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  1. #37
    Player
    Phoenicia's Avatar
    Join Date
    Oct 2013
    Location
    Idling in Idle-shire
    Posts
    748
    Character
    Naomi Enami
    World
    Odin
    Main Class
    Dark Knight Lv 70
    The grading doesn't have to measure DPS or set DPS thresholds tbh. Even if it were on DPS. Higher encounter DPS can ONLY happen through good play. It doesn't matter if you do 4k DPS in 5 seconds (Which is easy when you crit Fire IV or Fell Cleave twice in a row) and then die. Because 20k damage over 3 minutes is 110-ish DPS, which is bad in all considerations.

    I said it before, individual grading should be based on the major but simplistic things. For example:

    DPS: Positive grades: Total Damage. Encounter DPS average. Party damage contribution (aka Trick attack and Foe). Maybe include eHPS?
    Negative grades: Damage taken. Deaths.

    Healers: Positive: Total Damage. Total Effective Healing. Party Damage Contribution. Total Shielding and/or damage mitigation. Party raises.
    Negative: Party deaths. Own deaths. Over healing.

    Tanks: Positive: Total Damage/Enmity. Mitigated Damage. Total Effective Healing. Party Damage Contribution. Party damage mitigation.
    Negative: Party deaths. Own deaths.

    Group Overall: +ve: Clear time. -ve: Wipes.

    Voila, we have a grading system that isn't based on DPS. It promotes teamwork since the others' performance will result in better grades for you. And it also promotes good individual play.

    Rewards can be anything that doesn't "hurt" not to have. Tomestones/Experience bonuses so you worry less about running roulettes? Nice. Tokens so you can get vanity? Not bad. As long as it doesn't hurt the game echo system.
    (3)
    Last edited by Phoenicia; 01-04-2016 at 04:25 AM.