Quote Originally Posted by Reinha View Post
This can be solved with a personal parser too. The developers have already made training dummies for instances with a certain intended entry item level. They have the knowledge what different jobs can do at different item levels. So instead of players having to guess if their team members are a standard worth aiming for (you don't always get paired with your own job, you don't know the item level of others and you don't know if they are craptastic or legendary players), the personal parser can give (A) red-yellow-green colour scales for your dps number, (B) a tickable box in the window that reveals a good dps goal for your current ilevel or (C) a dynamic percentage that compares your dps to the optimal.
The issue is that if it is not shown to you, the only people who are going to know comparative values are those that are already working to improve their DPS. There is no new added incentive for people to improve. Having it in their face that their DPS is less is the added incentive. Having a look at a static number and comparing is where what you noted would be exaggerated. That is, if you ask what someones DPS should be in X environment, people will give you a number - but these numbers vary depending on many factors (i.e. buffs, length of fight, positioning with tank etc.). If you have a constant parser with constant comparative values that you see from the get go, you will see and understand the differences. You'll know that Monks generally have better single target DPS and Summoners have better AoE. You'll know that sometimes the difference in damage output is due to ilvl variations. However, you'll have hundreds of runs of sample sizes to see how things have changed. That is why a group parser would be far more beneficial to addressing the problem than a personal parser.