Like a PVP Stone Sea Sky in the WD area, or a straight dummy with a personal DPS meter, there's no way for a lot of people atm to compare damage numbers amongst all jobs in pvp.
Like a PVP Stone Sea Sky in the WD area, or a straight dummy with a personal DPS meter, there's no way for a lot of people atm to compare damage numbers amongst all jobs in pvp.
I mean it tells you your total damage dealt at the end as well as the time you end at, so if you really wanted to find out your DPS you could just do some maths.
It's unlikely we'll ever see personal DPS meters in any content on FF though.
I'm not so sure it would be as useful for PvP, though I've seen a lot of people pull significantly low damage numbers, as shown at the end of matches. But damage in PvP is still generally about bursts at the right time more than standard rotations. You've also got to factor in mitigation and cc skills, as well as skills that perhaps lower an opponent's damage as well.
It's not a bad idea, but just as easily, learn your job's burst rotation and how to manage/stay active in between burst windows, and you should have no issues at all.![]()
This.I'm not so sure it would be as useful for PvP, though I've seen a lot of people pull significantly low damage numbers, as shown at the end of matches. But damage in PvP is still generally about bursts at the right time more than standard rotations. You've also got to factor in mitigation and cc skills, as well as skills that perhaps lower an opponent's damage as well.
It's not a bad idea, but just as easily, learn your job's burst rotation and how to manage/stay active in between burst windows, and you should have no issues at all.
As something like a BLM you're going to be CC'd and focused to hell so you're going to spend a lot of time running away from melee and tossing out sleeps.
What's important is burst. If you do low damage overall but time your attacks to secure kills, you've done a better job at helping your team win then just throwing out raw numbers.
Perhaps such a PvP damage tool could challenge you to do X amount of damage within a small Y timeframe. That'll teach you how to perform burst on your job.
You'll have to get creative at times, too though. For instance, as a BLM, sleep the healer and immediately drop cometeor on their head. If it connects swiftcast into Foul. Find things like that that your job can do and time them to secure kills rather than focusing on DPS.
Yeah, and as a bard, for example, you'll be uninterrupted for like 99% of the fight...
I'm aware of the things that make you win a match. There are shields, heals, cc, focus handling, limit breaks, adrenaline rushes, the wolf's heart. All those things play an important role when winning a match. Still, I don't see why this wouldn't be a bonus. You handle mechanics and stop dpsing in PVE too no? And yet we have sss.
Last edited by Gallus; 10-14-2017 at 03:12 AM.
If you give players a tool to rank themselves they will do it with the data they get. At the moment you can already see the DMG dealt after every match or frontline session, as it doesnt matter at all in PvP if you managed to pull out high numbers in 8minutes, it is already a bad start to begin with. Players who deal damage in culling time, on people with medal stacks, on people who are not shielded, will deal more unmitigated damage. If there are many dead players in your match you already have more downtime. If enemy team has a good healer, he will mitigate way more and vice versa needs way less healing to keep people alive.(less healing doesnt mean = bad healer)
Damage is calculated different from PvE, you can tell exactly by the potency of the skill how much damage it will deal, which makes it very easy to tell how much output you could potentially do.
The only information we can derive from these damage numbers are if the players are able to press 1-2-3 repeatedly over 8 min if they manage to get over ~ 100k damage. If not then they are most likely afk or not trying or died 10 times. Everything other is really very depended on the course of the match.
In PvP the player can decide how he intents to kill and wipe the enemy team, if the player prefers a fast/burst style or a slow pressure/cc style, this is different to PvE and a reason why we don't need SSS, in PvE you only want as much damage as possible while handling mechanics.
Last edited by Commander_Justitia; 10-14-2017 at 04:13 AM.
You talk as if there weren't a million variables in pve, you have people dying there, weaknesses, mechanics either locking you or preventing you from dps properly, inflated aoe dps with adds, a million buffs, different team comps that give you more single target dps, and an endless etc. In fact, there are A LOT more variables in pve than in pvp, yet we have SSS right? By your logic, SSS is pointless because it doesn't take into account all the above variables. Guess what? I've spent dozens of hours in SSS practising stuff and comparing numbers, and I'm grateful SE added this. A parser isn't the beginning and end of everything, but it can help you understand in what order you should presss your buttons in order to maximize your damage, regardless we are talking about simple or more complex rotations.If you give players a tool to rank themselves they will do it with the data they get. At the moment you can already see the DMG dealt after every match or frontline session, as it doesnt matter at all in PvP if you managed to pull out high numbers in 8minutes, it is already a bad start to begin with. Players who deal damage in culling time, on people with medal stacks, on people who are not shielded, will deal more unmitigated damage. If there are many dead players in your match you already have more downtime. If enemy team has a good healer, he will mitigate way more and vice versa needs way less healing to keep people alive.(less healing doesnt mean = bad healer)
Damage is calculated different from PvE, you can tell exactly by the potency of the skill how much damage it will deal, which makes it very easy to tell how much output you could potentially do.
By this logic all DPS players do the same damage unless they are afk. Clearly NOT the case.The only information we can derive from these damage numbers are if the players are able to press 1-2-3 repeatedly over 8 min if they manage to get over ~ 100k damage. If not then they are most likely afk or not trying or died 10 times. Everything other is really very depended on the course of the match.
Fair points. I support the idea - it would only serve to help people.Yeah, and as a bard, for example, you'll be uninterrupted for like 99% of the fight...
I'm aware of the things that make you win a match. There are shields, heals, cc, focus handling, limit breaks, adrenaline rushes, the wolf's heart. All those things play an important role when winning a match. Still, I don't see why this wouldn't be a bonus. You handle mechanics and stop dpsing in PVE too no? And yet we have sss.
If you're looking for a tool to personally see what your job is capable of, there are things like Advanced Combat Tracker + wolve's den dummies that will give you the information you want, just maybe not as helpful in gauging burst.
As a PS4 player, I can't do that...Fair points. I support the idea - it would only serve to help people.
If you're looking for a tool to personally see what your job is capable of, there are things like Advanced Combat Tracker + wolve's den dummies that will give you the information you want, just maybe not as helpful in gauging burst.
Let me say first that I'm diamond...and that I went over most jobs and their toolkits. I currently main DRK, and sometimes I play smn or brd.I'm not so sure it would be as useful for PvP, though I've seen a lot of people pull significantly low damage numbers, as shown at the end of matches. But damage in PvP is still generally about bursts at the right time more than standard rotations. You've also got to factor in mitigation and cc skills, as well as skills that perhaps lower an opponent's damage as well.
It's not a bad idea, but just as easily, learn your job's burst rotation and how to manage/stay active in between burst windows, and you should have no issues at all.
From your words, it almost feels like I'm claiming a DPS meter in wolves den would be a make or break thing. I'm totally not saying that... just that it would be a nice bonus for players to know their sustained and burst numbers.
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