Should the game display more useful (damage) numbers?
→ I have nothing against it! [Possibly partly switchable on and off].
Should every player calculate the numbers himself in an operating system calculator?
→ I think my pig is whistling!
[So IF you should include the calculator in the game].
So the game should show usable approximations (DPS etc.) for all possible damage events, no matter if for single damage, screen-wide multiple damage, also for hit and dot and all effects caused by skill internals or show them as final calculation to create at least halfway clarity?
In spite of the translation, yes, that should be/be the minimum EHG should aim for.
→ And until I see EHG’s solutions, it just seems pointless to put too much heat into this thread.
A large part of all people on Midgard [Middle Earth]/Earth/the “jaw”-world probably experienced a less efficient education than you, I would like to agree.
→ Conversely, I can only recommend to everyone:
→ Don’t surround yourself with too many stupid people, otherwise you’ll feel unrealistically great!
Hmm, its hard to reply because I see that post was translated from another language.
True enough. I don’t expect EHG to be all like “Oh, look, Zaodon posted something, lets code that directly into the game!” Often these suggestions end up sparking some Dev conversations which turn into something totally different but in the same vein.
That’s fair.
Yes, some translations just don’t work out the way I want them to. In addition, sarcasm-smileys do not work as well as micro mimic or micro gestures, voice pitch and the like… there is just too much missing sometimes.
Would still have to offer German, if there was a need.
That’s the spirit! Personally my favourite abbreviation was from the Red Dwarf Polymorph episode - Committee for the Liberation and Integration of Terrifying Organisms and their Rehabilitation Into Society.
Oh freddled gruntbuggly,
Thy micturations are to me, (with big yawning)
As plurdled gabbleblotchits, in midsummer morning
On a lurgid bee,
That mordiously hath blurted out,
Its earted jurtles, grumbling
Into a rancid festering confectious organ squealer. [drowned out by moaning and screaming]
Now the jurpling slayjid agrocrustles,
Are slurping hagrilly up the axlegrurts,
And living glupules frart and stipulate,
Like jowling meated liverslime,
Groop, I implore thee, my foonting turlingdromes,
And hooptiously drangle me,
With crinkly bindlewurdles,mashurbitries.
Or else I shall rend thee in the gobberwarts with my blurglecruncheon,
See if I don't!
It´s totally out of my english knowledge so I don´t even try to put it into translator but it reminds me some “great” poem from The Hitchhiker’s Guide to the Galaxy in our dabing
Zaodon is probably more correct here. The issue with people that want to cling to DPS as an easy way to figure if a new piece of gear is an upgrade or not is habit. People assume a higher DPS means its better, when it isn’t. Depending on a players build, a higher attack speed could be better or a higher per hit damage could be better. DPS then requires math to break down if it’s an upgrade depending on your builds preference.
DPS isn’t a good metric. People just think it is because they are so married to the stat as a measuring stick. Even in a raid situation, total damage done by a player would be a better measure of the damage dealing players.
I don’t think you have to get rid of the DPS stat, but maybe just make it not the primary stat. Have it be one of the hidden stats for people that can’t do basic multiplication. Even if it is detrimental for them to base upgrades on DPS the vast majority of the time.
Out of curiosity, what number do you get if you divide that total damage dealt by the duration of the fight? I’m not quite sure, but I’m sure someone who’s not quite as wedded to the “bad old ways” would be able to help such a reactionary old stick in the mud as myself.
You’re reaching a bit. My point still stands. People are married to DPS for whatever reason. It doesn’t give any extra information. Even your situation takes extra calculations, which I’m sure takes up at least some system resources for DPS meters, for no extra information.
If someone just facetanks everything in the game, then sure, DPS might be applicable to that player.
Damage per hit is a very useful information, imho. But I don’t see why there shouldn’t be just the DPH added to the DPS. Why do you want to remove DPS?
It is a good metric. It is for comparing your damage with different stats under ideal circumstances. It doesn’t matter if you don’t spam an ability. If the number with item x is higher than with item y than item x is your way to go in 90% of cases. In most cases it’s a big help for making decisions.
In some cases it can be misleading. For example if AS is the main contributor while you use a hit and run playstyle. In theory you would increase DPS with AS while you practically can’t. If you are technically not able to hit more often than once per second, theres no use in increasing AS below that number.
This is where the DPH value would be handy on top. I’d just asume that most of the players can determine what number fits best for their builds.
Only showing DPH can also be misleading. Because AS can boost the damage if builds in most cases. So not taking it into account will result in false choices.
And why should I have to calculate my DPS manually? That’s a very odd suggestion. Following this argumentation, we should also calculate our damage reduction for armour and block manually.
This has nothing to do with being dumb. On the other side it would be dumb to present DPH and AS but not the DPS that results from that when this is a computer game and one single line of code.
When I’m creating a presentation about the financial status of my project, I’ll sum up all the single positions. I will not just list them and tell my boss “Sum it up yourself, it’s 1st grade math! Or are you dumb?”
I want to remove the label “DPS” and keep the number as something with a different name - maybe Gear Score, or Damage Score, or something like that. Even “Damage Comparison Score” since that’s how people use it.
Because people make false assumptions about what DPS is and use it as a crutch when picking gear. I don’t think “DPS” should be removed, but maybe hidden in the advanced details. It could also be renamed as Zaodon suggests.
I think in the end, the goal is to break the mindset that higher DPS equals more damage dealt by the character. DPS is a stat that doesn’t take into account the context of the environment.
When someone gets a higher dps number on their skill because of a gear change, and then wonder why their actual damage output seems lower, that is the scenario that is trying to be avoided.
On top of that, when someone KNOWS that a higher single hit will increase their overall efficiency because of the hit-and-run or cooldown playstyle they use. It would be nice if that stat was available.
Exactly. I used Judgement in my example because right now, if you equip “30% Attack Speed” Gloves (from having none previously), Judgement DPS shoots up. Um, FALSE. It isn’t affected one iota, because it has a 5 second cooldown.
But in most cases, it does. The higher your hit damage is, the more damage you do, the higher your APS the more hits you get in in a given time period and in the real world, the more hits you can get in before you need to move to avoid Bad Things ™. So DPS is still a reasonable proxy for how much damage you can get out, regardless of your uptime.
I thought you were against maths-averse people? With your suggestion you’ll get people wondering why their dps goes down even though their damage per hit goes up (not being able to cope with the maths to get from DPH & APS to DPS).
As I said earlier, when the devs finish updating the character screen, all of the info you’d want to see will be available to you.