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DPS Tracker in UI?Follow

#1 Dec 14 2010 at 6:00 PM Rating: Default
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I for one, would like to know what class can put out the most DPS.

something like the WoW mods to track DPS, biggest damage dealing, damage taken, healing done, received, etc etc etc.

would be the #1 mod in my books, anyone else have a thought on this? or something that they think would be indespensible...?
#2 Dec 14 2010 at 6:02 PM Rating: Decent
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I liked mods like recount or damagemeters. I also found that location mods such as coordinates were extremely helpful. Lets not forget that DBM was indispensable for raiding.
#3 Dec 15 2010 at 12:58 AM Rating: Decent
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I would love it if trion added an ACT like program built in to the game!
#4 Dec 15 2010 at 1:07 AM Rating: Decent
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There is already a thread that talks about this. Search before you create posts.

http://rift.zam.com/forum.html?forum=222&mid=1292206845305197358&page=1
#5 Dec 15 2010 at 4:13 PM Rating: Decent
18 posts
It would be really great to have a damage meter in the RIFT ui.
#6 Dec 15 2010 at 4:20 PM Rating: Good
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As handy as these mods in WoW are I've come to think of them more as a crutch. In older MMOs your dps and threat and such you had to keep track of yourself...it showed a bit of skill if you could maximize your dps while maintaining a threat low enough not to gain aggro and if you miscalculated it led some pretty fun and exciting times as your tank and healers scramble to try to keep you alive. Same with DBM...that just completely removed any skill that was needed.

Don't get me wrong, I was just as happy as everyone else when I first saw these but after time I've come to realize I was a much happier gamer when they weren't around and I had to figure things out myself.

Edited, Dec 15th 2010 3:22pm by Yogtheterrible
#7 Dec 15 2010 at 4:45 PM Rating: Good
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Yogtheterrible wrote:
As handy as these mods in WoW are I've come to think of them more as a crutch. In older MMOs your dps and threat and such you had to keep track of yourself...it showed a bit of skill if you could maximize your dps while maintaining a threat low enough not to gain aggro and if you miscalculated it led some pretty fun and exciting times as your tank and healers scramble to try to keep you alive. Same with DBM...that just completely removed any skill that was needed.
And then there are the times when your Cleric got aggro and the tank and other off tanks aren't paying attention to chat so you Manaburn to get aggro sacrificing yourself to save a group wipe. Ah, good memories :)

Personally I wouldn't object to a DPS meter in game, but if they have logging good enough to support an external ACT-like program I'll be happy. I like having ways to actually test the effectiveness of different fighting combos and gear a bit more objectively.

As for having a "threat meter", I've used them and I would probably use one if it was present. That said, I think I'd prefer to not have one since it does make things easier.
#8 Dec 15 2010 at 5:02 PM Rating: Decent
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Nephilios wrote:
I liked mods like recount or damagemeters. I also found that location mods such as coordinates were extremely helpful. Lets not forget that DBM was indispensable for raiding.


Not indispensible at all... pretty much every game but wow doesnt use them ... IMHO mods like DBM and decursive etc. make WoW raiding a bit lacking in the skill needed dept. but then thats WoW's whole schtich.. polish an idea up a bit make it "Accessible to the masses" and release to the hordes ...

Mod that casts cures etc for you is just ... well I'd never use one as Raid Healer in other games. Kinda insulting... and for me anyways takes all the fun out of it ...hehe still love the debuf in Mayongs castle in the reflected all damage done on the mob to the tank took us a while to figure out why our tank was exploding A macro to cast a heal on a specific target etc sure but WoW level mods go waaay past this.

x3nor wrote:
It would be really great to have a damage meter in the RIFT ui.



See the loooooong thread on Rift formus but I'd rather they allow ACT but do not go the way of anything goes API ala WoW

#9 Dec 15 2010 at 5:29 PM Rating: Decent
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Yogtheterrible wrote:
In older MMOs your dps and threat and such you had to keep track of yourself...it showed a bit of skill if you could maximize your dps while maintaining a threat low enough not to gain aggro and if you miscalculated it led some pretty fun and exciting times as your tank and healers scramble to try to keep you alive.
Edited, Dec 15th 2010 3:22pm by Yogtheterrible


It's hardly possible to calculate your dps on your own a la ACT. Your statement leads me to the question: How could you possibly know you are maximizing your dps without a parser? You could guess, but that's the best you can possibly do.

rlunt68 wrote:

As for having a "threat meter", I've used them and I would probably use one if it was present. That said, I think I'd prefer to not have one since it does make things easier.


Do you mean that you don't want a hate meter because it makes the game easier? I originally read that as not having a dps meter would be easier than having one, but you couldn't have meant that.

Edited, Dec 15th 2010 11:11pm by Tyler1986
#10 Dec 15 2010 at 5:43 PM Rating: Good
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Tyler1986 wrote:
rlunt68 wrote:
As for having a "threat meter", I've used them and I would probably use one if it was present. That said, I think I'd prefer to not have one since it does make things easier.

Do you mean that you don't want a hate meter because it makes the game easier? I originally read that as not having a dps meter would be easier than having one, but you couldn't have meant that.
Correct. I do not want to use a threat meter since it makes the game easier. I think the best way I can describe it is that it trivializes an aspect of the game that I enjoy being abstract. I know myself well enough that if the Threat Meter was there I would use it, but I'd rather not have it available.
#11 Dec 15 2010 at 5:58 PM Rating: Decent
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It'll make the game different, that's for sure. I'd much rather have one than not, but I'm about done discussing the topic... at least for now. I'm sure I'll read some moronic comments later on and be goaded back into the discussion.
#12 Dec 15 2010 at 6:34 PM Rating: Decent
12 posts
As much as I like addons and mods for raiding in WoW, it's nice to take a break from them. How long would it be before you saw people posting LFGs in the local channels and requiring "gearscore" or minimum dps requirements? This would just suck alot of the fun out of the game.
#13 Dec 15 2010 at 10:16 PM Rating: Decent
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I'll use EQ2 as an example. It's hard to say you must have this much dps to get in our group. There's really only 1 or 2 heroic zones where having high dps even matters. One is ZUA, and for easy mode you only need like 8-10k per dps class to be fine. But you have to consider group makeup. I play my conj to the best of my ability, I'm close to max on AA and have almost all masters (all damage spells are mastered). Give me a troub and watch my dps soar, take it away and watch me become avg or slightly above avg again. Give me a troub and an illy and the sky is the limit. So in EQ2 my dps can range from solo of around 10k to in a solid group makeup 20-30k, so how can you say you must have XX dps to get in, because even my solo number doesn't apply considering the group will buffs of somekind, won't it? Unless the buff classes suck, then is it really my fault that I'm not parsing as high as I could. I've grouped with troubs where I'm luck to get jesters (awesome buff, can be cast on you every 90 seconds or so) once every 5-10 minutes. They have their priorities out of line.

The point is, XX dps to join is a fail condition to begin with.
#14 Dec 15 2010 at 10:18 PM Rating: Decent
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Tyler1986 wrote:
It's hardly possible to calculate your dps on your own a la ACT. Your statement leads me to the question: How could you possibly know you are maximizing your dps without a parser? You could guess, but that's the best you can possibly do.


I'm going to assume you meant without ACT.

How do you calculate it? Math. Plain and simple. Cast times vs damage dealt. You make the assumption that you aren't going to ***** up. How do you measure it? By not dying and killing the mob quickly.

Its really noticeable when people suck if you are used to playing with skilled players, believe it or not.
____________________________

Currently playing: EQ2(AB)
#15 Dec 16 2010 at 12:21 AM Rating: Decent
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Ya, already edited. It's fixed in your quote even. I don't mean calculate the dps of a given spell. I mean go into a heroic zone, or a raid, and calculate your dps over the duration of the entire zone or even a long encounter. You can't do that.
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