This game desperately needs DPS log or DPS meter with detailed log

I’m unable to solve it so everything that would enable to solve it ingame would be highly appreciated.

Okay, that is a fair point, I’ll concede to that.

As I said before, I’m not against DPS meters per se. I just think the reason games don’t put them in the game is because it changes players’ mentality. Players that were having fun playing build A suddenly become more analytical because build B is doing 10 more DPS. And it shifts it from “I’ll make this build because it’s fun” to “I’ll make this build because it has 10 damage”. And this isn’t something most games want to incentivize (except for PoE).

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Judging by a lot of the conversations I see in chat, the average player doesn’t even know that training dummies exist.

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It’s quite likely, considering that they are placed in the arena, which is something most people will never visit.

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I think it would be nice.
There are lots of skills with no damage indicator. With my 2 favorite builds I have no idea what damage i’m doing, or what gear I should be using to improve the chars.
It shouldn’t be hard to do it either, considering all the numbers are there (the ones flying around in pretty white and yellow :slight_smile: ). I’m guessing the Devs have kept it out for a reason, but I hope they reconsider.

Grim Dawn has in-game DPS tooltip and very detailed description of damage types involved in a skill. Useful for example to see if you converted all the damage or are you missing something. So not only DPS tooltip but also damage composition.
I don’t get that “toxicity” argument, maybe i don’t play enough? From what i read here it comes from people competing about DPS. Right now there are people in LE competing about arena leaderboards, monolith corruption and probably something else i forgot. Why one more piece would be such a problem? I don’t get it. They can already compete about DPS tooltip, however broken it is.
Now for me, i like simple builds. One spammable skill + one traversal + some buffs and i’m game. :slight_smile: For simple builds this works. Like elemental nova spammer - DPS tooltip says something and what you see is what you get. Except it is often broken, which is another problem. Right now i’m playing paladin casting healing hands triggering divine bolts (cough ward build cough). Not only there is no DPS tooltip for healing hands (bug IMHO), but any build with triggered skills becomes difficult to judge. There is DPS tooltip for divine bolt, but is it accurate? How to aggregate that DPS? Pet builds (i never play them) were mentioned already with same problem.
Best implementation i’ve seen so far was in Lord Of The Rings Online (at least last time i played few years ago). Official, built in-game combat log, telling WHO, with WHAT skill, hit you with HOW MUCH damage and what TYPE of damage. And same log tells you all buffs and debuffs and their sources you get. And then there was a 3rd party plugin that read that log and aggregated that info into nice window and summary. And i don’t remeber people getting toxic about it there. Maybe i was just lucky.

Face the true endboss :smiley:

My advice is to run an echo or two with the weapon. Does it feel better or worse?

Every so often, the weapon with less DPS feels better because it attacks faster, which is sufficient for map clear.

I’m not against DPS meters, though I think that it seduces people into optimizing the fun out of the game. I have seen this happen more than once. People will focus like maniacs on the most efficient farming zones until they are burned out. Others won’t team up with players who lack a certain DPS, gear score, or whatever metric is used. The next player picks the most overpowered build guide with the best calculated clear speed and complains that the game is boringly easy.

All I need is a fun-meter, and I think coding one is a real challenge :wink:

Well, if the game would offer accurate feedback on whether or not gear/passive/skill choices were helping or hindering the build, that would be one thing. But, since there aren’t any reliable calculations done via the in-game tool-tips (which are sometimes flat-out wrong), then there needs to be something. Especially, as people are championing for, newer players trying to figure things out. Not everyone wants to have spreadsheets open, or do the math to see if one item is an upgrade or not. The game should aid in this, but (unfortunately) falls short in this regard.

They already can. Math exists, and you learned all you need of it in high school. If you want to spreadsheet a game instead of play the game, put your back into it.

Meanwhile, I’ll just leave this here:


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Yes, I agree. Which is why I’ve said so on a previous reply. Tooltips and character info has to be fixed. And I’m sure it will come once they have time for it. Mike already said they’re working on a new character sheet.

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Just because we’re linking cartoons… this is one of my favorites:

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Yep, but who knows when that will be. Lagon-fix timing? Or…? :wink:

I’m not a fan of DPS meters myself, because epeen waving isn’t something I like hearing about. But, if we’re going to encourage people to explore and experiment, then some way of gauging their choices (outside of “well, is it fun or not”) would be good. Because “is it fun” won’t carry you into Empowered Monoliths, where your “fun” will be smashed into smithereens, along with your hopes and dreams. :wink:

I don’t think Lagon needs fixing, but there are enough threads about it.

And I imagine the time we need to wait for it to be fixed would have been the same we would need to wait to implement this. Probably less, since fixing tooltips and character screen has much more utility than just a DPS meter.

Excel(lent) Knights - The ARPG.

Running in the infamous VBA-engine :wink:

No they can’t. I gave one example where it is impossible to calculate without actually hitting things. There are many others.

Also, things have been very frequently bugged, to one degree or another, which throws an entirely new wrench in the calculations.

Stats needed:

  • Casts per second (or Cast Speed)
  • Total chance of each Ailment on Weapon

All I need to give you a mathematical expectation of the average “more” effect on that weapon.

I used to make WoW tanking stat models with my Analysis 101 math books next to me, pre-sim era. What you ask is genuinely easy if you have the math understanding to correctly interpret DPS meters.

Even a sim based on your character sheet with some basic options for your rotation is fairly easy to write. The only thing it costs is time.

While I don’t think we actually DPS meters, just fixed tooltips and character screen, I have to disagree with you. Most players won’t have enough math knowledge for this, nor should they have to. The game should provide a way for all players to quickly evaluate if changing a skill or weapon will be an improvement or not. We’re playing this for fun, not to do math homework :wink:

P.S.: And I do enjoy math. I just don’t think most do.

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Imho, all you need is to be able to count to 8 (“How many Ailments does the consistently dummy show me?”) and then multiply that by 6% for the more damage.

Or use the lowest value for enemies that die faster.

If you can’t do an addition and multiplication, DPS meters ain’t gonna help you a whole lot.
Especially when the majority of people say they want them to know about damage distribution, so if you’re at that level, the above suffices.

And I did say “correctly interpret” DPS meters. :wink: Technically that includes understanding variance from a data sample such as hitting a dummy. That puts the requirement to entry college or STEM-oriented high school levels, atleast it does in my country. But really, if you can understand the formulas in the game-guide to the point you can maximize them, figuring things like this out isn’t rocket science.

Ailment chances come from far more sources than the weapon. And are you seriously saying it’s OK to ask the player to do that amount of calculation? And that’s just for my wand. It could be that wand in combination with a dozen other effects that are unknown until the hit happens.

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