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  1. #1
    Player
    Avy4576's Avatar
    Join Date
    Jul 2014
    Posts
    6
    Character
    Avy D'auth
    World
    Coeurl
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Hakmatic View Post
    Hello,

    Lets break this Link down so that you guys can "better" understand what you are seeing here. Everything is divided up so that even for trolls like you its explainable. In this document we have duration which if you want the total duration of the fight it would be 9 minutes and 58 seconds. In this document we see the damage done which is a total of 224,283 for Hak there his fighting duration meaning from the first strike on the boss to the end of the fight is 9 minutes and 22 seconds giving him 399.08 dps for his fighting time. Where as since the encounter is a total of 9 minuites and 58 seconds gives him and encounter dps of 376.31.
    (1)

  2. #2
    Player
    Inkmouse's Avatar
    Join Date
    Oct 2013
    Posts
    25
    Character
    Ink Mouse
    World
    Exodus
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Avy4576 View Post
    Hello,
    duration of the fight it would be 9 minutes and 58 seconds. In this document we see the damage done which is a total of 224,283 for Hak there his fighting duration meaning from the first strike on the boss to the end of the fight is 9 minutes and 22
    First meteor swarm 4 seconds, second double swarm 6 seconds, first set of green meteor placement 15 seconds, second set of meteor placement 30 seconds, approximate time between killing Golems and Nael coming back 20 seconds typically 2 bombs phases before kill 15 seconds each. All equal out to about 1 minute and 45 seconds of unavoidable downtime.

    But your saying in your 9 minutes 58 second fight he only has 36 seconds of downtime. This is why when you don't record the encounter as a whole and you have the encounter time cut off after 10 seconds and break it into multiple encounters it causes a misrepresentation in your data because you are in fact NOT reflecting the downtime correctly.
    (5)
    Last edited by Inkmouse; 07-14-2014 at 08:30 AM.

  3. #3
    Player
    Avy4576's Avatar
    Join Date
    Jul 2014
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    6
    Character
    Avy D'auth
    World
    Coeurl
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Inkmouse View Post
    First meteor swarm 4 seconds, second double swarm 6 seconds, first set of green meteor placement 15 seconds, second set of meteor placement 30 seconds, approximate time between killing Golems and Nael coming back 20 seconds typically 2 bombs phases before kill 15 seconds each. All equal out to about 1 minute and 45 seconds of unavoidable downtime.

    But your saying in your 9 minutes 58 second fight he only has 36 seconds of downtime. This is why when you don't record the encounter as a whole and you have the encounter time cut off after 10 seconds and break it into multiple encounters it causes a misrepresentation in your data because you are in fact NOT reflecting the downtime correctly.
    You're an idiot I'm stating that he was in the battle for 9 min and 22 seconds not that he was fighting for 9 min and 22 seconds. That time includes any downtime that we incur.
    (0)

  4. #4
    Player
    Inkmouse's Avatar
    Join Date
    Oct 2013
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    25
    Character
    Ink Mouse
    World
    Exodus
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Avy4576 View Post
    You're an idiot I'm stating that he was in the battle for 9 min and 22 seconds not that he was fighting for 9 min and 22 seconds. That time includes any downtime that we incur.
    and the insults start.... What i'm stating is that 9:58 seconds is not including all your downtime. after 10 or 15 seconds seconds of no action it's cutting off and ending the encounter separating it. Try it on a dummy hit it wait 30 seconds and hit it again. it didn't count 15 of those seconds in the total encounter.
    (2)

  5. #5
    Player
    whiskeybravo's Avatar
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    Nov 2013
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    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Inkmouse View Post
    But your saying in your 9 minutes 58 second fight he only has 36 seconds of downtime. This is why when you don't record the encounter as a whole and you have the encounter time cut off after 10 seconds and break it into multiple encounters it causes a misrepresentation in your data because you are in fact NOT reflecting the downtime correctly.
    I don't really have a horse in this race... But I'm curious as to the dispute here.. If the duration of the entire fight is X (598 sec), and damage dealt is Y (224,283). Y/X = ~375 DPS. How is downtime not calculated in that? Seems like it would reflect the overall DPS properly, given it's based on the total duration of the fight. Unless the duration is what's being argued here.
    (0)
    Last edited by whiskeybravo; 07-15-2014 at 12:10 AM.

  6. #6
    Player
    Vodomir's Avatar
    Join Date
    Aug 2013
    Posts
    453
    Character
    Vodomir Daemaethor
    World
    Shiva
    Main Class
    Lancer Lv 50
    Quote Originally Posted by whiskeybravo View Post
    I don't really have a horse in this race... But I'm curious as to the dispute here.. If the duration of the entire fight is X (598 sec), and damage dealt is Y (224,283). Y/X = ~375 DPS. How is downtime not calculated in that? Seems like it would reflect the overall DPS properly, given it's based on the total duration of the fight. Unless the duration is what's being argued here.
    As far as I understand that's because the whole encounter gets separated into a series of smaller encounters if certain downtimes are long enough. Lets say an encounter has one forced downtime where the boss and for like 30 seconds and there's also no other mobs to attack or get attacked from. So the fight goes like phase 1 --> downtime --> phase 2. Now lets also assume that Phase 1 and 2 each last like 2 minutes, so the whole encounter would take 4:30 to complete. If ACT is set up to cull encounters after 6 seconds of downtime, then it will not measure the whole encounter, but create two encounters instead, one for Phase 1 which is 2:06 min (2 minutes of real fighting and 6 seconds downtime before the encounter gets culled), and one encounter for Phase 2 which will also be 2:06 min. After merging those encounters the total encounter time will be calculated as the total time of encounter 1 + total time of encounter 2, thus resulting in 4:12 min, which is not exactly the same as 4:30 which will in turn be resulting in higher EncDPS. Now imagine a fight with even more and/or longer downtimes et voila, there's your way to bolster DPS.
    (2)
    Last edited by Vodomir; 07-15-2014 at 12:37 AM.

  7. #7
    A video would be nice.

    Our group push with 3 meteors in first phase, go into last phase right after 2nd heavensfall and kill shortly after 2nd set of divebomb, yet we can barely break 10 mins mark.
    By havin replaced our marauder with another bard we had the exact condition as you described here and no under 10 mins either.

    Im kinda puzzled

    edit : actually 10.34 and we had 2 dpsers that died, so very possible, I rest my case
    (0)
    Last edited by Sygmaelle; 07-15-2014 at 01:23 AM.

  8. #8
    Player
    Hakmatic's Avatar
    Join Date
    Feb 2014
    Posts
    320
    Character
    Hak Matic
    World
    Gilgamesh
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Sygmaelle View Post
    By havin replaced our marauder with another bard we had the exact condition as you described here and no under 10 mins either.

    Im kinda puzzled

    edit : actually 10.34 and we had 2 dpsers that died, so very possible, I rest my case
    I like you, and thanks , also i quoted the wrong thing but whatever lol
    (0)

  9. #9
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Vodomir View Post
    snip
    OK, so it's the duration being disputed, then. Thanks for clarifying how that works. I started on ps3, now on ps4, so never messed around with them.

    So it really just comes down to how much "downtime" is being included/excluded from the calculations? I mean that makes sense, you do typically want to know what your damage is outside of downtime. I don't know, I kinda feel like it should just be straight measures to compare to other groups (by that I mean the entire duration of the fight, without subtracting the "downtime" since everyone is dealing with the same mechanics)
    (0)
    Last edited by whiskeybravo; 07-15-2014 at 01:19 AM.

  10. #10
    Player
    Sleigh's Avatar
    Join Date
    Sep 2013
    Posts
    1,563
    Character
    Philia Felice
    World
    Gilgamesh
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by Vodomir View Post
    After merging those encounters the total encounter time will be calculated as the total time of encounter 1 + total time of encounter 2, thus resulting in 4:12 min, which is not exactly the same as 4:30 which will in turn be resulting in higher EncDPS. Now imagine a fight with even more and/or longer downtimes et voila, there's your way to bolster DPS.
    This is exactly how it works under default settings. The downtime is simply not part of the duration, it is a blank spot in the parse and isn't counted once people stop doing actions. Depending on how much downtime you have, culling can skew your results wildly from group to group, or from your result to your result (IE normally your group does nothing for 30 seconds in a phase, but in one particular pull there are huge heals needed for a large portion of that - you may do nothing different, but your healers will be doing stuff and adding total time to the parse and your DPS will tank, which isn't quite a fair comparison to your other pulls).

    Merging your parse, or using the All section, will not calculate the downtime if it applies, since the culling makes it effectively shut off your parse until someone starts doing relevant actions. That's why I'm a fan of one big parse, downtime included - you get consistency, one flat universal standard which gives an undeniably accurate total DPS. That being said, culling for sure has its use in telling who's doing what in particular phase, who's not picking up the slack, who's not saving CDs, which jobs stink at certain sections, etc, which can be just as important as total DPS.
    (1)
    Last edited by Sleigh; 07-15-2014 at 01:56 AM.

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