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What is the current benchmark for skeleton DPS in Morrowind?

Solariken
Solariken
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Single (normal boss hp) skeleton, self buffs only, full burn, what is considered acceptable/good/great DPS at the moment?

I'm try-harding a pure ranged stamina DPS setup and just wondering how I'm doing. Your actual parses and basic gear loadout will get you an insightful click. ;)

Best Answer

  • LiquidPony
    LiquidPony
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    Solariken wrote: »
    tjbhunter wrote: »
    It depends on a lot of factors. 20K should be the target for learning. 30K once you know what you're doing, have the rotations down, and some decent gear equipped and 400+ CP. 40K+ is possible once you master everything and have the best gear. That's just based on what I see in my trials guilds, and those are very "generic" numbers.

    I recommend you join a Trials guild. They can help you out in most cases.

    Thanks for the reply, what you listed is definitely the colloquial wisdom but I'm really hoping to see specific parses. I would join a trials guild except that I don't want to drop any PvP guilds and generally don't have a lasting interest in PvE. But I like to know that I can hang with the best of them whenever I decide to hop into a trial etc.

    Assuming self-buffed, ultimates allowed, using regen food if necessary (e.g., Ghastly Eye Bowl), someone else throwing Ele Drain (or Fracture) ...

    Stamblade: 42-48k
    StamDK: 40-45k
    Stamplar: 40-44k

    Mablade: 37-41k
    Magsorc: 35-39k (41k+ with Lightning Wall, pets, mine cheese)
    MagDK: 38-42k
    Magplar: 35k (~40k with Lightning Wall)

    Not sure if those are exactly right, and I'm sure there are players out there that are exceeding some of those numbers, but those are general parse ranges based on what people in my guild put up and what I've seen in the wild. Haven't seen many stamsorc or Warden parses, so not sure what those would be (don't currently have anyone maining those builds in my raid guilds).

    My Breton magblade parses around 37k on average, best parse was a hair under 40k, with 5 x Scathing, 4 x Infallible Aether (sharp lightning), 2 x Ilambris, sharp Maelstrom inferno. I use a non-Thaumaturge CP setup (so no Exploiter). Would probably average 38.5k or so as a Dunmer or Altmer (that's what other magblades are hitting with optimal races).

    My Khajiit stamblade parses around 42k on average, best parse was 44.5k, with 5 x TFS, 5 x Hunding's Rage (1 infused or sharp axe, 1 sharp dagger), 2 x Kra'gh, sharp Maelstrom bow.
    Edited by LiquidPony on July 11, 2017 4:47PM
    Answer ✓
  • tjbhunter
    tjbhunter
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    It depends on a lot of factors. 20K should be the target for learning. 30K once you know what you're doing, have the rotations down, and some decent gear equipped and 400+ CP. 40K+ is possible once you master everything and have the best gear. That's just based on what I see in my trials guilds, and those are very "generic" numbers.

    I recommend you join a Trials guild. They can help you out in most cases.
  • Solariken
    Solariken
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    tjbhunter wrote: »
    It depends on a lot of factors. 20K should be the target for learning. 30K once you know what you're doing, have the rotations down, and some decent gear equipped and 400+ CP. 40K+ is possible once you master everything and have the best gear. That's just based on what I see in my trials guilds, and those are very "generic" numbers.

    I recommend you join a Trials guild. They can help you out in most cases.

    Thanks for the reply, what you listed is definitely the colloquial wisdom but I'm really hoping to see specific parses. I would join a trials guild except that I don't want to drop any PvP guilds and generally don't have a lasting interest in PvE. But I like to know that I can hang with the best of them whenever I decide to hop into a trial etc.
  • Vercingetorix
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    A "skeleton test" is completely theoretical and unrepresentative of a build's performance in the field. A skeleton test does not take the following things into account:
    - Boss movement/mechanics WILL disrupt rotation
    - You cannot realistically stand still in one spot during the entire fight
    - Incoming damage due to boss or adds
    (which must be mitigated/warded/healed/dodged and WILL disrupt rotation)

    Because of this, a skeleton test does not actually represent an actual fight. It is only a demonstration of using abilities in an ideal world where you aren't attacked, there are no mechanics, and you can stand still in one spot for the entire fight without consequence. In other words, this "skeleton world" doesn't exist and the numbers you get from a skeleton don't actually tell you anything helpful as your performance isn't pressured like it will be in a real fight.

    Ideally, a rotation should really be practiced in a real fight so you get used to the disruptions and learn to recover from them quickly as that is a far more valuable skill to develop than standing in front of an immobile, inert target.
    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
  • Alucardo
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    My magicka warden keeps wiping on the Skeleton dummy. I'll let you know when I complete it.
  • Vercingetorix
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    Alucardo wrote: »
    My magicka warden keeps wiping on the Skeleton dummy. I'll let you know when I complete it.

    Have you tried placing another skeleton dummy in front of the attack target so it can tank for you? ;)
    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
  • Danksta
    Danksta
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    A "skeleton test" is completely theoretical and unrepresentative of a build's performance in the field. A skeleton test does not take the following things into account:
    - Boss movement/mechanics WILL disrupt rotation
    - You cannot realistically stand still in one spot during the entire fight
    - Incoming damage due to boss or adds
    (which must be mitigated/warded/healed/dodged and WILL disrupt rotation)

    Because of this, a skeleton test does not actually represent an actual fight. It is only a demonstration of using abilities in an ideal world where you aren't attacked, there are no mechanics, and you can stand still in one spot for the entire fight without consequence. In other words, this "skeleton world" doesn't exist and the numbers you get from a skeleton don't actually tell you anything helpful as your performance isn't pressured like it will be in a real fight.

    Ideally, a rotation should really be practiced in a real fight so you get used to the disruptions and learn to recover from them quickly as that is a far more valuable skill to develop than standing in front of an immobile, inert target.

    I like to think of it as it showing the potential of a build. It also helps getting the timing of your rotation down. For example if I know after I get my DoTs down I use my spammable attack 3 times, then I can take that knowledge into a fight. If I'm in a fight where I get my DoTs down and have to deal with mechanics for 3 seconds I just skip the spam part of my rotation and just reapply my DoTs.

    Also, there are fights that you can just stand there and fight it like a test dummy.
    BawKinTackWarDs PS4/NA

  • DocFrost72
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    A "skeleton test" is completely theoretical and unrepresentative of a build's performance in the field. A skeleton test does not take the following things into account:
    - Boss movement/mechanics WILL disrupt rotation
    - You cannot realistically stand still in one spot during the entire fight
    - Incoming damage due to boss or adds
    (which must be mitigated/warded/healed/dodged and WILL disrupt rotation)

    Because of this, a skeleton test does not actually represent an actual fight. It is only a demonstration of using abilities in an ideal world where you aren't attacked, there are no mechanics, and you can stand still in one spot for the entire fight without consequence. In other words, this "skeleton world" doesn't exist and the numbers you get from a skeleton don't actually tell you anything helpful as your performance isn't pressured like it will be in a real fight.

    Ideally, a rotation should really be practiced in a real fight so you get used to the disruptions and learn to recover from them quickly as that is a far more valuable skill to develop than standing in front of an immobile, inert target.

    Agreed in 99% of the post. It's not entirely useless, if you're pulling 15k on a skeleton something is wrong with your build, stats, or rotation. But totally correct that placement and mechanics in a dungeon or trial will be the big decider.

    OP, lemme dig up a few old bow parses. I main a stamplar melee 2h, and a stam sorc archer (bow bow).
  • PlagueSD
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    A "skeleton test" is completely theoretical and unrepresentative of a build's performance in the field. A skeleton test does not take the following things into account:
    - Boss movement/mechanics WILL disrupt rotation
    - You cannot realistically stand still in one spot during the entire fight
    - Incoming damage due to boss or adds
    (which must be mitigated/warded/healed/dodged and WILL disrupt rotation)

    Because of this, a skeleton test does not actually represent an actual fight. It is only a demonstration of using abilities in an ideal world where you aren't attacked, there are no mechanics, and you can stand still in one spot for the entire fight without consequence. In other words, this "skeleton world" doesn't exist and the numbers you get from a skeleton don't actually tell you anything helpful as your performance isn't pressured like it will be in a real fight.

    Ideally, a rotation should really be practiced in a real fight so you get used to the disruptions and learn to recover from them quickly as that is a far more valuable skill to develop than standing in front of an immobile, inert target.


    My take on DPS..

    Did the boss die? If yes, then DPS was high enough.
  • Vercingetorix
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    PlagueSD wrote: »
    A "skeleton test" is completely theoretical and unrepresentative of a build's performance in the field. A skeleton test does not take the following things into account:
    - Boss movement/mechanics WILL disrupt rotation
    - You cannot realistically stand still in one spot during the entire fight
    - Incoming damage due to boss or adds
    (which must be mitigated/warded/healed/dodged and WILL disrupt rotation)

    Because of this, a skeleton test does not actually represent an actual fight. It is only a demonstration of using abilities in an ideal world where you aren't attacked, there are no mechanics, and you can stand still in one spot for the entire fight without consequence. In other words, this "skeleton world" doesn't exist and the numbers you get from a skeleton don't actually tell you anything helpful as your performance isn't pressured like it will be in a real fight.

    Ideally, a rotation should really be practiced in a real fight so you get used to the disruptions and learn to recover from them quickly as that is a far more valuable skill to develop than standing in front of an immobile, inert target.


    My take on DPS..

    Did the boss die? If yes, then DPS was high enough.

    Yeah, that was always the "DPS test" I used to gauge the effectiveness of a gear set or particular build. I have never needed a skeleton to tell me whether or not what I was using was viable. I can generally tell by the first trash pull if the survivability is too low and at the first boss of most vet dungeons if the sustain is too low.
    Edited by Vercingetorix on July 11, 2017 8:48PM
    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
  • Jitterbug
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    Alucardo wrote: »
    My magicka warden keeps wiping on the Skeleton dummy. I'll let you know when I complete it.

    You should try using magicka to activate abilities.
  • Bladerunner1
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    There's perhaps another thing to consider for DPS, how much gold have you got piled up?

    Without the expensive crit buff, damage buff crafted potions, there seems to be mid 30's to lower 30's KDPS for magic classes.

    https://forums.elderscrollsonline.com/en/discussion/357543/how-much-dps-without-crafted-potions#latest

    I haven't seen parses for Stamina DPS without the crafted potions, perhaps they're still cheap enough for most people because of the great stamina famine of two patches ago that shifted the alchemy market.
  • Salganis
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    [/quote]

    Assuming self-buffed, ultimates allowed, using regen food if necessary (e.g., Ghastly Eye Bowl), someone else throwing Ele Drain (or Fracture) ...

    Stamblade: 42-48k
    StamDK: 40-45k
    Stamplar: 40-44k

    Mablade: 37-41k
    Magsorc: 35-39k (41k+ with Lightning Wall, pets, mine cheese)
    MagDK: 38-42k
    Magplar: 35k (~40k with Lightning Wall)

    [/quote]
    MMMMM
    NO ...
    i am shure that is so false the best MagDK i saw was 38k
    so NOO
    and it depend much from the pin i think
    only few players can play at 90 pin
  • Kammakazi
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    Regen food is cheating imo.
  • s7732425ub17_ESO
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    Self-buffed = no help from anyone else at all, including ele drain or pierce armor.

    For new players looking to start doing harder content (Vet Trials), you are looking for 20k self buffed. For players looking to start running Vet Maw and hardmode Vet Trials, you are looking for 25k.

    For players that are looking to set top of the leaderboard Trial scores, you are looking at 35k+ depending on how high on the leaderboards you want to be.

    Realistically, 99% of players in this game are not looking to set top of the leaderboard scores. Everyone throws around numbers way above 30k, but that's totally not needed.
    Edited by s7732425ub17_ESO on July 11, 2017 10:06PM
  • Ihatenightblades
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    Ya ur numbers are wayyyyyyyy off bud magblade i do 40k single target on my test dummy with orbs and ele drain.

    5 scathing
    3 infallible
    2 llambris
    Double destro - lightening back bar inferno front bar.

    What i mean by way off is i dont think stamplars do over 40k
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