Like a PVP Stone Sea Sky in the WD area, or a straight dummy with a personal DPS meter, there's no way for a lot of people atm to compare damage numbers amongst all jobs in pvp.
Like a PVP Stone Sea Sky in the WD area, or a straight dummy with a personal DPS meter, there's no way for a lot of people atm to compare damage numbers amongst all jobs in pvp.
I mean it tells you your total damage dealt at the end as well as the time you end at, so if you really wanted to find out your DPS you could just do some maths.
It's unlikely we'll ever see personal DPS meters in any content on FF though.
I'm not so sure it would be as useful for PvP, though I've seen a lot of people pull significantly low damage numbers, as shown at the end of matches. But damage in PvP is still generally about bursts at the right time more than standard rotations. You've also got to factor in mitigation and cc skills, as well as skills that perhaps lower an opponent's damage as well.
It's not a bad idea, but just as easily, learn your job's burst rotation and how to manage/stay active in between burst windows, and you should have no issues at all.![]()
This.I'm not so sure it would be as useful for PvP, though I've seen a lot of people pull significantly low damage numbers, as shown at the end of matches. But damage in PvP is still generally about bursts at the right time more than standard rotations. You've also got to factor in mitigation and cc skills, as well as skills that perhaps lower an opponent's damage as well.
It's not a bad idea, but just as easily, learn your job's burst rotation and how to manage/stay active in between burst windows, and you should have no issues at all.
As something like a BLM you're going to be CC'd and focused to hell so you're going to spend a lot of time running away from melee and tossing out sleeps.
What's important is burst. If you do low damage overall but time your attacks to secure kills, you've done a better job at helping your team win then just throwing out raw numbers.
Perhaps such a PvP damage tool could challenge you to do X amount of damage within a small Y timeframe. That'll teach you how to perform burst on your job.
You'll have to get creative at times, too though. For instance, as a BLM, sleep the healer and immediately drop cometeor on their head. If it connects swiftcast into Foul. Find things like that that your job can do and time them to secure kills rather than focusing on DPS.
Let me say first that I'm diamond...and that I went over most jobs and their toolkits. I currently main DRK, and sometimes I play smn or brd.I'm not so sure it would be as useful for PvP, though I've seen a lot of people pull significantly low damage numbers, as shown at the end of matches. But damage in PvP is still generally about bursts at the right time more than standard rotations. You've also got to factor in mitigation and cc skills, as well as skills that perhaps lower an opponent's damage as well.
It's not a bad idea, but just as easily, learn your job's burst rotation and how to manage/stay active in between burst windows, and you should have no issues at all.
From your words, it almost feels like I'm claiming a DPS meter in wolves den would be a make or break thing. I'm totally not saying that... just that it would be a nice bonus for players to know their sustained and burst numbers.
Yeah, and as a bard, for example, you'll be uninterrupted for like 99% of the fight...
I'm aware of the things that make you win a match. There are shields, heals, cc, focus handling, limit breaks, adrenaline rushes, the wolf's heart. All those things play an important role when winning a match. Still, I don't see why this wouldn't be a bonus. You handle mechanics and stop dpsing in PVE too no? And yet we have sss.
Last edited by Gallus; 10-14-2017 at 03:12 AM.
I'm not disagreeing with your idea, I'm simply saying damage isn't always relative to your efficacy in a battle.
Someone once tried to use that against me, citing a Diamond player (Feast rank isn't much of a meter of ability, honestly) playing BRD - a job they don't normally play - vs my MCH, back in 3.x PvP. Though their numbers were very close to mine, I was the one with 10 kills to their 0. Sure, as a personal measure ofwhat you do/how well you do it, it might be nice, but the overall total is shown at the end of matches, as has been stated.
As a possible extreme, the last thing I'd want is a teammate taking an unnecessary risk in a close match simply out of trying to push their numbers. But again, that's an extreme case, though all too possible.
If you give players a tool to rank themselves they will do it with the data they get. At the moment you can already see the DMG dealt after every match or frontline session, as it doesnt matter at all in PvP if you managed to pull out high numbers in 8minutes, it is already a bad start to begin with. Players who deal damage in culling time, on people with medal stacks, on people who are not shielded, will deal more unmitigated damage. If there are many dead players in your match you already have more downtime. If enemy team has a good healer, he will mitigate way more and vice versa needs way less healing to keep people alive.(less healing doesnt mean = bad healer)
Damage is calculated different from PvE, you can tell exactly by the potency of the skill how much damage it will deal, which makes it very easy to tell how much output you could potentially do.
The only information we can derive from these damage numbers are if the players are able to press 1-2-3 repeatedly over 8 min if they manage to get over ~ 100k damage. If not then they are most likely afk or not trying or died 10 times. Everything other is really very depended on the course of the match.
In PvP the player can decide how he intents to kill and wipe the enemy team, if the player prefers a fast/burst style or a slow pressure/cc style, this is different to PvE and a reason why we don't need SSS, in PvE you only want as much damage as possible while handling mechanics.
Last edited by Commander_Justitia; 10-14-2017 at 04:13 AM.
Fair points. I support the idea - it would only serve to help people.Yeah, and as a bard, for example, you'll be uninterrupted for like 99% of the fight...
I'm aware of the things that make you win a match. There are shields, heals, cc, focus handling, limit breaks, adrenaline rushes, the wolf's heart. All those things play an important role when winning a match. Still, I don't see why this wouldn't be a bonus. You handle mechanics and stop dpsing in PVE too no? And yet we have sss.
If you're looking for a tool to personally see what your job is capable of, there are things like Advanced Combat Tracker + wolve's den dummies that will give you the information you want, just maybe not as helpful in gauging burst.
The total numbers every match may (or not) give you a hint as to why you lost or won, but a striking dps dummy with a meter in WD would serve another purpose. A diamond player isn't necessarily very good, but getting this far sure gives them experience and a bit of understanding of the pvp. Saying a diamond rank means nothing you know well isn't true...any diamond player knows the game is about bursts and CC, and knows the importance of the wolf's heart, but let me tell you something, applying constant high damage pressure on a target sure helps, if you hit like a wet noodle for 95% of the fight and your bursts fail to kill anyone for whatever reason you are just as bad.
I know BLM must have a higher sustained than say brd for example, but I'm curious as to what this damage difference is, I don't see a single valid reason as to why players in pvp shouldn't be allowed to compare their numbers now that pvp and pve skills are no longer the same.
Totally agree with this, but at the same time I don't see the above statement as a valid reason for not having some sort of damage meter in the wolves den area.
Last edited by Gallus; 10-14-2017 at 04:42 AM.
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