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  1. #1
    Player
    Ghishlain's Avatar
    Join Date
    Oct 2013
    Posts
    2,168
    Character
    Ghishlain Pyrial
    World
    Mateus
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Reynhart View Post
    You forgot to mention how tanks are healers would also need a parser to do the most DPS they can...and you also forgot that we have Stone, Sky, and Sea, which gives a precise objective in the DPS requirement without showing any actual number. Who could have thought ?
    Let's answer the first part of your post - healer and tank DPS isn't as important as the damage dealer's DPS. Consider the following quote from this interview from a year ago:

    Yoshida: Yes. Since all DPS jobs will be increasing up through level 60, it makes sense to have the white mage's DPS extend by a proportional amount as well. For development, such as with Bahamut's Coils, the development team assumes what the item level should be for general equipment on players when they clear a raid. They sum up the basic DPS for four DPS and tanks at that assumed item level and cut that by about 10-15% for the minimum clear DPS. Healer DPS is not taken into account when this is set.

    Certainly for people who are at world's first level, their goal is to clear it at as low an item level as possible, lower than the one assumed during development. So if you look at the fight and figure out that if it's not numerically possible to clear with four DPS and tanks, you'll need to make up the gap with DPS from healers. Then when those publish clear videos and other people see the healers DPSing, they might think that healers need to be DPSing even though its a situation that only arose because their clear would have otherwise been impossible. While we could take this into account, and assume a different item level in the next update which would then make it impossible to clear even with the healer DPS, we'd eliminate this type of play for highly skilled players who use communication, items, and a high level of understanding to come up with those last second clears. That would be a tough decision to make, so I still think it should be up to each party's own plans.

    This is also one of the reasons we decided to implement both a normal and savage version of Alexander. Once again, healer DPS was not included in the development team's calculation as it was for other jobs, so you should just think of healer DPS as a last way to get your overall party's DPS up to where it needs to be.
    Tank DPS is rather straight forward and if you consider Tank DPS = DPS necessary to maintain enmity throughout the fight. This value is fairly small compared to the value DPS need to push forward.

    Healer and tank DPS is a secondary function to their role and an additional bonus to the group for those who can perform those secondary functions without compromising their primary purpose. Similarly, while a BLM / SMN can provide additional defensive support via Virus and Eye for an Eye, their primary function is to pulverize the mob.

    A DPS measuring tool is much more important for a DPS than it is for a Healer or Tank.

    Now, to answer the second part of your post - SSS is just a training dummy with a time limit in it. It doesn't teach you anything about the fight in question - just if you have the capability to perform the fight with your current gear and skill level. For example, the SSS may have a DPS check of 1,500 but the actual fight might be a DPS check of 1,200 due to mechanics and the player in question is only doing say 800 DPS when actually put into the fight itself but is still able to complete the SSS.

    A DPS that is just going off "muh feels" and hoping that their ability to perform well in SSS allows them to perform well in the fight itself. Without knowing what this metric for a DPS is, it's difficult to gauge if a DPS is improving in real time. If a DPS knows they need 1,200 DPS to perform and are only capable of 800 at this time, then objectively they have to find ways to optimize themselves to reach that goal and it would be clear cut. Of course having these numbers is just only one part of the equation. The DPS in question also needs to realize how to disassemble the fight in such a way where they may be better off using Combo B instead of Combo A at time frame Y of the fight since it'll allow more potency per second for that time frame. What knowing their DPS allows them to do at this point in time is to compare how their DPS is using Combo B over Combo A and if there is an overall DPS increase after X number of attempts, then they know they're improving by changing their thought process.
    (9)

  2. #2
    Player
    Seraphix2407's Avatar
    Join Date
    Aug 2013
    Posts
    674
    Character
    Arawn Wymer
    World
    Omega
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by Ghishlain View Post
    ..
    Couldn't have said it better! Thanks
    (0)