I see a training area.
I see NPCs training.
So why can't we use it? Adventures shouldn't have to go all the way to Coerthas region for them.
I see a training area.
I see NPCs training.
So why can't we use it? Adventures shouldn't have to go all the way to Coerthas region for them.
I wouldn't trust any parsing done with training dummies in Revenant's Toll due to the heavy server load. Plus, a bunch of people spamming skills on dummies would probably just make the lag worse.
Which is the same reason SE has already stated on this subject. This has been ask for and SE said NO.
there are already lvl 50 dummies in the game. they are not hard to get to, so use those.
Last edited by Haibel; 01-09-2014 at 05:44 AM.
Never had lag issues in toll. I use dummies more to practice rotations than simply parse.
Good for you? Teleport to the next zone then.
As far as lag goes... The loading screen when teleporting into Revenant's Toll is noticeably longer than other zones, there are so many people that party members don't even load in unless you're within a relatively short radius of them, and the game is constantly drawing and redrawing new players as they move around. Add to that players that use their abilities to show off, and the stress on that small area is high. Lag was perhaps the wrong word, but that zone has higher than normal stress levels than other zones. I will absolutely distrust any numbers that come from any training dummies that might get installed there, and adding something to the zone that would just make it worse is not something I can get behind.
Its not just that more places could use dummies... Hell, EVERY camp should have a nice little set of dummies, there's enough room for them.
What we really need is a better implementation of dummies for parsing purposes... And its very very simple.
Put a few select sets of lvl 1 dummies in each camp. Each set will have a dummy called "1k", "5k", "10k", "20k", "50k", and "100k".
Each of these dummies will have EXACTLY that much hp, as implied by their names.
So if I am lvl 15 and I want a feel for my dps, I would go beat up the 1k dummy until it dies. That is how long it took me to do 1k damage according to the game.
If I am lvl 50 and I90, I will probably go after the 50k dummy, or the 100k if I dont have any mp/tp issues.
Dummies are for rotations and parsing. You can do rotations on any dummy. But provided dummies that have exact amounts of HP, we can do more accurate controlled parsing. We can also improve parsers by comparing the damage that parser recorded VS the damage the game recorded, and tweak the parser until the values match.
Is there a difference when parsing against a level 1 dummy and a level 50 one?
In terms of the damage it takes, no.
It seems that all enemies has 0 defense, and take the same damage regardless of level.
Only difference is the amount of base accuracy required to hit it, and its hp. A lvl 1 dummy has ~44 hp, a lvl 50 has ~ 2778 hp.
What is the fixation of Target dummies anyway...
Could use a life sized Lalafell punching bag, way more interactive then those Target Dummies.
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Simply put, optimization... Though I wouldnt mind a lalafell punching bag. =)
The way FFXIV outputs and logs data makes parsers just... inaccurate. A lot of damage simply does not have a source attached to it. A mob can have 5 dots on it, but the damage reported is 1 number, which is the sum of the 5 dots. If 3 people have Thunder running on a mob, it takes 1 big hit every 3 sec, and good luck figuring out who contributed what.
The same goes for pets. Pets do not have owners attached to them. So 10 Ifrit-Egi's will be magically rolled up into 1 entity that does HUGE dps... well, maybe not that huge. But again, good luck figuring out your Egi's dps vs mine when all we get is 1 number to work with.
The obsession with dummies is that it takes out the shitty log output aspect.
A parser reads the log or memory directly, and attempts to interpret what the game sees, and converts it into a quantified form that we can see. But the parser cant accurately see what the game sees, so it will rarely be "right".
But a dummy, is naturally part of the game. So if I have a dummy with EXACTLY 10k hp, and I kill it once, then according to the game, the TRUE damage I did was 10k + some overkill damage. Well to reduce the error introduced by overkill damage, lets use a bigger dummy.
700 overkill on a 20k dummy is less error than 700 overkill on a 10k dummy... simple as that. Then we can just grab a dps class and a stopwatch, and just go to town on the dummy. When it dies, we did X damage according to the game. Divide that by the time it took and we have dps.
It would be even better if we could have some magic npc near the dummies that gives us an MP or TP regen buff, so classes that would normally be starved could parse for a longer period of time to get better data.
Last edited by Kenji1134; 01-09-2014 at 01:32 PM.
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