Yes, you actually have to learn to do it and it works different for the different types of weapons. If you want some rotations to really work as good, you need to understand how light attack weaving works with each individual skill and you need to test, when there is the best moment in the animation, to start the next attack. For example Uppercut, there is a point in the animation where the sword is high above the head. You can THEN start a light attack and next skill - but if you don't, the animation completes and you lose time, resulting finally in less skills per minute than some other player.ApostateHobo wrote: »Even using a build pretty similar (often just using different sets) to someone that pulls dps in the 60-100k range, I still fall into the 10-40k range no matter how much I try to raise it. Part of this problem with the gap between average and top tier players I think is animation canceling because it just doesn't work for me, or a lot of other players.
The guild I am in offers open vet raids for players without dps requirements and in most of our vet trial groups at least half of the players don't hit 70k dps. We clear vss, vcr, vmol etc. nevertheless. Also, endgame raiding in our guild is growing, we have started several new open and closed vet trial groups within the last year. Maybe that's because our guild is beginner-friendly and we welcome players to join our ranks in trial groups. Sure, we don't compete for No 1 spots on leaderboards, but at least we don't have to complain about losing players or having trouble to find players for vet trial raiding.ApostateHobo wrote: »The endgame community will never grow if it's members can't be more accepting or understanding. Like below where a guild kicks you if you don't do 70k dps. Stuff like that is exactly why so many average players see endgame players as toxic and elitist.
vesselwiththepestle wrote: »Yes, you actually have to learn to do it and it works different for the different types of weapons. If you want some rotations to really work as good, you need to understand how light attack weaving works with each individual skill and you need to test, when there is the best moment in the animation, to start the next attack. For example Uppercut, there is a point in the animation where the sword is high above the head. You can THEN start a light attack and next skill - but if you don't, the animation completes and you lose time, resulting finally in less skills per minute than some other player.ApostateHobo wrote: »Even using a build pretty similar (often just using different sets) to someone that pulls dps in the 60-100k range, I still fall into the 10-40k range no matter how much I try to raise it. Part of this problem with the gap between average and top tier players I think is animation canceling because it just doesn't work for me, or a lot of other players.
Elemental Weapon from Psijic order is a good skill to practice basic weaving.
Also it needs basic dexterity to be physically able to let the mouse button go and instantly hit a skill button after, and then keep the rhythm while respecting those skills which "fall out of rhythm".
In my opinion there definitely are differences in individual human abilities to "light attack weave", practice and increasing your knowledge on the game can bring you only to your own personal skill cap. Also some classes and rotations might be more to your advantage than others - for example I am doing more DPS on my Stamina DK main (75k) than on Stamina Sorcerer (72k) or Stamina Necromancer (71k), although according to meta knowledge I should do most dps on my Necro...
Also there are different techniques how to light attack weave:
- the button smasher who throws in the skill
- the player who put light attacks on his mouse wheel
- the player who makes a single light attack + skill use in a steady rhythm
It seems those different techniques work differently well for different players. For example, I can't hit the light attack mouse button repeatedly fast AND weave in the skills in between. It doesn't work for me. So I play in a steady rhythm - light attack - skill - break - light attack - skill - break. da-da- --- da-da- --- da-da- --- and so on.
T3hasiangod wrote: »I feel like the combat team is just balancing around organized teams rather than the entire player base as a whole. I heard some elitist say that the new 23m trial dummy is the new gold standard for parses, yea ok but not everyone is going to have those buffs that the trial dummy provides running 24/7 during a trial it's just unrealistic and the ones that can are just a handful of guilds.
You've entirely missed the point why iron atro is the gold standard. It is not about hitting the numbers you hit on dummy in a dungeon/trial. But about the dummy providing everyone with the exact same playing field. Everyone on the dummy has all the buffs. So everyone can do their absolute best on it. And then you can compare between those absolute best results without questions about fracture/breach, ele drain, class buffs and so on interfering with your tests.
Then go to a real trial and wonder why their dps is not anywhere near their target dummy dps. DPS'ing the dummy with all the buffs in the world is not the same as a real fight with random players. How does that help the player base? Not everyone is going to be hitting the numbers that they are hitting on the 23m trial dummy. That's just a handful of guilds.
You're fixating on DPS.
NONE OF US ARE SAYING THAT THE IRON ATRO IS THE GOLD STANDARD BECAUSE IT SHOWS YOUR TRUE DPS
Let's repeat that again.
NONE OF US ARE SAYING THAT THE IRON ATRO IS THE GOLD STANDARD BECAUSE IT SHOWS YOUR TRUE DPS
We are saying that the iron atro is the gold standard because it, well, standardizes parses across classes. With this, you can accurate compare yourself to the higher-end players and see exactly what's going wrong, all without worrying about whether it's due to a difference in buff or debuff uptimes.
I can take someone's iron atro parse and point out that their DoTs are dropping off too often, or that they need to work on their LA weaving, or that they need to maintain their source of Minor Force better. It eliminates the possibility that they did not have Major Fracture or other debuffs or buffs. While you could do this with 3m or 6m dummy parses, it is far easier to discern why people are not hitting as high on an iron atro.
Again you can sh*t on the dummy all day you want. You can see what a class is capable off easier but at the same time our sight has shifted to another direction. Not everyone is going to have those buffs running all the time. Not everyone is going to be that organized. The 3m dummy parse at least showed you how good a player was good at keeping buffs/debuffs while sustaining on their own. It showed if a class was capable on their own. That was the main drive of what made eso fun it was to see what you yourself could do if you don't have the resources available to you and then knowing that your class gets better when you group up. What do we get now? it's just nerf nerf nerf, this class and that class does too good on a the atro dps nerf it on top break some skills in the game to pathetic levels while also hurting sustain. You are standardizing everyone and turning this into a boring $ss game.
Morgha_Kul wrote: »There does seem to be something going on more than weaving and light attack timing. I watched someone running around a big room in a public dungeon, gathering up all the enemies in the room... perhaps 25 or 30 foes. He then dropped ONE attack, Liquid Lightning or Lightning Flood, I'm not sure which. That ONE attack destroyed ALL the enemies instantly. This is not the only time I've seen this, either.
That's not the result of weaving or light attacks or anything like that.... Something else is providing that result.
One of the main causes I see for light attack weaves not firing is a tendency to try to do it too fast. It can be helpful to slow down the rotation and try not to rush it. After some practice it’s normally possible to then pick up the speed a little to the point that things work.
Different skill do weave differently. With practise it becomes muscle memory. A few channeled skills are very different from other skills, like wrecking blow or snipe. It’s best to know that before practising, but again it’s just about getting the muscle memory and not over thinking it.
If weaving really doesn’t work then there are also a few heavy attack builds (particularly using lightning staves) that rely less on light attack weaving and are capable of hitting good (if not absolute end game) dps.
In the end the answer is generally practise and trying to understand why thing aren’t working to be able to fix the problems. And then more practise.
That's exactly what I wrote, different individual human abilities and so onApostateHobo wrote: »My whole point is though that just because you and others can reach these numbers, doesn't mean everyone else can.
ApostateHobo wrote: »vesselwiththepestle wrote: »Yes, you actually have to learn to do it and it works different for the different types of weapons. If you want some rotations to really work as good, you need to understand how light attack weaving works with each individual skill and you need to test, when there is the best moment in the animation, to start the next attack. For example Uppercut, there is a point in the animation where the sword is high above the head. You can THEN start a light attack and next skill - but if you don't, the animation completes and you lose time, resulting finally in less skills per minute than some other player.ApostateHobo wrote: »Even using a build pretty similar (often just using different sets) to someone that pulls dps in the 60-100k range, I still fall into the 10-40k range no matter how much I try to raise it. Part of this problem with the gap between average and top tier players I think is animation canceling because it just doesn't work for me, or a lot of other players.
Elemental Weapon from Psijic order is a good skill to practice basic weaving.
Also it needs basic dexterity to be physically able to let the mouse button go and instantly hit a skill button after, and then keep the rhythm while respecting those skills which "fall out of rhythm".
In my opinion there definitely are differences in individual human abilities to "light attack weave", practice and increasing your knowledge on the game can bring you only to your own personal skill cap. Also some classes and rotations might be more to your advantage than others - for example I am doing more DPS on my Stamina DK main (75k) than on Stamina Sorcerer (72k) or Stamina Necromancer (71k), although according to meta knowledge I should do most dps on my Necro...
Also there are different techniques how to light attack weave:
- the button smasher who throws in the skill
- the player who put light attacks on his mouse wheel
- the player who makes a single light attack + skill use in a steady rhythm
It seems those different techniques work differently well for different players. For example, I can't hit the light attack mouse button repeatedly fast AND weave in the skills in between. It doesn't work for me. So I play in a steady rhythm - light attack - skill - break - light attack - skill - break. da-da- --- da-da- --- da-da- --- and so on.
Something tells me you didn't read the part where I said animation cancelling does not work for me aside from bar swapping which often locks up my bars to where I can't attack or use skills. I can weave light attacks between skills no problem, unless the game decides my light attack won't go off. Also I'm on console not pc no mouse to let go of here. I've watched a lot of people parsing on dummies, I know HOW they do it, but the game just doesn't behave well enough for me to be able to perform similarly. Not sure why since I have great internet and I'm not in the middle of nowhere, but it just doesn't. All the people I've seen are also on pc, so there might be some kind of input delay difference between the two or ps4 just has crap performance in general.
I know you're trying to help, but it's kinda lame when people don't pay attention to what you wrote and treat you like you don't know anything. I'm not some noob player that just started. I've been playing the game for a little over 2 years, max cp, gone through vma, and I can solo every normal dungeon that doesn't require others for a group mechanic no problem. I just can't manage to hit super high numbers on target dummies. Trust me I've tried. Practiced many times on the iron atro recently, and the highest I managed was 33k on my petsorc. Might be able to hit higher numbers on some of my other characters, but who knows.
My whole point is though that just because you and others can reach these numbers, doesn't mean everyone else can. Which really sucks for the people that would like to get into endgame or vet content, but can't because the bar is set so high. It's awesome that your particular guild is welcoming of beginners and others that don't pull top tier damage, but it seems guilds like that are few and far between. Kinda makes me want to start a guild for more casual/average players to do trials and vet dungeons, but I tend to play at pretty bizarre hours so I don't think that'd go very well lol
DPS nerfs affect players trying to rise up the most and are by far the most frustrating things about ZOS. They keep trying to knee cap the top 1% which can steam roll content but it truly cripples those on the rise not the top of the top. It's been my biggest complaint of this game since getting serious since ZOS keeps missing the mark of bringing down the ceiling.
DaNnYtHePcFrEaK wrote: »
lol what is eye scream, is that the buff name for the food?
TriangularChicken wrote: »Well, some people caught one of those uber Youtube elites cheating a DPS mannequin with a block cast macro.
This is what happens when you have a broken gameplay engine and promote glitches to game features.
@Vahrokh
dude there is a discord (TRE) where ppl upload pictures of 80k+ parses every day. they have to be cheating (bash macro) for sure. and on top of that i think they are animation canceling as well. its mostly EU guys tho which makes me believe that they are cheating more over there..looks like EU > NA to me
DPS nerfs affect players trying to rise up the most and are by far the most frustrating things about ZOS. They keep trying to knee cap the top 1% which can steam roll content but it truly cripples those on the rise not the top of the top. It's been my biggest complaint of this game since getting serious since ZOS keeps missing the mark of bringing down the ceiling.
Exactly what I stated so many times, not just in this thread.
A dude flashing his 100k on Youtube gets nerfed to 85k?
A 15k DPS loss, but... who cares! He will still steamroll the whole content, he will still skip every and each game mechanic, he will still post his guild downing #eliteboss333 before it ends its "first phase" (hm vMOL comes to mind).
A new player or a guy who poured in so much effort and finally achieved 35k DPS, in the same patch gets nerfed to 25k.
Less of a loss than the 100k guy, but now his progress has just been devastated, he's back to the minor league.
He won't even have 50k fans on a Youtube channel he never opened, to side for and support him. He'll just be "just another nameless sucker who wasted all his money to gold a set" and now all of this has been made useless. And will be again in 3 months. And again in 6 months. And so on.
Parrot1986 wrote: »Lady_Linux wrote: »the bottom line is people with high dps think its them. The reality is it isn't them, it's the gear, cp, and pots and what you bring to the table is really not nearly so much as you think it is.
these epeen posts are funny to me.
Gear, pots and CP definitely contribute but the difference between being executed in the right and wrong hands is massive. Player skill impacts performance more than sets.
A good player can do much better with non-meta gear and trash pots than a bad player with BiS gear and pots.
Totally true, but what this thread is suggesting is that a large chunk of DPS is not down to player ability. Thus rating a player on DPS is not an accurate reflection of their ability or whether they are ‘good’.
I would much rather take a low DPS player who was good through vSCP than a higher DPS player who was incompetent. The vast majority of content can be done with relatively low DPS.
MotokoHutt wrote: »T3hasiangod wrote: »MotokoHutt wrote: »T3hasiangod wrote: »MotokoHutt wrote: »T3hasiangod wrote: »I call BS on this thread.
But hey that's just my opinion.
Change my mind, show a video of you doing this, I don't mean a stream of your screen, I mean a video of you playing in front of your screen pulling off these stats.
Than I will be impressed.
You can literally go on Twitch and find end-game PvE DPS playing and hitting those high numbers. Or go to esologs and find public logs from those same high-end PvE players.
I don't think you get what she is saying mateshe doesn't want some stream or a YouTube video with a face cam amd screen cap.
She wants footage of you... Hands, pc screan and all. Showing off what programs you have up, while ideally with like a regular £5 keyboard and mouse, Playing the game showing you able to pull the numbers proposed.
That's easily doable. If it means squashing rumors and misinformation.
Go ahead, and don't scrimp, I am curious myself now, to see if you can do it. I wanna see you on a bargain bin keyboard and mouse, with no addons, camera showing yourself, hands screen and all, all programs shut down in the background pulling 50k dps on a 3mil dummy.
Make it happen
See, I don't see the whole point of this.
1. A "bargain bin" keyboard and mouse doesn't make things different. Using Cherry MX keys is no different for your rotation than using rubber dome keys.
2. No add-ons don't make sense either. Add-ons don't do anything for your rotation; they aren't macros. Do they make learning your rotation easier? Sure, but they don't make the rotation easier itself.
3. A 3m dummy shows literally nothing about DPS. There's a reason why 21m dummies are the "gold standard".
You have an agenda, and I doubt that when I do release this video people like you would be convinced. You'd probably just say "oh, he's just mimicking what going on screen" or "oh, these were recorded separately".
Lol biggest Chicken out 2019 xD
I don't see a problem with this. Not everyone will be able to get TTT/IR/GH/GS and that's perfectly normal.ApostateHobo wrote: »My whole point is though that just because you and others can reach these numbers, doesn't mean everyone else can.
Gee who would have guessed.Bladerunner1 wrote: »tl;dr Choices have consequences on your performance
Because he knows TAG is right and he's wrong. He just chose to die on this specific hill.Well if it's the mouse, the keyboard and the add-ons why don't you prove it instead?
Parrot1986 wrote: »Lady_Linux wrote: »the bottom line is people with high dps think its them. The reality is it isn't them, it's the gear, cp, and pots and what you bring to the table is really not nearly so much as you think it is.
these epeen posts are funny to me.
Gear, pots and CP definitely contribute but the difference between being executed in the right and wrong hands is massive. Player skill impacts performance more than sets.
A good player can do much better with non-meta gear and trash pots than a bad player with BiS gear and pots.
Totally true, but what this thread is suggesting is that a large chunk of DPS is not down to player ability. Thus rating a player on DPS is not an accurate reflection of their ability or whether they are ‘good’.
I would much rather take a low DPS player who was good through vSCP than a higher DPS player who was incompetent. The vast majority of content can be done with relatively low DPS.
Actually no that's not what this thread suggests at all. This thread suggests that gear plays a massive role in ur DPS. Player skill was never tested.
Its just that half of the people who read the thread chose to interpret it this way to feel better with theirselves because they suck
Parrot1986 wrote: »Lady_Linux wrote: »the bottom line is people with high dps think its them. The reality is it isn't them, it's the gear, cp, and pots and what you bring to the table is really not nearly so much as you think it is.
these epeen posts are funny to me.
Gear, pots and CP definitely contribute but the difference between being executed in the right and wrong hands is massive. Player skill impacts performance more than sets.
A good player can do much better with non-meta gear and trash pots than a bad player with BiS gear and pots.
Totally true, but what this thread is suggesting is that a large chunk of DPS is not down to player ability. Thus rating a player on DPS is not an accurate reflection of their ability or whether they are ‘good’.
I would much rather take a low DPS player who was good through vSCP than a higher DPS player who was incompetent. The vast majority of content can be done with relatively low DPS.
Actually no that's not what this thread suggests at all. This thread suggests that gear plays a massive role in ur DPS. Player skill was never tested.
Its just that half of the people who read the thread chose to interpret it this way to feel better with theirselves because they suck
Morgha_Kul wrote: »Actually, player skill is part of what is being tested. When we eliminate the effect of gear AND eliminate the effect of CP, all that's left is player skill. If a player can zero his CP and use generic white gear and STILL get massive dps, then that indicates it's his (or her) SKILL that's producing the dps.
However, we've not really seen that being entirely the case. Clearly, skill is a significant factor too, I'm just trying to determine how much of a factor each element is.
frozzzen101 wrote: »Well, your method of eliminating gear's impact on dps is faulty then.
[Words]
SidraWillowsky wrote: »Since the original thread got locked due to outdated information, I'm starting a new one. Particularly because I was intrigued by what Morgha_Kul was wondering:
witchdoctor wrote: »Before you wrote all that, did you honestly think anyone was proposing wearing crap white gear and claiming to be off to join for group content?
Next, tell us what your dps is with GENERIC gear. No sets, nothing green, blue, purple or better... just plain white gear.
frozzzen101 wrote: »I might be totally off however.
Morgha_Kul wrote: »Parrot1986 wrote: »Lady_Linux wrote: »the bottom line is people with high dps think its them. The reality is it isn't them, it's the gear, cp, and pots and what you bring to the table is really not nearly so much as you think it is.
these epeen posts are funny to me.
Gear, pots and CP definitely contribute but the difference between being executed in the right and wrong hands is massive. Player skill impacts performance more than sets.
A good player can do much better with non-meta gear and trash pots than a bad player with BiS gear and pots.
Totally true, but what this thread is suggesting is that a large chunk of DPS is not down to player ability. Thus rating a player on DPS is not an accurate reflection of their ability or whether they are ‘good’.
I would much rather take a low DPS player who was good through vSCP than a higher DPS player who was incompetent. The vast majority of content can be done with relatively low DPS.
Actually no that's not what this thread suggests at all. This thread suggests that gear plays a massive role in ur DPS. Player skill was never tested.
Its just that half of the people who read the thread chose to interpret it this way to feel better with theirselves because they suck
Actually, player skill is part of what is being tested. When we eliminate the effect of gear AND eliminate the effect of CP, all that's left is player skill. If a player can zero his CP and use generic white gear and STILL get massive dps, then that indicates it's his (or her) SKILL that's producing the dps.
However, we've not really seen that being entirely the case. Clearly, skill is a significant factor too, I'm just trying to determine how much of a factor each element is.
Morgha_Kul wrote: »Parrot1986 wrote: »Lady_Linux wrote: »the bottom line is people with high dps think its them. The reality is it isn't them, it's the gear, cp, and pots and what you bring to the table is really not nearly so much as you think it is.
these epeen posts are funny to me.
Gear, pots and CP definitely contribute but the difference between being executed in the right and wrong hands is massive. Player skill impacts performance more than sets.
A good player can do much better with non-meta gear and trash pots than a bad player with BiS gear and pots.
Totally true, but what this thread is suggesting is that a large chunk of DPS is not down to player ability. Thus rating a player on DPS is not an accurate reflection of their ability or whether they are ‘good’.
I would much rather take a low DPS player who was good through vSCP than a higher DPS player who was incompetent. The vast majority of content can be done with relatively low DPS.
Actually no that's not what this thread suggests at all. This thread suggests that gear plays a massive role in ur DPS. Player skill was never tested.
Its just that half of the people who read the thread chose to interpret it this way to feel better with theirselves because they suck
Actually, player skill is part of what is being tested. When we eliminate the effect of gear AND eliminate the effect of CP, all that's left is player skill. If a player can zero his CP and use generic white gear and STILL get massive dps, then that indicates it's his (or her) SKILL that's producing the dps.
However, we've not really seen that being entirely the case. Clearly, skill is a significant factor too, I'm just trying to determine how much of a factor each element is.
That's not how u test player skill. You are throwing the word massive but it has no context. You don't really have anything to compare it to.
You test player skill in a similar way you test gear and cp. You keep CP and gear exactly the same to eliminate them from ur tests and then start messing up with ur rotations to see how ur ability to perform a rotation is going to affect ur overall DPS.
Meaning that you make a test with a perfect rotation to have an idea of ur maximum DPS and then make tests by losing weaves, recast dots/buffs late or early etc to simulate a "bad" player and see the difference. Then you also have to take into account that the difference is most likely going to be even bigger in a real combat situation in which players will also have to follow mechanics.
The op literally eliminated the player skill factor from his tests. That was the whole point of monitoring his weaves to be sure that his ability to perform a rotation was not actually affecting his DPS.
witchdoctor wrote: »frozzzen101 wrote: »I might be totally off however.
No offence, but yes. This is spot on.
The thread was an academic exercise. Whether you find it faulty or not, is irrelevant as no one was proposing wearing 'feces-covered garb to a Versace ball.'
The point was to eliminate variables and try to isolate OUT CP and gear.
First, tell us what kind of dps you're getting as you are, kitted out normally.
Next, tell us what your dps is with GENERIC gear. No sets, nothing green, blue, purple or better... just plain white gear.
frozzzen101 wrote: »
And you cannot isolate gear. You cannot even use weapon skill lines without weapon.
witchdoctor wrote: »The thread was an academic exercise. Whether you find it faulty or not, is irrelevant as no one was proposing wearing 'feces-covered garb to a Versace ball.'
The point was to eliminate variables and try to isolate OUT CP and gear.
Just curious to know what kind of numbers we will see. It might help us determine where the damage is coming from. Is it the gear? Is it the CP? Is it the skill of the player?
Morgha_Kul wrote: »Morgha_Kul wrote: »Parrot1986 wrote: »Lady_Linux wrote: »the bottom line is people with high dps think its them. The reality is it isn't them, it's the gear, cp, and pots and what you bring to the table is really not nearly so much as you think it is.
these epeen posts are funny to me.
Gear, pots and CP definitely contribute but the difference between being executed in the right and wrong hands is massive. Player skill impacts performance more than sets.
A good player can do much better with non-meta gear and trash pots than a bad player with BiS gear and pots.
Totally true, but what this thread is suggesting is that a large chunk of DPS is not down to player ability. Thus rating a player on DPS is not an accurate reflection of their ability or whether they are ‘good’.
I would much rather take a low DPS player who was good through vSCP than a higher DPS player who was incompetent. The vast majority of content can be done with relatively low DPS.
Actually no that's not what this thread suggests at all. This thread suggests that gear plays a massive role in ur DPS. Player skill was never tested.
Its just that half of the people who read the thread chose to interpret it this way to feel better with theirselves because they suck
Actually, player skill is part of what is being tested. When we eliminate the effect of gear AND eliminate the effect of CP, all that's left is player skill. If a player can zero his CP and use generic white gear and STILL get massive dps, then that indicates it's his (or her) SKILL that's producing the dps.
However, we've not really seen that being entirely the case. Clearly, skill is a significant factor too, I'm just trying to determine how much of a factor each element is.
That's not how u test player skill. You are throwing the word massive but it has no context. You don't really have anything to compare it to.
You test player skill in a similar way you test gear and cp. You keep CP and gear exactly the same to eliminate them from ur tests and then start messing up with ur rotations to see how ur ability to perform a rotation is going to affect ur overall DPS.
Meaning that you make a test with a perfect rotation to have an idea of ur maximum DPS and then make tests by losing weaves, recast dots/buffs late or early etc to simulate a "bad" player and see the difference. Then you also have to take into account that the difference is most likely going to be even bigger in a real combat situation in which players will also have to follow mechanics.
The op literally eliminated the player skill factor from his tests. That was the whole point of monitoring his weaves to be sure that his ability to perform a rotation was not actually affecting his DPS.
By zeroing CP, we eliminate the effect of CP on damage output. By using the most basic gear possible, we eliminate the effect of having top end set gear. That leaves other sources of damage to affect DPS measures. Granted, there might be other effects than just skill (such as buff and debuff powers), but in general terms, we're narrowing the variables.