Quote Originally Posted by Nedkel View Post
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.
I don't know if you really took the time to look at the graph, because the data he provided actually shows the DPS for Hashmal, no trash mob involved.


Quote Originally Posted by Nedkel View Post

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.
Same as before, no big pull here, just single target boss.

Quote Originally Posted by Nedkel View Post
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.
Maybe you should accept the fact that being able to stay alive, doing mecanics while providing great DPS and use your CDS well to survive longer if the healer is bad is what makes good DPS players good ? And players that die all the time while pulling such low numbers could just be, you know, bad ? A dead DPS doesn't DPS. Staying alive is also a DPS's job and removing completly from the equation just to serve your point is fallacious.


Quote Originally Posted by Nedkel View Post
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
I fail to understand what you want this data to say. We're comparing player performance, and you are trying to make conclusions from a group performance average graph ? With average players put together via DF ? Of course the difference will be lower, everything is random and averaged here. It gives no information on party comp and player contribution, and player skill.

Quote Originally Posted by Nedkel View Post
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.
What is that ? You mean you actually found a correlation between low DPS and number of death ? Yes of course the worse players won't DPS much if they spend the rest of the game tanking the floor. But staying alive is part of the job : fail mecanics and you die. Don't fail, don't die. The only reason a good DPS would die while executing mecanics perfectly would be that the healers DC, or fail to heal expected damages, or even ripping aggro off from the tank. As I said being able to stay alive while doing great DPS is what differentiates players. Being able to execute a rotation only on a dummy says a lot regarding their skill, or rather, lack of.

Quote Originally Posted by Nedkel View Post
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.
I really don't know what to say here. Did you actually look at the graphs you're showing ? Did you notice the ridiculous amount of parses there are for those ? No one parses "late game dungeons". There is absolutly nothing to say about those numbers that are just void of sense.

Quote Originally Posted by Nedkel View Post
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.
You are assuming it would create problems, you have no proof nor fact to backup this statement. The bias you tend to put forward is mostly exagerated as I explained earlier and the gap is a lot wider than you tend to fallaciously demonstrate.

Quote Originally Posted by Nedkel View Post
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.
Most people are absolutly clueless about their performance and actual lack of skill. Being able to access that information would be a great step forward for those who actually don't want to be burdens for others. Athough, no one said it would make everyone good or able to deal with trivial things. But it will provide the tools to improve, for everyone, not just the PC playerbase.

Quote Originally Posted by Nedkel View Post
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.
Thing is, it's already the case. People will kick those who don't want to make any effort and expect to get carried. Actually people can kick for almost every reason they want.
Also the part about Job buffs, are you serious ? that " will SE overbuff other classes and your main class not and people will just vote kick you for playing inferior choice ". It already occured when 3.0, bard and mch weren't wanted for 2 reasons : average player at those job was really bad and the jobs needed a buff. I fail to see how having official parsers would change any of that, it won't happen more, it won't happen less.