Results 1 to 10 of 2057

Hybrid View

  1. #1
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    Quote Originally Posted by Mature View Post
    No offense taken. What I was trying to say is that thanks to parsing we have then YouTube videos teaching you rotations and Maximizing damage. So , without a parser we wouldn't have any of those videos online.

    Thanks to parsing we can improve our rotations and damage we inflict on mobs.

    Basically we DO need a PERSONAL parser for us to improve and get better. Because PC user are having the upper hand by finding out things that PS4 users can't (bard IJ snapshot for example)

    A personal in game parser is needed to improve
    No we don't. Because as your earlier post said in agreement with mine. Party composition makes up a very significant chunk of your damage. And to make any accurate measure of your performance from a parse you need that information.

    So any accurate parse can only be a group one and NOT a personal one.

    If that ninja in your party ups your dps by 200. And that ast ups your dps by 200. And that bard ups your dps by 200. Then all of that information needs to be represented in a parse if a player is to get an accurate result. If it isn't included players are going to see huge variations in there dps without any explanation as to how or why because all that information will be missing so they have no idea where that dps comes from even though it is theres

    And thus the information a personal parse would give them would be useless. because they wouldn't be able to account for where all the dps came from and why.

    Don't get me wrong. Full parsers can help players improve a lot when used correctly. But a personal parse that doesn't tell you about the rest of the group is useless because as we've both already said. Party composition and the other members have a very significant impact on your dps. So you need to see that information as without it any numbers you get are useless which is why I said in response to this comment...
    Quote Originally Posted by Sylvina View Post
    No in game parser unless it only shows your dps and nobody elses and only to you.
    That it was impossible to implement an accurate parse like this. to be accurate you must have ALL the parties information
    (1)
    Last edited by Dzian; 12-05-2017 at 08:38 AM.

  2. #2
    Player
    Sebazy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Dzian View Post
    And thus the information a personal parse would give them would be useless. because they wouldn't be able to account for where all the dps came from and why.
    This very discussion has been done to death over the logs rankings already, there are a few solutions, some more elegant than others.

    First up, at the risk of sounding like a stuck record here, my suggested approach of measuring potency per second rather than damage per second gets around this, you can still incorporate personal modifiers and combos whilst isolating it from cross party buffs to keep things simple and easy to understand whilst not misleading people once they start optimising within a static.

    Secondly, an alternative to the above is to focus more on a players APM, this is actually the first thing many people will look at when going over logs and is a very useful figure for quickly (if rather vaguely) comparing your performance to someone else's.

    Thirdly, if keeping the figure entirely person is key, simply subtracting cross party modifiers is another way to go. Of course this means the numbers will be incorrect and misleading for someone trying to optimise themselves within a static. Not a good solution imo.

    Lastly, the approach logs took in the end, just present it as is and let people do with it as they will.
    (2)
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

  3. #3
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    Quote Originally Posted by Sebazy View Post
    First up, at the risk of sounding like a stuck record here, my suggested approach of measuring potency per second rather than damage per second gets around this, you can still incorporate personal modifiers and combos whilst isolating it from cross party buffs to keep things simple and easy to understand whilst not misleading people once they start optimising within a static..
    This is interesting but I question its accuracy. I'm not entirely sure how potency works but If you are correct and buffs / debuffs etc don't actually affect potency itself then PPS isn't necessarily a good indication of a players performance. a player could achieve quite a high PPS but actualy have a negative impact on there actual DPS.

    A warrior for example could never touch the storms eye combo at all or let it drop off for long periods of time and just do more paths or bb combos and from a PPS perspective this would be seen as good play because the 20% damage buff from eye wouldn't affect actual potency. all those extra bbs might actual increase the pps

    another example would be monk. in terms of potency a monk would basically never touch dragon kick or twin snakes. boot shine and true strike both offer larger potencies in there respective forms.

    or ninja. skip suiton and use ration all the time. tcj your dotons. (if I recall the tcj buff actually means the doton combo is more total potency than the suiton one.

    this could then lead to quite a lot of false positives as an increased PPS number could actualy result in decreased DPS.

    So I wonder how usefull a PPS number would actually be. as you could effective suck at keeping self buffs and things up but still achieve a high PPS in which case it wouldn't really tell you anything about how optimally you are playing..

    it is an interesting idea though.
    (1)
    Last edited by Dzian; 12-05-2017 at 11:18 AM.

  4. #4
    Player
    Sebazy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Dzian View Post
    This is interesting but I question its accuracy. I'm not entirely sure how potency works but If you are correct and buffs / debuffs etc don't actually affect potency itself then PPS isn't necessarily a good indication of a players performance. a player could achieve quite a high PPS but actualy have a negative impact on there actual DPS.
    You misread my suggestion whoops.

    To make a long story short, the way I see it:

    Obviously, it'd track the potency values of the actions you apply, combo values and importantly, dot values would be factored in as well.

    You could then apply a modifier over this on a per buff basis. Self buffs and job specific weapon type debuffs would need to be taken into account as you say above, it just wouldn't make sense for many DPS jobs if it didn't. Where things get murkier is of course choosing to factor in party buffs such as balance. IMHO the simplest solution here would be to have it to default to self only with an option to include party buffs into the modifier.

    From there, you can display 2 numbers, your current potency per second and the modifier you are on at that point in time. Showing both highlights the effect of good buff/debuff usage which again as you say, is rather important.

    If there's a sticky point with going with potency per second, it's on how to handle crit and buffs such as litany/chain. Handling straight % buffs and debuffs is no issue tho.
    (0)