Dunno but other BLM was 320, BRD was 317, DRG was 270 and other BRD 240.
I know what you are trying to imply, the lower the groups DPS as a whole the better the DPS for me because of the downtime before Megaflare and yeah that's true. That's why T9 should never be used for DPS measurement unless you are parsing phase by phase.



Which makes the most sense.
If multiple people want to parse then simply roll with default settings from the beginning. (Granted different parsers starting with the same settings). Once one person tries to tweak their parser to feel better about their DPS, it throws other ones off unless everyone does the same.
There is no benefit in trying to factor in downtime other then to try and create the illusion, your DPS isn't as bad as it may be. It just artificially lowers everyones dps number to account for a time when, you're DOING NO DAMAGE because NOTHING IS TARGETABLE, (by shortining the distance between party members), which yes is very silly. Saying someone did over 60 DPS more (on a merged parse), vs someone doing only 20 -30 DPS more (unmerged equivalent), influences the way it sounds so that one isn't as bad as the other, despite them both being equal.
Not to mention the general public as a whole parses phase by phase. Good luck bragging about your 280+ DPS, not many will sit and do the math for you even if you say it's unmerged. You're just gonna wind up looking bad. Parsing phase by phase also helps you target your weaker areas easier in a fight where as unmerged does not.
Unmerged parsing also gives you a fake number for what your really doing in damage over time. The actual damage you do in game is higher on average then what a parser factoring in downtime will show you. (in terms of the DPS number, by forcibly injecting time). You wouldn't even be able to accurately reflect your own numbers from a training dummy to gauge yourself correctly, because there is no forced downtime on a dummy to factor in to your parse.
Last edited by Havenchild; 10-24-2014 at 09:29 AM.


Then you may have to understand most top FC players parse merged. Merged does not artificially lower your encounter DPS but it is unmerged that artificially increases your DPS.
This is because phase by phase benefits jobs that have high initial burst. For example, BRDs. It is pointless to parse unmerged and go say, hey wtf MNK why your DPS suck you are like more than 50 DPS less than me because some jobs just take time to build up. Setting a downtime of 30s will produce a single encounter parse that judges everyone's overall performance over the full duration of the battle.



You bring up a good point about MNKs for example but at the same time a merged parse and an unmerged parse wouldn't matter regardless in that arguement because the DPS they do per each phase would be the same as well the difference is you wouldn't be able to see it. Anyone who knows how Monks work, would understand that the loss of Greased Lightning is huge to their DPS.Then you may have to understand most top FC players parse merged. Merged does not artificially lower your encounter DPS but it is unmerged that artificially increases your DPS.
This is because phase by phase benefits jobs that have high initial burst. For example, BRDs. It is pointless to parse unmerged and go say, hey wtf MNK why your DPS suck you are like more than 50 DPS less than me because some jobs just take time to build up. Setting a downtime of 30s will produce a single encounter parse that judges everyone's overall performance over the full duration of the battle.
If someone was gonna criticize the class based on that, they shouldn't be handling parsers to begin with. If the monk in question knew he was doing worse in a particular phase, he could attempt to adjust his rotation or save cds. It's way more effective to know where your weak spots are to improve your overall DPS. What use does a blanket number have if it can't tell you where your loss is happening accurately.
You can also judge the overall performance of people in a merged parse by simply wiping your parser every run and just clicking an ALL tab.
Last edited by Havenchild; 10-24-2014 at 02:30 PM.


Similarly, any end game and top flight raiders who worth their salt should know where they would suffer a loss of DPS. For example, MNKs don't need a parser to tell them that downtimes and dropping GL3 would screw them, and a BLM who knows their shits would know how to control their UI/AF so that they don't start the next part in a crappy state and suffer a loss in DPS. These people knows where they would drop their DPS, but would want to know how much.
So we are still back to a culled (downtime included) parse because we want to know what is on the table. We want to see the whole picture, as a fight itself. Because you want to see how each person, or even each job, can bring to the table throughout the whole of the fight. Let us use an extreme example - say maybe FCoB will have a turn where there are short 3 phases at first, maybe lasting 1mins each and the final phase just drags until the boss is down. However, the rDPS demanded from this fight is so high like how T8 started to be, your grp decided to go solo tank with 5DPS. Now, which DPS job shall your off tank change to?
If you judge by unculled (downtime not factored) then high burst DPS like BRD would likely to have some inflated number to fool your judgement if you believe it blindly. However, we know that jobs like MNK would build up DPS overtime but if you see the fight as unculled (downtime not factored) then the first 3 phases would penalize MNK already. So is bringing in MNK better or BRD better? You need to see the MERGED parse to be able to tell which job brings the most to the table for the entire length of the fight.
Inflated numbers from the unculled (downtime not factored) also gives a wrong feeling for fights with downtimes, and at the same time, a hard enrage. T9 for example. You hit the hard enrage for "some reason" and then you look at the parser and say, everyone seems to be doing 300DPS and why the hell are we hitting hard enrage? That's because the 300DPS marker is a culled (downtime included) marker for the whole T9 duration with downtime factored. Which means that you need to push harder than 300 during phases where you can engage the enemy, and don't be too happy when you see 300DPS for an unculled (downtime not factored).
It is also like, hey I am doing 350++ DPS during phase 1 part 1 but why are we getting 5 or even 6 meteor instead of 4? That's because your downtime timer is at a default 6 or below and doesn't take into account of the downtime during the dives.
There is a reason why people at the top and crunching the numbers stick by culled (downtime included) parses.
Last edited by Ooshima; 10-24-2014 at 05:13 PM. Reason: edited due to confusion with terms used
That, and triple flaring the add is overkill and stat padding your numbers with useless DPS (which you said you did in another thread).Dunno but other BLM was 320, BRD was 317, DRG was 270 and other BRD 240.
I know what you are trying to imply, the lower the groups DPS as a whole the better the DPS for me because of the downtime before Megaflare and yeah that's true. That's why T9 should never be used for DPS measurement unless you are parsing phase by phase.
I'd be very interested to see the proof and to see how much Foe's you get with two bards, because that is obviously going to be a large factor. Same with your kill time.
Last edited by HaroldSaxon; 10-25-2014 at 06:43 AM.
Foes are up pretty much the entire fight and kill time is around 11-11:30 mins.That, and triple flaring the add is overkill and stat padding your numbers with useless DPS (which you said you did in another thread).
I'd be very interested to see the proof and to see how much Foe's you get with two bards, because that is obviously going to be a large factor. Same with your kill time.
Also, triple flaring the add isn't really useless DPS since the other DPS stay on Nael while I triple flare then LB immediately after.
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