Ts, put up a dummy that keeps healing itself rapidly - If you manage to burst it down, you've passed, you get 3 minutes to try >_>



Ts, put up a dummy that keeps healing itself rapidly - If you manage to burst it down, you've passed, you get 3 minutes to try >_>
Sheesh the OP is simply asking for a PvP version of a PvE tool already implemented in the game. It's only 9 buttons but having something that can help players hone their sustained PvP damage and ideally also have mechanics to help them hone their burst isn't going to do anything but help someone. Higher tier players already are using other resources and maximizing what each job is capable of - it would be another step to help new players get their PvP feet wet or for any player really that can't or doesn't want to rely on third party tools. After all the OP is only looking for something that can help them improve.
Insulting the OP's PvP skills as an argument against their idea is just a straw man argument and has nothing to do with whether or not it has merit.
But no, I guess it's too much fun to tell other players "figure it out and git gud". Elitism at its finest.
But why teach them to improve that, you don't want sustained damage. If a newbie wants to get into PvP he will think he has to do it like that and nothing will get killed.
We would need something like novice arena for PvP explaining all the stuff a bit more in detail, before you can enter ranked modes.
I don't want tools at the basic level that lead already in the wrong direction.
It's worth noting that despite widespread use, third party tools like parsers aren't entirely okay to use. Yes, but no. And as far as PvP goes, it's particularly frowned upon, due to the potential for use for callouts and notifications of say, skills used or match related items.
I know this isn't what anyone was suggesting at all, but even beyond that it simply raises the question of why it's necessary at all? Call me old fashioned, but experience IS the best teacher. Learn to do it right, learn to do it well, and the numbers will be there, no doubt.


I think your biggest mistake is claiming you can't do a good sustained while properly timing your bursts. One thing has nothing to do with another. I haven't met a single person that was pissed because for instance they were able to kill the susano EX dummy on time yet failed to handle the real susano EX mechanics... people regardless they are beginners or experts are aware that the dummy tests their numbers, nothing else...by your logic we wouldn't have SSS, because it doesn't test everything it takes to clear fights... and that place is very often utilized by a lot of people testing different sort of rotations, imo it hasn't done anything but help the playerbase with zero downsides. Your approach is unnecessarily overprotective towards the beginner playerbase and extremely unfair towards more advanced players. I'm sorry I'm insisting this much... I just have a hard time understanding why some of you are so reluctant to add something so innocuous yet helpful (to a certain extent? Yes, but helpful).
We are talking about a personal DPS meter... much like SSS. You don't find any sort of harassment in the SSS dummies, it doesn't make any sense.due to the potential for use for callouts and notifications of say, skills used or match related items.
I know this isn't what anyone was suggesting at all, but even beyond that it simply raises the question of why it's necessary at all? Call me old fashioned, but experience IS the best teacher. Learn to do it right, learn to do it well, and the numbers will be there, no doubt.
As I said there are multiple variables when winning a game. Experience is an important factor, such as other things. This dummy would just be another tool.
Well I hope this is considered as it wouldn't hurt anyone... those thinking it's unnecessary would always have the choice to ignore it... and those like me curious about the dps difference between certain tanks or dps could finally test their stuff. SE could even implement it in a way where you could properly learn in which order you have to press your buttons so that your burst is higher in less time.
This is still going? OP has no clue and can't deal with being proven wrong by everyone basically those who agreed with OP are randoms that don't even pvp.
There is no reason for a a tool that tracks sustained damage also ppl would think they are good cause of sustained damage. Anyway you also think high damage as tank doesn't exclude doing ur job. If u use low dmg skills like stun or hold bloodspiller to time cc/follow up you won't get past 200k except culling stacks. You have a good idea of how much dmg u do and "pressure" is not just damage alone it involves positioning etc. having alot of uptime can be very bad too. Your arguments got invalid as soon as you said stuff like staying on heal like literally 7mins is good etc.it also proved how irrelevant the ranking is since stormblood came out since most top100 now don't even know the basics.
Last edited by TiaHariberu; 10-16-2017 at 04:58 PM.
There is more to PvP than just Feast. Frontlines is a thing, and honing sustained damage is important for killing PvE objectives. What's wrong with giving players a tool to try out different rotations and see what does the most damage? Or try different scenarios to get burst out depending on what cooldowns they have available?
I'm not some random who doesn't PvP - I've put 800-900 Frontlines games in the last month and a half, and of the feast I've been able to do, I have somewhere around a 65% win rate in training matches over about 80 games. Once I get the Frontlines titles I'm after, I'm coming after Feast - I'll be seeing you there shortly.
We've already covered the fact that damage numbers alone don't tell the tale properly. Yes, perhaps it can help in determining a more effective burst rotation, but that's already entirely possible on a dummy, or through duels. Practical experience. Not numbers in a vacuum.
Damage to PvE objectives - and let's not be coy - ice is circumvented by the ability to have it reset. I could let someone deal 99% of the damage it takes to break a small ice, then take them out, let it reset, then put in that last 1% and the ice is mine. All their damage amounts to 0, points wise.
I'm really not trying to say damage meters aren't good, but I am saying they're largely unnecessary for becoming better, especially in a form of content that isn't static.
You're really not listening to Gallus's point. We have a the Stone, Sky, Sea calculator already in the game for PvE content. That is also pure damage in a vaccuum! You aren't dodging AoE or performing mechanics. To successfully complete an Extreme version of a Trial you need to go through many attempts and gain practical experience in the fight you are in. You don't just succeed in SSS and get handed gear. The same arguments you are making as to why a PvP SSS wouldn't be helpful can be made about the PvE version we already have.We've already covered the fact that damage numbers alone don't tell the tale properly. Yes, perhaps it can help in determining a more effective burst rotation, but that's already entirely possible on a dummy, or through duels. Practical experience. Not numbers in a vacuum.
Everything you are all saying is correct about what makes you successful in PvP - I said the same stuff on the first page. I'm taking the OP's side because it really doesn't make a difference to anyone who is already using dummies, ACT, duels, and good ol' fashioned experience through trial. But someone will benefit from it. Just because it's not you, doesn't make it a bad idea.
And it was pretty despicable the personal attacks levied against the OP, for absolutely no reason.
I'm personally disinterested in whatever personal thing was going on there. However, while I too am on PS4 - like the OP - I do feel it's largely unnecessary for the reasons people have already said.
If we have any semblance of how to play our respective jobs in PvP, we KNOW what works. As far as a PvP Stone, Sky, Sea? Duels. Training matches. Custom matches. We literally have everything in place we need for effective, LIVE training. Repurposing a striking dummy to give you numbers that will just about always be different and don't really match overall efficacy in a real competitive scenario really becomes a moot point.
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