So you are saying look at the total damage not the DPS or EncDPS?You do realize even one second in a delay will heavily skew the DPS reading in ACT. And I already told you, outgoing dmg is the only way to value DPS on a mob that's like Atomos to see excactly how much dmg you're doing OR you can just end the counter once its dead to get an accurate dps reading like I do on those. Whether you like it or not DPS is worthless.
FTR I'm not new to ACT is originates from EQ2, a game I played from launch I know and understands how it works unlike most people who are just now being introduced to it.
I'm new to ACT so I'd like to ask: how the encounters should be set up to get accurate readings? So far I've mostly been running it stock with encounter end timer at 6 seconds and merging encounters or using the "all" tabs for the whole encounter with no wipes. But I have a feeling that the encounter end timer might be cutting out DoTs and stopping the encounter timer if there are disconnects longer than the stop timer, thus skewing the EncDPS count by reducing off time, but I'm not really sure how it works. Is it better to have a really long end timer to keep everything in one encounter and then end manually? Or if you keep a shorter timer, that you don't worry about, does it still give out accurate readings?
Depends on how you view DPS...imo I count the times where nothing happens as part of the encounter so I always look at EncDPS no matter the gaps in time its all relative to the fight. Now if you wanted to know something specific using EasyModeX's examples like the dmg on Titan's Gaol's or the heart, with ACT you can simply look at the dmg done to that specific mob to see who is doing the most dmg to it etc. my whole point is the DPS column is ACT is worthless and should never be used to look at for any reason tbh. It's just not accurate...one second can heavily skew numbers.
I have my encounter stopping at 11 seconds, but for fights like Twin if you don't want to break you can set it to around 20, only issue is for short fights it might merge them together, but for the most part that'll only be trash. Longer the ending timer the better for this game tbh imo.
^
I always stop parsin straight when the boss is dead or the end result is just not valid. Was usin Act on AoC / TSW aswell, dps column is simply to be forgotten
Comparing total damage is worthless when comparing between different attempts. Your total damage if you have good DPS party members will be much lower than if you have crappy teammates, even if you do more DPS.
Try harder, much harder.
Rofl. You can stop trying to be cool now, kid.FTR I'm not new to ACT is originates from EQ2, a game I played from launch I know and understands how it works unlike most people who are just now being introduced to it.
That tangent aside, I have my encounter culling at 16s or something. If pets don't get hit by divebombs, you have like a guaranteed 30 second gap in the T5 fight, so you'd have to set it at 30s or higher to get consolidated T5 parses. However, 30s is pretty high and can impact other instances. I'm too lazy to change it just for T5, so I just merge the T5 segments.
Last edited by EasymodeX; 03-19-2014 at 10:46 PM.
Is it not the same case with EncDPS, shorter fight = higher DPS. If the healers are doing damage making the fight much shorter than usual, EncDPS will sky rocket.
I think I'm missing something.
Not really -- the DPS'ers damage per second will be the same. Their total damage will be lower since the healers end the fight sooner. E.g. DPS player does 300 DPS for 40 seconds instead of 60 seconds. Same damage per second but shorter fight time, so 12k damage instead of 18k.
The only caveat is that the exact time of the fight can be influenced by the DPSer's buff timing, so if the fight is shorter and BFB/Raging Strikes would have otherwise been up, then the shift could reduce their DPS.
The only other exception is if the fight has high and low periods of DPS for a class (like T4 for BLMs). For example, BLMs do high DPS during p1/4 on T4. If healers DPS during P2/3/5/6, then those "low DPS" segments of the fight (for the BLM) will be reduced, and the high DPS segments will be inflated, spiking the BLM parse.
If healers only DPS during p1/4 with lolol Holy, then the BLM parse will actually be reduced because less of the fight exists during high DPS periods.
Actually this is exactly correct the shorter the fight the higher the EncDPS will be for the most part. Lets say you clear turn 1 one week in 3:30 seconds then the following week you kill it in 3min. You will see higher overall avg of enounter DPS being youre doing the same damage in a shorter time period meaning your avg dmg is higher to have killed it faster.
EasyModeX has no idea wtf he is talking about, he busying making fake parses with MS Paint rather than understanding how ACT actually works.
Total dmg is a better comparison if you're going to make one in regards to looking at DPS. As I stated before I only look at EncDPS only. Remember you think the DPS category has uses when it has none, zero, no point in looking at it.Comparing total damage is worthless when comparing between different attempts. Your total damage if you have good DPS party members will be much lower than if you have crappy teammates, even if you do more DPS.
Try harder, much harder.
Rofl. You can stop trying to be cool now, kid.
That tangent aside, I have my encounter culling at 16s or something. If pets don't get hit by divebombs, you have like a guaranteed 30 second gap in the T5 fight, so you'd have to set it at 30s or higher to get consolidated T5 parses. However, 30s is pretty high and can impact other instances. I'm too lazy to change it just for T5, so I just merge the T5 segments.
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