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  1. #11
    Player
    Sebazy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    Quote Originally Posted by JunseiKei View Post
    I had read it, but that doesn't mean I fully understand how it'd work out. Gear and utilities still increase these potencies.
    Gotcha, I'll clarify a bit.

    You're thinking of DPS or HPS. Potency per Second is a little bit different and is a touch easier to understand as it's simply using the Potency values found on the in game tooltips. For example, if I cast a Stone IV, that's 250 potency, with our gcd at 2.5 seconds, that cast is 100 Potency per Second or PPS. Holy across 3 targets is a smidge over 150 potency per second etc. It's straight forward enough to multiply this for self only buffs to account for cleric usage and such. Gear does not factor into this whatsoever.

    Trick Attack actually wouldn't have any effect on this because it's increasing the damage received by a target rather than adding a percentage to your potency.

    Healing gets a little more complex as just calculating a healers raw healing potency is entirely meaningless and has little to no relevance to good play. Maintaining Medica II for an entire dungeon would have many groups wanting to kick me, there's absolutely no way I would want any system to encourage that kind of play. There are other options but all of them have their own downsides. Scoring a healer's actual healing done (aka ignoring any overhaul) is going to be massively inflated by an underperforming group taking additional damage so scoring that isn't really worthwhile. Whereas normalising the groups damage taken to a baseline and then comparing the healer's healing done vs that is kind of pointless. Either you healed them enough or people probably died, don't need a ranking to see that

    Thus the most foolproof way I can think of to score healing in particular would be to simply tally up the healers oGCD (stuff like Tetra and Assize) and cooldown (Shroud, DS etc) usage and compare it to the time the dungeon took. The more oGCDs and cooldowns you use relative to the duty timer, the better you score.

    I like this approach because it doesn't utterly discriminate against a healer who isn't confident enough to go full tilt on their holy key just yet. But the good form and practices this scoring system would encourage will buy them the time, space and confidence to work on their awareness and potentially their DPS as well.

    Quote Originally Posted by JunseiKei View Post
    If the goal is simply self improvement, there's no need to compare it against other people.
    My concept relies on comparing the players score vs a historical set of averages of players that have previously run that dungeon. This isn't to throw up a leaderboard or some such, the player would never get to see this, at least not initially with how I envisioned things. Rather it's so that the system would be self maintaining. If SE change a job, the averages will very quickly reflect this. They wouldn't need to go in and adjust all the values themselves on a mountain of old content. So yep, whilst it might be a little confusing, my idea is precisely that you'll only ever see your own score. It just uses data from other people's scores to work yours out.

    Quote Originally Posted by JunseiKei View Post
    Been through a few dungeons where a DRG didn't use Heavy Thrust at all (terrible, I know). At the end, the scoring would say something skills not properly utilized: Heavy Thrust (we know the teams play the game they work on, so it's not like they are clueless to what should be used). Something similar could be done for AoE pulls (where far too many melee opt for single target, despite there being 6+ mobs); at the end, scoring could say actions not properly utilized: melee AoE rotation (number where it's more efficient to swap to AoE rotation).
    Agreed, something like this would be a fair bit more complex to implement, but I do agree that it'd be worth doing. The amount of players that play in a fundamentally flawed manner is shocking.

    A fun fact, I recently levelled RDM from 50 to 70 in nothing but dungeons, trials and roulettes. I never play DPS roles, I'm still pretty horrible with my cooldowns, but I looked at the tooltips, did the basic math and I think I'm reasonably on point with how I handle my AoE. However I went from 50-60 in ~110-130 gear and never once did anyone out dps me. At 60 I had a 270 set which I wore all the way to 70. I only got out dpsed once in Doma. If it was a close run thing then I wouldn't even think about it, but it was pretty typical for me to be doing 2 or 3 times more damage than my co DPSer. Pretty crazy that it's like that on near enough every single dungeon across a sample size that must be approaching 100 dungeons.
    (3)
    Last edited by Sebazy; 08-03-2018 at 02:45 AM.
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~