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  1. #21
    Player
    Madrone's Avatar
    Join Date
    Aug 2013
    Posts
    101
    Character
    Madrone Damodred
    World
    Leviathan
    Main Class
    Conjurer Lv 60
    Parse a dummy for 10-15+ mins. If you make a few mistakes, that's ok, but try to keep your rotation ideal. Your dps will average out. You will minimize outlier lucky proc/crit streaks or unlucky no-proc/crit streaks. This is sustainable dps in a vaccuum. Battles add mechanics and down times that will tend to reduce your dps further, unless you can abuse damage vulnerability phases, aoe or multi dot on multiple targets, or buffs from party members you can't get by yourself on a dummy..
    (0)

  2. #22
    Player
    Gunnie's Avatar
    Join Date
    Mar 2016
    Posts
    54
    Character
    Scarlett Rayne
    World
    Twintania
    Main Class
    Warrior Lv 80
    Isn't the general idea that sustained DPS means DPS you can do over a longer time (Your average DPS) and burst DPS the peak moments you tend to have with DPS cooldowns active?
    (1)

  3. #23
    Player
    Pells's Avatar
    Join Date
    Sep 2013
    Posts
    361
    Character
    P'lha Tahl
    World
    Balmung
    Main Class
    Scholar Lv 90
    Quote Originally Posted by JackFross View Post
    When discussing "sustained DPS" - you can't consider it in a vacuum. You can't create some "ideal world" where these sorts of things matter, because if you discuss Job balance in a world like that, so far removed from the world we actually play in, you cannot draw ANY realistic conclusions about the Jobs in the contexts that matter. And the only conclusions that matter in a discussion of DPS are ones which can be applied to the game in realistic circumstances.
    When discussing it, no. When defining what the phrase means, you have to consider it 'in a vacuum'. Answering "Well it depends where you are, and what you're doing, along with who you've got with you. And what gear you have." isn't very much of a definition. We're not talking about job balance. We're not even talking about FFXIV specifically. We're talking about vocabulary.

    As for lull times, I take it you've never experienced a fight with forced downtime? Phase transitions? Randomly targeted players being stuned/caged? Mechanics you have to stop dps for in order to handle?

    As for maintenance, I guess you've never seen a BLM use Umbral Ice. Or heard of Second Wind or Goad. Or had to wait on any of your cooldowns because they're always up forever.

    Oh, wait.
    Quote Originally Posted by JackFross View Post
    deal with it until your next resource boost (Goad, Invigorate, Aetherflow, Shroud, etc) rolls around
    And here I thought you didn't understand what running out of resources meant. Yes, you deal with it. You don't 'stop attacking'. But it still lowers the dps you can do, and it's part of your sustained output. This is what I'm calling maintenance.

    There are burst dps rotations for a reason. Anything that isn't burst is base dps. Any time where you can't attack is a lull. Sustained dps is all of these together.
    (0)
    Last edited by Pells; 05-07-2016 at 03:23 PM. Reason: character limits
    Oooh, shiney...

  4. #24
    Player JackFross's Avatar
    Join Date
    Apr 2014
    Location
    Gridania
    Posts
    680
    Character
    Eve Malqir
    World
    Balmung
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by Pells View Post
    When discussing it, no. When defining what the phrase means, you have to consider it 'in a vacuum'. Answering "Well it depends where you are, and what you're doing, along with who you've got with you. And what gear you have." isn't very much of a definition. We're not talking about job balance. We're not even talking about FFXIV specifically. We're talking about vocabulary.
    When you're posting in an FFXIV forum about a definition, it's heavily implied to be a direct reference to how that definition is applied to FFXIV. Because this is a reference to FFXIV, you need to then consider what sustained dps means - and, more importantly, how it matters - in FFXIV. The amount of DPS you can do in a 10-15 minute parse with no outside sustain, including periods where your TP/MP bottoms out and you're stuck using one attack per 3+ seconds is a meaningless measure of DPS in the context of FFXIV where such a situation never exists in any situation in any content in the game unless you straight up shoot yourself in the foot by missing a shot of maintenance.

    So, no. You still shouldn't be considering it in a vacuum.
    As for lull times, I take it you've never experienced a fight with forced downtime? Phase transitions? Randomly targeted players being stuned/caged? Mechanics you have to stop dps for in order to handle?
    Yeah, I'm not a raider currently at 8% on A7S - I have no idea what these things mean. Can you stop and explain these definitions to me? I'm clearly missing where any of this is relevant to the above discussion of YOUR incorrect definition of sustained DPS. You're talking about two completely different things. In one breath, you're saying sustained DPS needs to be measured in a vacuum and then in the next, you're likening the forced downtime of encounters to the arbitrary/nonexistent/inconsequential downtime in your vacuum measurements. You know, the lull periods that don't exist because of the downtime in encounters.
    As for maintenance, I guess you've never seen a BLM use Umbral Ice. Or heard of Second Wind or Goad. Or had to wait on any of your cooldowns because they're always up forever.
    Yeah, I don't have BLM at 60 and I have never played with it extensively in dungeons, Void Ark, and Midas Normal raids. I also don't raid with a NIN who has Goad, nor do I main DRG with traited Invigorate. And yeah, I also definitely don't know the pain of having a 3-minute cooldown and waiting on it between pulls on clear attempts. You're right. You've got me pegged so well!

    In addition - Second Wind has quite literally nothing to do with this discussion. I don't know why you included it there, unless its intention is to show how little you know about the topic being discussed by confusing Invigorate and Second Wind.
    And here I thought you didn't understand what running out of resources meant. Yes, you deal with it. You don't 'stop attacking'. But it still lowers the dps you can do, and it's part of your sustained output. This is what I'm calling maintenance.
    Yes. This is a thing that happens when you mismanage your resource management skills throughout an encounter. Because resource management is an important part of every DPS Job in the game. An even more important part of every DPS Job in the game is maintaining DPS through Mechanic interruptions. Learning to keep maximum uptime (the best buff in the game) while properly handling Mechanics that try really hard to shoot your DPS in the foot.

    As such - every single fight in the game makes your insane definition of sustained DPS an absolutely meaningless description of how effective a Job is at dealing damage, because there exist no encounters in the entire game where such a definition carries any weight at all, of your own admission.
    There are burst dps rotations for a reason. Anything that isn't burst is base dps. Any time where you can't attack is a lull. Sustained dps is all of these together.
    Except - lull periods are sporadic and based on the fight, not the Job. Comparing two Jobs on the same fight and including these identical lull periods is precisely the same as measuring each DPS Job based on what they can do during the non-lull periods and then comparing those numbers. And that's what I'm trying to say when I'm talking about a more accurate description of sustained DPS. It's what you can do when given the opportunity to beat on a boss for a reasonable length of time that's relatively standard in encounter design in this game.

    There is no situation - ever - in this entire game where you will be slamming away on a boss for 10+ minutes straight, so measuring how much "sustained" DPS you can do over that duration, including when your TP slams into the floor, is absolutely worthless, in my opinion. It doesn't tell you anything of any sort of worth related to how a particular Job or character will perform in an instance.

    Sure, your dictionary definition is correct, but it's not useful. In my opinion, a definition of a game concept should be useful and should be able to be applied to the game you're defining it for in a meaningful way. If it can't, it's not an appropriate definition.
    (1)
    Last edited by JackFross; 05-08-2016 at 01:00 AM.

  5. #25
    Player
    ashwich's Avatar
    Join Date
    Jul 2012
    Posts
    88
    Character
    Alion Darcia
    World
    Excalibur
    Main Class
    Dark Knight Lv 90
    I don't believe most classes have a different "burst dps" rotation. The closest thing is the opener.

    Sustained dps in my opinion, by relevance, is your ability to maintain your optimal rotation/cooldown management throughout an encounter, while handling mechanics.

    So you have a BRD who, for example can do 2k+ opener and that's your "burst dps"? he would end the fight with 1300, and that's sustained? I guess I'm not sure what the end goal is here, why do you ask?
    (0)

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