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  1. #3121
    Player
    KaldeaSahaline's Avatar
    Join Date
    Apr 2014
    Posts
    439
    Character
    Kaldea Sahaline
    World
    Behemoth
    Main Class
    Gladiator Lv 80
    My last week parses were messing up (kept continuously reading and averaging attempts). Even though we wiped on T8 twice, it treated it as one continuous parse and averaged them (@373dps w/ i103 i110 Liberator). My teammate who also runs ACT recorded me at 426dps for that fight. I thought it was abnormally high, but he and I usually run very close to identical results in our raid. I just built a new PC so I didn't have time to mess with settings in ACT before raid time and couldn't sort out the setting issues. I am in charge of Homing & Brainjack.

    Notes:
    Did not run dry.
    Did not LB.
    (0)

  2. #3122
    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 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.

  3. #3123
    Player
    BlackThought's Avatar
    Join Date
    Aug 2013
    Posts
    163
    Character
    Black Thought
    World
    Malboro
    Main Class
    Lancer Lv 70
    Quote Originally Posted by HoolieWho View Post
    Not everyone has the same definition of DPS just like "I'll leave you guys alone now" apparently doesn't the mean the same thing to all people.
    Right, and if people leave "DPS" up to interpretation, the figures are meaningless.
    (0)

  4. #3124
    Quote Originally Posted by Hakmatic View Post
    T6 430, t7 varies on shrieks and voices highest achieved 412, t8 440-460 with mechanics, t9 highest clear dps 390 all of this is at item lvl 104 im 106 now maybe ill see better numbers.
    edit : nvm I should have used the lodestone before; your toon got the legit gear / stats allocation for that dps. Holy shit bro 380 det under food and 527 crit at the accuracy cap, nice you can totally be at at 554 in turn 6 im jelly ;_; (not even a 2% difference, but still)


    If you dont deal with any mechanic (understand by that, not dpsin any bee or slug and not havin a SINGLE devour + stayin at max dps range on acid rain while dpsin the boss instead of goin in the back with your ranged) in turn 6, its doable.

    That I can guarantee since im hittin like 390ish while beein devoured (but nothing is dropping for one single second on Rafflesia), goin in the back with the ranged for acid rain and we kill teh boss in like not even 4.30 now


    That said, 440 - 460 in turn 8 with mechanics is questionnable because each time you eat a mine its straight - 10 dps even if you use a gcd while goin for the mine and then beein immediately pushed back to the boss.



    Also I dont understand how you re doin 390 in turn 9 too, on the other hand I know im kinda doin it wrong on the golems. That said we push phases so hard its difficult for me to do one full set of dis + ct and then TTT on the second golem its usually dead before, let alone the third one that is already at like 20% when the second is down, can only do doomspike qq

    Are you like, just usin all your dots on all three ? but that could work only with one set of golems since your jumps wont be available for the second set, that and yeah you just never stack for thermionic I guess


    390 on T9 with Golem switching dive bombs and navigating the occasional loss of flank and rear with fire and thunder is totally inflated
    You re just doin it wrong its totally possible to keep dpsing all the time with fire out and thunder aswell (be it on you or on someone else), Im usually at like 380 - 390 in the whole last phase since the only "big" downtime in there is the very first divebombs.

    If you re not targetted at the second set you can pretty much stay on the boss the entire time, you wont get knockbacked so why would you go away from it in the very first place


    Its just the golems really. Like I fucking dont understand how to sustain 350+ on both of the sets. One, doable. But the two ? nope. And for 390 you have to do that at every phase
    (0)
    Last edited by Sygmaelle; 07-15-2014 at 01:20 AM.

  5. #3125
    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.

  6. #3126
    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.

  7. #3127
    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.

  8. #3128
    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.

  9. #3129
    Player
    Hakmatic's Avatar
    Join Date
    Feb 2014
    Posts
    320
    Character
    Hak Matic
    World
    Gilgamesh
    Main Class
    Pugilist Lv 60
    Can you damage the boss during downtime? No, So overall damage done is calculated to give you a dps number, IT doesnt matter if a parse is split into 780248979235 different pieces, damage done is always going be damage done, and always accounted the downtime, so you do the math.
    (0)

  10. #3130
    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)

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