Vipstaakki wrote: »They get it by abusing a bug called "Animation cancelling"
paulsimonps wrote: »Vipstaakki wrote: »They get it by abusing a bug called "Animation cancelling"
Sorry but its not a bug. No matter if you think it was a bug originally that the dev couldn't fix so they added it in, it is now a feature of the game that everyone can use. Its not an exploit, its not a bug.
Vipstaakki wrote: »They get it by abusing a bug called "Animation cancelling"
Just a quick question the dps score that you get from the target skeleton, is this the score people use when the say they hit 35k DPS? If it is I don't know how they get it so high!
Wolfenbelle wrote: »Just a quick question the dps score that you get from the target skeleton, is this the score people use when the say they hit 35k DPS? If it is I don't know how they get it so high!
@ducket1, I've wondered the same thing myself. Some friends and I all tested and got numbers somewhere between 3700.0 to 6500.0 trying out different gear sets and skills. Notice the decimal. I think what might be happening in some cases is that people use add ons. But add ons do not use a decimal. So in an add on it would translate to 37000 to 65000. I also notice that ZOS's own rolling numbers from selections in Settings do not use decimals. To be honest, I have no idea what the decimal is supposed to represent in the training dummy results.
(I say "in some cases," because I'm on a PC and don't know what numbers look like on other platforms.)
The other thing...one of my friends noticed that the DPS numbers go higher for everyone if a group of three or four players all test the same dummy at the same time. So maybe the different buffs/debuffs that players bring to a fight matter when using the training dummy. If so, then in my opinion that is a flaw in the concept. Each person should be able to test individually and get whatever honest results occur. Otherwise how can we really use the dummies to improve?
https://www.youtube.com/watch?v=pThtdAaCcWo&feature=youtu.beVipstaakki wrote: »They get it by abusing a bug called "Animation cancelling"
Wolfenbelle wrote: »Just a quick question the dps score that you get from the target skeleton, is this the score people use when the say they hit 35k DPS? If it is I don't know how they get it so high!
@ducket1, I've wondered the same thing myself. Some friends and I all tested and got numbers somewhere between 3700.0 to 6500.0 trying out different gear sets and skills. Notice the decimal. I think what might be happening in some cases is that people use add ons. But add ons do not use a decimal. So in an add on it would translate to 37000 to 65000. I also notice that ZOS's own rolling numbers from selections in Settings do not use decimals. To be honest, I have no idea what the decimal is supposed to represent in the training dummy results.
(I say "in some cases," because I'm on a PC and don't know what numbers look like on other platforms.)
The other thing...one of my friends noticed that the DPS numbers go higher for everyone if a group of three or four players all test the same dummy at the same time. So maybe the different buffs/debuffs that players bring to a fight matter when using the training dummy. If so, then in my opinion that is a flaw in the concept. Each person should be able to test individually and get whatever honest results occur. Otherwise how can we really use the dummies to improve?
Just a quick question the dps score that you get from the target skeleton, is this the score people use when the say they hit 35k DPS? If it is I don't know how they get it so high!
https://youtu.be/6CER8S_e5PU[/media] Wolfenbelle wrote: »Just a quick question the dps score that you get from the target skeleton, is this the score people use when the say they hit 35k DPS? If it is I don't know how they get it so high!
@ducket1, I've wondered the same thing myself. Some friends and I all tested and got numbers somewhere between 3700.0 to 6500.0 trying out different gear sets and skills. Notice the decimal. I think what might be happening in some cases is that people use add ons. But add ons do not use a decimal. So in an add on it would translate to 37000 to 65000. I also notice that ZOS's own rolling numbers from selections in Settings do not use decimals. To be honest, I have no idea what the decimal is supposed to represent in the training dummy results.
(I say "in some cases," because I'm on a PC and don't know what numbers look like on other platforms.)
The other thing...one of my friends noticed that the DPS numbers go higher for everyone if a group of three or four players all test the same dummy at the same time. So maybe the different buffs/debuffs that players bring to a fight matter when using the training dummy. If so, then in my opinion that is a flaw in the concept. Each person should be able to test individually and get whatever honest results occur. Otherwise how can we really use the dummies to improve?

deepseamk20b14_ESO wrote: »
Avran_Sylt wrote: »It is the score that use from target skeletons, yes. It is in part because of "bug" turned "feature" (which I have no problem with), but is moreso due to constant application of Damage over Time (DoT) spells used with a main spammable.
Think of it like this:
You find your highest damage instant cast ability, and you light weave into that ability constantly. That gives you a baseline.
Next, what you want to do is find skills whose DoT damage is greater than that spammable. you put that into rotation, because even if the initial application isn't as strong as the main spammable, its DoT makes up for it. So it goes DoT -> Spammable -> .... -> DoT Reapplication -> Spammable -> ..... etc. etc.
The more DoTs you use, the more your create a "Skill rotation" That applies and refreshes your Dots while plugging in the Spammable when all your DoTs are active, and weaving the entire time.
Target Skeletons provide an optimal environment for this "rotation" on a single target. Allowing the player to see their max output. In actual practice in trials and whatnot your DPS is not going to be as high, having to deal with mechanics and such, or it could be even higher with multiple adds multiplying that AoE DPS.
deepseamk20b14_ESO wrote: »
Prove it.. lol... and ask any end game raider. in reality, the ONLY time an animation cancel helps with ANYTHING is when you barswap...
Talk to them, get informed.. they will all say... naw, it doesnt speed anything up.. but i am blocking alot so i take less damage...
Truth hurts the uninformed...
WarpigFunk wrote: »deepseamk20b14_ESO wrote: »
Prove it.. lol... and ask any end game raider. in reality, the ONLY time an animation cancel helps with ANYTHING is when you barswap...
Talk to them, get informed.. they will all say... naw, it doesnt speed anything up.. but i am blocking alot so i take less damage...
Truth hurts the uninformed...
This is incorrect. I can only speak for magsorcs here, but I block cancel all my back bar skills. and I light attack cancel all my front bar skills.
I also block cancel executes.
And I know 3 sorcs on PS4 NA that hit in the 46-49k DPS range that tell me they block cancel their front bar skills as well. I'm just currently incapable of doing this reliably. So I am plateau'd at 39-41k DPS (depending on frag procs).
I generally get 5 force pulse weaves between every DoT rotation. These other guys get 7-8 weaves. That comes from extremely proficient ani-canceling technique.
2 of the above referenced sorcs are dro'mathra destroyers and top leaderboards in vma - the other is currently leading one of my hardmode progression teams ... so, yea ... endgame raiders.
WarpigFunk wrote: »My credible source is myself ... block canceling LL, Wall, and curse is the difference between being on my back bar for 3+ seconds and being on it for 1-2 seconds. It will add roughly 3-4k dps over the course of a 3m hp rotation test (for me). It also means I can stay on rakkhat while he jumps, and have my dots down on the next pad before he lands.
That said - I'm always willing to learn and get better with regard to DPS - And I freely admit that my experience and thoughts on this may be wrong ...
I'd be happy to hear from anyone (particularly magsorc DDs) that are hitting over 44k consistently on target skellies, to know:
1. If they are hitting those numbers without block canceling anything
2. How they're rotation is set up
3. How they are LA canceling liquid lightning and wall to get DoTs to lay down near instantaneously.
That is without sarcasm and with all due humility -
All I know, is I consistently hit 40k DPS, and I run the toughest trial content in the game ... and I block cancel stuff.
And I'm very open to getting my DPS numbers up over 45k. I feel I have the gear to do it - just not the information and skill.
I get about 17k with a 600CP StamSorc sustained, if I wanted to get any -SERIOUS- damage increase I would have to use:
- Animation Cancelling, which I won't since I refuse to use game exploits.
The end...
Explanation:
- Pure Bloodthirst spam = 12k dps
- Blood Craze = 2.5k dps & takes 2 second to cast (2 casts per 15 seconds) without animation cancelling -> 24k damage lost (skill cast), 15 seconds x 2.5k dps = 37.5k damage -> 37.5-24 = 13.5 / 15 seconds = 0.9k damage/sec dps increase
- Hurricane = 2k dps &, takes 1 second to cast without animation cancelling -> 12k damage lost (buff cast), 15 seconds x 2k dps = 30k damage -> 30-12 = 18 / 15 seconds = 1.2k damage/sec dps increase
- Quick Cloak = 1.2k dps &, takes 1 second to cast without animation cancelling -> 12k damage lost (buff cast), 15 seconds x 1.2k dps = 18k damage -> 18-12 = 6 / 15 seconds = 0.4k damage/sec dps increase
- Calltrops = 1.5k dps, takes 1 second to cast without animation cancelling -> 6k damage lost (buff cast), 30 seconds x 1.5k dps = 45k dps -> 45-6 = 39 / 30 seconds = 1.3 damage/sec dps increase
- Grothdarr = 2k dps, takes 0 second to cast -> 0k damage lost (triggered automatically), 5 seconds x 2k dps = 2k dps @ 50% uptime = 1k damage/sec dps increase
Total DPS:
Pure Bloodthirst = 12k dps
Blood Craze = 0.9k dps increase
Hurricane = 1.2k dps increase
Quick Cloak = 0.4k dps increase
Calltrops = 1.3k dps increase
Grothdarr = 1k dps increase
12+0.9+1.2+0.4+1.3+1 = 16.8k
Total DPS is 17k (including glyph procs) and DPS on 25% health or less targets is about 26k
I know I could use other skill lines (bow) gear and skill morphs (non self healing), but that would only add like 2~3k dps and would be suicide in console pug groups...
Animation cancelling would boost my dps with about 10k, which is ***, and the devs know this, the people who use animation cancelling know this too but defend using exploits with "L2P"... It's sad... I know...
A simple fix for the devs would be to remove all delays from non-main DPS skills (Buffs and Dot's) to get a balanced playing field. But I guess this will never happen because of the "pro" people defending their "L2P" argument to have an unfair DPS advantage in both PvP and PvE...
My advice would be, don't care about your DPS that much, and enjoy the rest of the game...
deepseamk20b14_ESO wrote: »
Prove it.. lol... and ask any end game raider. in reality, the ONLY time an animation cancel helps with ANYTHING is when you barswap...
Talk to them, get informed.. they will all say... naw, it doesnt speed anything up.. but i am blocking alot so i take less damage...
Truth hurts the uninformed...
magictucktuck wrote: »deepseamk20b14_ESO wrote: »
Prove it.. lol... and ask any end game raider. in reality, the ONLY time an animation cancel helps with ANYTHING is when you barswap...
Talk to them, get informed.. they will all say... naw, it doesnt speed anything up.. but i am blocking alot so i take less damage...
Truth hurts the uninformed...
I feel you are looking at it the wrong way... it is a thing in PvE and you are missing A LOT of dps not doing it. its as simple and light attack weaving. canceling you light attacks before every move. not necessarily speeding up your rotation but adding in free DPS to your rotation. as far as speed I think you're wrong as well BUT its only certain moves that it really helps a lot. for instance buffing. cancelling your buffing can make a big difference.
I get about 17k with a 600CP StamSorc sustained, if I wanted to get any -SERIOUS- damage increase I would have to use:
- Animation Cancelling, which I won't since I refuse to use game exploits.
The end...
You made the negative claim, so you are the one with the burden of proof. But i know you can't btw.deepseamk20b14_ESO wrote: »
Prove it.. lol... and ask any end game raider. in reality, the ONLY time an animation cancel helps with ANYTHING is when you barswap...
Talk to them, get informed.. they will all say... naw, it doesnt speed anything up.. but i am blocking alot so i take less damage...
Truth hurts the uninformed...