Ashes of Creation – DPS Meter



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37 thoughts on “Ashes of Creation – DPS Meter”

  1. Playing FFXIV we usually look at rDPS (raid-contributing DPS) which uses a formula that subtracts dps gained from external buffs, and adds the damage given to others by your buffs, it's kind of an objective metric of the DPS you're bringing to the team. Probably wouldn't be applicable to AoC with special status effect procs but I think a meter that takes into account party buff contribution is neat.

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  2. Hey guys just so you know Thor met up with a minor when he was 20, used to be a gay presenting furry, had an affair, uses voice changer, and will delete this comment 😉
    He banned his old sonas name in his chat, among many other things. Im surprised he can fit his head through a door how big his ego is

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  3. other games have damage meters that account for buffs and effects and reward the person who applied the debuff with the dps they added by being there. Rather than looking at who does the most damage, you can look at amounts adjusted for who BROUGHT the most damage by being there. The terms i've always seen for this is rdps. This is raid-contributing DPS. This applies the damage increases you provided to other player's abiltiies as your own dps, since they wouldn't have been buffed for those attacks if you weren't there. Would be tougher with spells you can't use or justify unless certain statuses were applied by other players… but you could substitute in a spell that would have been cast, and calculate the damage increase by having the chance to cast the other spell instead. Many games have damage meters that break down buffs and things at least… there will be a useful damage meter at some point, plus damage meters are always good for tracking your own improvements and such.

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  4. I think DPS meters and Kill points and such things are such bad metrics to measure players impact, you start a competition inside your party which further boosts toxicity and people don't play support or tank classes either. I hate it.

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  5. Augmentation Evoker’s entire shtick is doing this, and it really feels great knowing that I’m making everyone else stronger and don’t have to worry about my damage numbers as much.

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  6. DPS meters can lie to you
    Wow is a good example, where there sometimes isn't enough enemy health to go around. If someone is playing a class that has lots of burst, enemies will die before slower classes can get into the groove, and make it seem like they're doing really low.
    The only meter that should really matter at the end is the clock: if everything is dying fast enough, you're doing enough damage.

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  7. This is exactly what has caused FFLogs to be a detriment to the game as a whole- Introducing a leaderboard for damage then caused everything to be about highest personal damage and we no longer are allowed to have cool things like player synergy (other than a completely uniform 2minute burst window across all classes) because of the players incessant complaining from the perspective of wanting to be leaderboard gamers. And now those same players complain the game is too easy because of it.

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  8. An “assisted damage” stat at the end of a game would help so much with encouraging players to do this shit to help in other games, not just a “damage” stat. Some people play just for the numbers at the end

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  9. All good games have a feature like this, where you can make a choice to lower your output initially to get a greater payoff later. It's why games with grinding mechanics are satisfying. The more control you have on your outcomes, the more enjoyable a game is.

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  10. I’m pretty sure DPS meters could account for this – details does this for augmentation evoker in WoW, showing a “shadow” bar that extends beyond the “real” damage to indicate the amount of damage its buffs contributed

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  11. This is NOT the stated reason by Steven. Although this might be a potential benefit of no dps meters.

    Steven said that dps meters produce a restrictive meta and that is why API, addons, and things like dps meters will not be in the game. So that the game is less “solved” leading to more freedom in the way you play the game

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  12. Game design that allows people to lower their personal DPS to contribute to the party's DPS is romantic and appealing as a single RPG, but I honestly don't think it would work well in an MMORPG. People always want to get freeride at a strong party, so they try to measure the performance of their party members. This kind of game design makes it difficult to show objective individual performance because the unit of measurement for DPS is the party, not the individual, so people try to measure performance in Strange ways. In LOST ARK, a game that didn't introduce a damage meter for similar reasons, people use irrational methods such as attacking a training dummy for 1 minute to measure users' performance somehow.

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  13. Back in the day in WoW mages had a thing called an ignite proc. Basically other mages would feed into one mages ignite proc and that one person would do insane damage. And on the damage meters yea that one mage could do like 20% of the bosses health or something, but in the logs it would spit that with the other mages

    In FFXIV they log dps a bit different, there is one stat for how much you do individually and one is how much you do plus how much damage you gave the raid. Which is great because you can compare yourself to other people in your same job but also see if you are timing your buffs correctly or if your party is also timing their CDs as well.

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