help on how to improve in the game, got their prefered playstyle made much harder to execute in update 35???
The only real way you can do that is to compare what you got on Live in the past patch on a 3m or 6m dummy versus what you get now on Live post Update 35. 74k to 9k is quite baffling. I've not used Oakensoul much, but from what I've seen of my tests, it's around 25-35% decrease. You might want to change just one ability to make it line up. You can probably do a static rotation with 3 bow procs now if you wanted to (depending on the abilities you want to use, obviously).
My Stamden currently has...
9 second deep fissure
10 second cutting dive (during execute)
15 second stampede
12 second, then 22 second, then 32 second carve
20 second fetcherflies and barbed trap
25 second bull netch
60 second lotus blossom
So... out of my 2 bars, 1 is a passive leaving 9 abilities.
Of those 9... i have 7 different timers.
Of those 7 timers... only 10, 20 and 60 seconds share multiples.
So I have to time 9, 12/22/32, 15, 25 alongside the 10/20/60 timer! (I don't particularly hate having to do it, I just don't get where they actually improved things. Although not having 12 second winter's respite because it's rubbish for me has helped)
stevenyaub16_ESO wrote: »It's funny now that I've done some content. This change was suppose to bring up the floor. But these dot changes only benefit trial running when you can make use of 20 sec duration dots. Where for the casual and 4 man content it's useless more often than not.
These long dot times only effect things like in trials. where for casual and less hardcore players who do dungeons etc these long dots are useless more often than not.
stevenyaub16_ESO wrote: »It's funny now that I've done some content. This change was suppose to bring up the floor. But these dot changes only benefit trial running when you can make use of 20 sec duration dots. Where for the casual and 4 man content it's useless more often than not.
These long dot times only effect things like in trials. where for casual and less hardcore players who do dungeons etc these long dots are useless more often than not.
It benefits no one, actually. ZoS confused the idea of damage per cast with damage per second. Your DPS just goes down by using the longer dots, so unless the dot has an added effect that makes it essential to your build, you're better of swapping to something else most of the time.
No one is looking at damage per cast except ZoS. The players are looking at what's optimal, and what's optimal is Damage Per Second.
FlopsyPrince wrote: »I don't care if I have the optimum DPS build. I just want to have simple fun. It sounds like the patch may have hindered that and it sucks if so.