See thats what i was talking about, and you still judge others on their numbers of DPS.
You have just shown a data on DPS numbers that includes all stages of the certain dungeon both boss'es and trash mobs, do you know what does that mean?
That means that dps is a sum of many many factors and the numbers you have shown doesnt tell a full story. The group performance could differ especially depending on a skills of a tank or a healer. If the tank or a healer are beginners they will take baby steps clearing specific dungeon, and i am pretty sure the low numbers you have shown here are due to the tanks pulling 1 group of a mobs at time, not to mention the time between each clears or groups of mobs, thats where your difference sits. Its logical the dps will do much greater dps if his tank and a healer are good enough to pull half of the dungeon and keep it, so he could throw aoe after aoe doing several times more dmg than a group with rookie tank that pull 1 group at a time.
You can see it clearly on a summoner or black mage, the differences between 10% and 90% is 270% on summoner and 295% on a black mage, the classes which benefits the most from the largest pulls.
And since you ignored the part of my post telling about the importance of deaths in the duty, i will write it again.
https://www.fflogs.com/statistics/18#boss=2009&metric=deaths&dataset=25
https://www.fflogs.com/statistics/18#boss=2009&metric=deaths&dataset=90
The chances of dropping death are several times higher on 75% of the whole runs than on best 10%, the data shows 75% of all, you could expect these numbers to be even higher on the low end.
Thats why i have pointed out, DPS is a sum of all factors not only mechanical player skill in pulling the best dps possible.
And thats the reason that i have took the data from the stages with the boss'es, so its more fair to compare the mechanical skill of each group because there is one target to attack for the majority of the time.
Regarding the certain duty you have shown, lets release the boss stages numbers :
https://www.fflogs.com/statistics/18#metric=fightdps&dataset=10
https://www.fflogs.com/statistics/18#metric=fightdps&dataset=90
You can clearly see the best of the players are pulling out about 50% better damage than the worst ones.
How does that compare to the overall average dps data? Because it seem a little bit different, not like 2-3 times more.
And now take a look at the numbers of deaths
https://www.fflogs.com/statistics/18#metric=execution&dataset=90
https://www.fflogs.com/statistics/18#metric=execution&dataset=10
The death proportions are 1:5.36, its 530% difference of numbers of deaths between worst and best players, i am sure it had a much greater impact on their average dps performance than their mechanical skill or knowing how to execute proper combos.
Also.
Compare numbers on 10% and 90% on the "late game dungeons"
https://www.fflogs.com/statistics/2#dataset=10&metric=dps
https://www.fflogs.com/statistics/2#dataset=90&metric=dps
The differences between numbers suddenly are not so drastic isnt it? the score is quite good on both sides, the difference vary between classes depending on their kit.
And here i am asking you a question.
If the DPS data is biased and doesnt tell everything, do we really should judge other people over their number of DPS?
We shouldnt, so why should there be a tool for everyone to do so? It will not fix anything, but bring more problems and toxicity into the game.
What do you expect from a parser to improve in those numbers? How will it ever happen? Will the parse learn a tank to make a bigger pulls and teach him how to run each duty, will it teach healer to manage his mp pool so he will keep tanks alive and do dps at the same time? No.
It will not improve the overall playerbase performance like at all, its just a number that tells literally nothing in the long run, its useless.
The tool should be so advanced so it will tell everyone what they are doing wrong and how they could improve it.
At that point it is no longer a game.
Lets face it, official parse would make it easier to kick bad performing players from the team, if so i wish this game good luck if it happen.
The option of kicking away a baddies from the party is tempting option, but that sword has two edges and there will be always someone above you to kick you away because you will not meet their expectations, will it be current or later patches, will SE overbuff other classes and your main class not and people will just vote kick you for playing inferior choice (and there will be no excuses, since in this game you could change them in one second).
Thats what actually happen in world of wacraft all the times and i dont want it to happen in this game.
I dont have experience, but i will not be quiet about the parsing, which will affect not only end game stuff, but entire game including low lvl stuff i am playing and the great part of the players as well.
And thanks for proving my point, that mechanical skill is not everything and deaths in the duty matter actually a lot.
A parse will not prevent or teach anyone how to not lame and die each step. But will a pressure "encourage" other people to improve?
How do you want to improve people that plays dps because of their anxiety and dont play a tank because its too stressful?
http://forum.square-enix.com/ffxiv/t...-You-Tank-Poll
These guys will either leave the game entirely or limit playing before they will meet other better game.
Like witcher 3 for example, duh.
With a console its easier to juggle the games, since the acceptable level of game performance is much lower than on PC and as a console player you could jump off this game and get the newest one and still be playing in 30 fps. Doing the same on PC, with this game running at 60 fps and the new one at 20 is real deal, it will you push back to the game running at 60 fps.
I dont argue about that, i argue about a if a parse will actually make any difference and does the ability to pull 20% dps more is all that really important. It is not, knowing dungeon or duty or trial is, a parser will not teach you them.