GreenhaloX wrote: »Repeatedly hitting something that stands still and doesn't fight back. Ha ha ha. All good, though. Play your game.
Dragonnord wrote: »GreenhaloX wrote: »Repeatedly hitting something that stands still and doesn't fight back. Ha ha ha. All good, though. Play your game.
Uh? What's the intention of your post @GreenhaloX. Thought you were one of the good guys in these forums. Dummies are test subjects specifically created by ZOS for that goal; stand still while you hit them to test your toon dps to be used later in overland content. So again, what is the purpose of your comment?
GreenhaloX wrote: »Dragonnord wrote: »GreenhaloX wrote: »Repeatedly hitting something that stands still and doesn't fight back. Ha ha ha. All good, though. Play your game.
Uh? What's the intention of your post @GreenhaloX. Thought you were one of the good guys in these forums. Dummies are test subjects specifically created by ZOS for that goal; stand still while you hit them to test your toon dps to be used later in overland content. So again, what is the purpose of your comment?
No ulterior motive or purpose behind it, nor any intention of disrespect. My bad, if it seems indifferent, but no intention, otherwise. Of sure it's functional. It's how those that want to know what their dps stand. I just find it humorous to just keep hitting something that doesn't fight back, or block or roll or drop stupid reds on you. Using a test dummy to gauge one's dps is something I've always been opposed to, as it doesn't actually or accurately gauge one's dps when actually fighting a live boss or something. However, as I said, it's all good. It's part of the game; use it, play it.
Appreciate you commenting me as one of the good guys on the forum. I try. Too many trolls and shady folks on here already.
Thorstienn wrote: »Was hoping your suggestions would be more like:
Allow dummy to do weak light attacks to proc sets
Allow dummy to do strong heavy attacks to test mitigation/tanking
Allow dummy to "place red" (damaging or not) to practice rotation around potential mechanics.
And of course, allow dummy to do all during parse, to simulate real combat (that "shouldnt" kill you)
Dragonnord wrote: »Hello,
I'd like to suggest the following changes / additions to improve test dummies:
1. OPTION TO RESET DUMMY HEALTH
Many times you have to stop the test (forgot something before starting, failed rotation, skill didn't trigger, had to stop test because or irl stuff, etc.) and so you need to kill the dummy to start again, spending weapon enchantments, back bar poisons, etc.
Note: If you are the owner of the house, you can manually remove/add back the dummy (and so it resets), but that's not the idea, and if you are not the owner and/or don't have decoration permissions you don't even have this option as a workaround.
2. DELAY DUMMY RE-SPAWN TIME
When you kill the dummy, many times ground AoE remains active for several seconds (ie: rearming trap), and so, when the dummy respawns, AoE hits the dummy and lower its health towards the start of a potential new test.
3. DUMMY HISTORY OF PLAYERS
Show Character ID, plus name, class, race and damage done of the players that tested their dps on the dummy.
4. SHOW HIGHEST DPS DONE (KIND OF LEADERBOARDS)
Display the name of the player that delivered the highest dps on that dummy (separated in all 5 classes).
5. NAME YOUR DUMMY
Just a cosmetic thing. Ability to put a personal name to each of your test dummies.
Thank you.