@Dzian: This is precisely why I suggested to keep the system as simple as possible. Every single angle you approach is going to be a compromise that has a flaw in some way. Trying to cover every possibility is just going to end up with a bloated mess that’s far too complex for it’s own good. Thus it’s easier to just keep things simple, straighforward and make no pretenses about what this is. It’s not a precise metric. It’s not a parser. It’s just a simple rough score to give Little Timmy a hint as to if they are doing well or should be trying harder.
Having your potential score lowered because the tank pulled as slowly and safely as possible is fine in my eyes. You did less damage because your group didn’t pull in any kind of an optimal manner. Thus it’s reflected in your score. The dispairty isn’t that huge TBH. Tanks that can’t hold agro or keep mob packs together are far more problematic in my experience.
@JunseiKei - Read my post please? Potency per second ignores gear entirely. Bloating numbers? What do you even mean by that? Damage is damage as far as dungeons go, there are very few opportunities to pad on targets that don’t matter and they typically pale compared to what can be done on trash.
Again, please remember that no system is going to be perfect. Rather than just discrediting and decrying these sort of suggestions. Let’s try to keep this a positive discussion? Don’t like something? Rather than picking out contrived examples where it might not work, let’s try suggesting something that will.