Prove there is a DPS meter

DrakeDragon Profile Options #31

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Zeig on 04/27/2012, 10:17 AM - view
Qilong on 04/27/2012, 10:13 AM
DrakeDragon on 04/27/2012, 10:03 AM
Huxer on 04/27/2012, 08:56 AM
Sadly, I think you're missing the point. DPS stands for damage per second. This is calculated by finding the amount of health of an opponent(probably a BAM) and dividing it by the length of time in seconds to kill the opponent. This can be done wit ha stopwatch for any encounter. So there you go, I have a stopwatch and I can read monster health, proof there is a DPS meter. If you think because there is not a program yet created for tera to do this that it wont be measured you are sadly mistaken.


crits don't go off at the same rate every single time.

kill 100 bams, in the same amount of time, right on the last millisecond, or this method has more holes then swiss cheese.


A controlled study only works for this problem by finding an average within a range of variables. You need to do this by changing the gear set up so that crit rate and power are absolutes at different levels. Calculating time, mob HP, crit resistance of the target, number of strikes, and what strikes are being used (I prefer combo attack, it's giving me normalized 4-6k crits as a Slayer in Blues/Greens at 32, but I've not averaged it, using a stationary duel partner with known crit resist), you then change the crit variables on the same number of mobs. The control is NO gear save sword against similar targets.

This, by the way, is how REAL men test their efficacy.


My first instinct is to say damn right, but my honor as a programmer forces me to admit writing a short script to do the exact same thing would be more efficient. However, I still find it pathetic that people keep whining about there being no DPS meter. If you really want to know your DPS that badly, write your own DPS meter. Honestly, it's not that hard.


i'm gunna call BS on the programmer bit.

anyone real programmer who has worked specifically on games, know it isn't just a small script, more os 5+ large scripts, that require massive bug testing and capability testing, among other things.

one of the main things would to make sure it doesn't effect the core files at all, and if it is to be placed in all manners, such as raid groups, small groups, and other such things, it would need to be heavily tested.

"one small script"...i call BS.

Speaking as a game scripter.
brandileigh Profile Options #32

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Maru on 04/27/2012, 09:22 AM - view
Google "Advanced Combat Tracker"

It works in TERA, my job is done here.


My google-fu is not working. I'm not seeing anything that says ACT works with Tera. Please provide a link.
Edited by: brandileigh about 1 year ago
Zenatsu Profile Options #33

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Not to mention you need the file to read the combat log. Which may or may not even be recorded client sided. So you would need to get that information from the server. Which I doubt EME will let you do. Seeing as how they may think of it as a 'Hack'
DrakeDragon Profile Options #34

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brandileigh on 04/27/2012, 10:26 AM - view
Maru on 04/27/2012, 09:22 AM
Google "Advanced Combat Tracker"

It works in TERA, my job is done here.


My google-fu is not working. I'm not seeing anything that says ACT works with Tera. Please provide a link.


they wont :P they never do.
Zenatsu Profile Options #35

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Nor do they provide pics.

Need I to bring OP back in here?
Qilong Profile Options #36

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DrakeDragon on 04/27/2012, 10:22 AM - view
Zeig on 04/27/2012, 10:17 AM
My first instinct is to say damn right, but my honor as a programmer forces me to admit writing a short script to do the exact same thing would be more efficient. However, I still find it pathetic that people keep whining about there being no DPS meter. If you really want to know your DPS that badly, write your own DPS meter. Honestly, it's not that hard.


i'm gunna call BS on the programmer bit.

anyone real programmer who has worked specifically on games, know it isn't just a small script, more os 5+ large scripts, that require massive bug testing and capability testing, among other things.

one of the main things would to make sure it doesn't effect the core files at all, and if it is to be placed in all manners, such as raid groups, small groups, and other such things, it would need to be heavily tested.

"one small script"...i call BS.

Speaking as a game scripter.


You must be one of those "real" programmers, then.

My sister already wrote a crit parser for Excel. This was done because we wanted to see if crit rate and crit power were either more effective than the other, on a theoretical standpoint, while using a 50% crit resist modifier. It took 30min.

Writing a damage averager with crit values would require a different tabulator, but also not that hard, as anyone who has to work with multivariate analysis (MANOVA) knows. It - generally - tabulates as a log plot, but some people like to look at raw number output instead. But then, I work with biological organisms where variables such as body to limb to individual segment and portion lengths with respect to mass all have to be calculated together. Finding a mean in that ... is one of the more interesting aspects of biological morphometrics.
Zenatsu Profile Options #37

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Generally what people want from a DPS meter, on a more Theroycrafter standpoint. IS to have it break down the numbers, as well as give you the average DPS from your fight.

That way people can pull numbers and find the best rotation/items to increase their overall damage output.

its like:

I currently do 500 DPS
I change X and do 450 DPS
I change X back and change Y and do 600 DPS
I keep Y and change Z and do 620 DPS

I've found the most optimal DPS I can do.

That's just the overall look. Deep down you're looking at what a specific spell did, reading into how a particular item affects a stat, and you build off those numbers to try and max out your character.
Edited by: Zenatsu about 1 year ago
Zeig Profile Options #38

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DrakeDragon on 04/27/2012, 10:22 AM - view
Zeig on 04/27/2012, 10:17 AM
Qilong on 04/27/2012, 10:13 AM
DrakeDragon on 04/27/2012, 10:03 AM
Huxer on 04/27/2012, 08:56 AM
Sadly, I think you're missing the point. DPS stands for damage per second. This is calculated by finding the amount of health of an opponent(probably a BAM) and dividing it by the length of time in seconds to kill the opponent. This can be done wit ha stopwatch for any encounter. So there you go, I have a stopwatch and I can read monster health, proof there is a DPS meter. If you think because there is not a program yet created for tera to do this that it wont be measured you are sadly mistaken.


crits don't go off at the same rate every single time.

kill 100 bams, in the same amount of time, right on the last millisecond, or this method has more holes then swiss cheese.


A controlled study only works for this problem by finding an average within a range of variables. You need to do this by changing the gear set up so that crit rate and power are absolutes at different levels. Calculating time, mob HP, crit resistance of the target, number of strikes, and what strikes are being used (I prefer combo attack, it's giving me normalized 4-6k crits as a Slayer in Blues/Greens at 32, but I've not averaged it, using a stationary duel partner with known crit resist), you then change the crit variables on the same number of mobs. The control is NO gear save sword against similar targets.

This, by the way, is how REAL men test their efficacy.


My first instinct is to say damn right, but my honor as a programmer forces me to admit writing a short script to do the exact same thing would be more efficient. However, I still find it pathetic that people keep whining about there being no DPS meter. If you really want to know your DPS that badly, write your own DPS meter. Honestly, it's not that hard.


i'm gunna call BS on the programmer bit.

anyone real programmer who has worked specifically on games, know it isn't just a small script, more os 5+ large scripts, that require massive bug testing and capability testing, among other things.

one of the main things would to make sure it doesn't effect the core files at all, and if it is to be placed in all manners, such as raid groups, small groups, and other such things, it would need to be heavily tested.

"one small script"...i call BS.

Speaking as a game scripter.


I never meant to integrate it into the game. I'm talking about a simple combat log parser.
DrakeDragon Profile Options #39

0

Zeig on 04/27/2012, 10:53 AM - view
DrakeDragon on 04/27/2012, 10:22 AM
Zeig on 04/27/2012, 10:17 AM
Qilong on 04/27/2012, 10:13 AM
DrakeDragon on 04/27/2012, 10:03 AM
Huxer on 04/27/2012, 08:56 AM
Sadly, I think you're missing the point. DPS stands for damage per second. This is calculated by finding the amount of health of an opponent(probably a BAM) and dividing it by the length of time in seconds to kill the opponent. This can be done wit ha stopwatch for any encounter. So there you go, I have a stopwatch and I can read monster health, proof there is a DPS meter. If you think because there is not a program yet created for tera to do this that it wont be measured you are sadly mistaken.


crits don't go off at the same rate every single time.

kill 100 bams, in the same amount of time, right on the last millisecond, or this method has more holes then swiss cheese.


A controlled study only works for this problem by finding an average within a range of variables. You need to do this by changing the gear set up so that crit rate and power are absolutes at different levels. Calculating time, mob HP, crit resistance of the target, number of strikes, and what strikes are being used (I prefer combo attack, it's giving me normalized 4-6k crits as a Slayer in Blues/Greens at 32, but I've not averaged it, using a stationary duel partner with known crit resist), you then change the crit variables on the same number of mobs. The control is NO gear save sword against similar targets.

This, by the way, is how REAL men test their efficacy.


My first instinct is to say damn right, but my honor as a programmer forces me to admit writing a short script to do the exact same thing would be more efficient. However, I still find it pathetic that people keep whining about there being no DPS meter. If you really want to know your DPS that badly, write your own DPS meter. Honestly, it's not that hard.


i'm gunna call BS on the programmer bit.

anyone real programmer who has worked specifically on games, know it isn't just a small script, more os 5+ large scripts, that require massive bug testing and capability testing, among other things.

one of the main things would to make sure it doesn't effect the core files at all, and if it is to be placed in all manners, such as raid groups, small groups, and other such things, it would need to be heavily tested.

"one small script"...i call BS.

Speaking as a game scripter.


I never meant to integrate it into the game. I'm talking about a simple combat log parser.


combat log exists in game.

it isn't a DPS meter though, just shows damage you've done and damage you've taken
Zeig Profile Options #40

0

DrakeDragon on 04/27/2012, 10:54 AM - view
Zeig on 04/27/2012, 10:53 AM
DrakeDragon on 04/27/2012, 10:22 AM
Zeig on 04/27/2012, 10:17 AM
Qilong on 04/27/2012, 10:13 AM
DrakeDragon on 04/27/2012, 10:03 AM
Huxer on 04/27/2012, 08:56 AM
Sadly, I think you're missing the point. DPS stands for damage per second. This is calculated by finding the amount of health of an opponent(probably a BAM) and dividing it by the length of time in seconds to kill the opponent. This can be done wit ha stopwatch for any encounter. So there you go, I have a stopwatch and I can read monster health, proof there is a DPS meter. If you think because there is not a program yet created for tera to do this that it wont be measured you are sadly mistaken.


crits don't go off at the same rate every single time.

kill 100 bams, in the same amount of time, right on the last millisecond, or this method has more holes then swiss cheese.


A controlled study only works for this problem by finding an average within a range of variables. You need to do this by changing the gear set up so that crit rate and power are absolutes at different levels. Calculating time, mob HP, crit resistance of the target, number of strikes, and what strikes are being used (I prefer combo attack, it's giving me normalized 4-6k crits as a Slayer in Blues/Greens at 32, but I've not averaged it, using a stationary duel partner with known crit resist), you then change the crit variables on the same number of mobs. The control is NO gear save sword against similar targets.

This, by the way, is how REAL men test their efficacy.


My first instinct is to say damn right, but my honor as a programmer forces me to admit writing a short script to do the exact same thing would be more efficient. However, I still find it pathetic that people keep whining about there being no DPS meter. If you really want to know your DPS that badly, write your own DPS meter. Honestly, it's not that hard.


i'm gunna call BS on the programmer bit.

anyone real programmer who has worked specifically on games, know it isn't just a small script, more os 5+ large scripts, that require massive bug testing and capability testing, among other things.

one of the main things would to make sure it doesn't effect the core files at all, and if it is to be placed in all manners, such as raid groups, small groups, and other such things, it would need to be heavily tested.

"one small script"...i call BS.

Speaking as a game scripter.


I never meant to integrate it into the game. I'm talking about a simple combat log parser.


combat log exists in game.

it isn't a DPS meter though, just shows damage you've done and damage you've taken


Damage done and the time taken is all you need to calculate DPS.