DPS Meter Megathread

Post by Ludullu on 2022-09-16 03:33:05

I lost my point in that last post. I was trying to get at the point of "trackers might not give you the perfect solution for mass pvp, so their presence or absence wouldn't really be felt there".

Post by Sapiverenus on 2022-09-16 03:49:15

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Post by Azherae on 2022-09-16 04:02:33

I lost my point in that last post. I was trying to get at the point of "trackers might not give you the perfect solution for mass pvp, so their presence or absence wouldn't really be felt there".

Well remember that we are on the Meritocracy tangent atm.

I agree with everything you say about the design itself, which could put us back at 'the issue with challenging PvE being disrupted by other groups' instead.

Mostly I was addressing @MrPockets flow. The game creates the Meritocracy and this incentivizes some people to use Trackers to keep up with the crazy savants. I think I can clarify something else though.

I care about other people having fun. Without tools, many people have less fun. I won't use Trackers in Ashes, but I know that 'not being able to figure out what to do' in MMOs for your own style and build is not generally fun . And MMOs are complicated, or at least I figure this one could be.

If it were me, I would not be willing to tell a person who is not good at figuring these things out 'well you have to wait for someone to explain it to you'. There are SO many random bullshit issues with the WAY human minds see patterns that datasets on the scope of 'MMOs' just straight up trick people. Clusters, streaks, all completely misleading.

One of my tests for my own game has me convinced that a certain mob in it just rolls Nat 20 more often for no clear reason. I am leaning into it for the story, and it's both 'unlikely to be for any in-code reason' and even more likely to be a specific form of observational bias, but I have checked and purely by CHANCE, this mob type crits more often.

I've seen the code, I know that it isn't based on some hidden thing. But that's a good example. If you had gear that would protect more against crits but less against regular damage, in Ashes, how would you ever know if it was worth wearing it? Against my mob, you should always wear it (based on the data from the streaky sample set). In 'expected reality', you should never wear it.

I want the person who is frustrated that this mob SEEMS to always crit them at the worst times, to be able to get the data to confirm that isn't true statistically across all usage without having to ask EVERY guild member they have for their own combat logs, and then go through the combat logs of over a hundred people by hand to verify 'no this mob does not have a higher critrate'.

Because otherwise they're going to have to convince everyone else 'yeah this mob crits extra so I bought some crit-resist gear'. And because (in this scenario) they are WRONG, then if the mob does NOT crit but just does consistent damage, then they've made things harder for their group by coming to the wrong conclusion.

I don't fault your reasoning that somehow it's important that this unlucky person needs to figure it out with the help of others. I just don't want their experience to be everyone else going 'man idk doesn't seem that way to me, but you can go through everyone's logs if you want'.

Guild Tracker version of the same situation:
"Guys I keep getting crit by Minotaurs do they have higher critrate to you?"
"Lemme check my parser... nope, actually seems a little lower than I expect?"
"Nah mine's normal I think."
"Also lower, my dude, it's just you."
"Oh ok I won't worry about getting this no-crit gear."
"Maybe we should check if your OTHER gear has some sort of hidden 'enemy critical hit rate up'?"
"Oh yeah that'd be good, but that could take days..."
"You can lend it to us and we'll help test it."

I know you've said many times that to you, the other way is how it should be. I just don't think the other way's fun.

Post by Noaani on 2022-09-16 04:02:59

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Post by Sapiverenus on 2022-09-16 04:13:13

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Post by Ludullu on 2022-09-16 04:16:37

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A very nice advice that you might wanna take yourself :)

Post by Sapiverenus on 2022-09-16 04:17:35

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Post by Azherae on 2022-09-16 04:22:13

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I don't know why things like this are put in games @Sapiverenus

I only know that they are, and there are designers AND players who consider them important.

I know games that hide stats, hide effects, not just on gear but on mobs, and if anyone EVER wanted to understand why I don't like the 'Trackerless' world, it's because games create VARIATION on MOBS by changing certain non-damage based aspects of them.

Gear can show you every single little stat on it. Mobs do not. And whenever the thing you're dealing with is random chance of X, a Tracker is often the only SANE way to know.

Why did BDO hide its real Defense and Evasion stats for years? Idk. Why did Ashes hide that weird mob-stat scaling thing that affected the damage of Castigation in Alpha-1? Don't know. Was that thing that the Dragons near the Gateway did, an intentional thing or a bug? I don't know.

All I know is that MMO developers do this stuff, and whenever 'this stuff' has RNG in it, you're guessing relative to how you should respond. I won't ask the people who are against trackers 'how to deal with the streaky-crit minotaur'. I already know many of the answers. But unless you have a way to convince Intrepid 'Don't make Critical Hits a thing from Mobs, or if you do, give them all the same Crit Rate at all times', I am unlikely to change my perspective.

I don't mind discussing solutions of 'how to figure out whether a mob has a higher critrate, whether it's just after a specific ability, whether it's a specific ability itself, whether it does it in response to damage, whether it does it in response to your position', but I will point out that this is what we use Trackers for .

Because MMO devs throw 'hidden mob stats that affect RNG' at us, and then give us different types of damage reduction on gear, and then say 'Tank this'.

Post by Sapiverenus on 2022-09-16 04:26:21

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Post by Mag7spy on 2022-09-16 04:27:29

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Post by Sapiverenus on 2022-09-16 04:28:23

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Post by Azherae on 2022-09-16 04:30:15

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While I agree with this, it wouldn't really tell you the thing I'm talking about nor solve it, as long as the RNG is happening.

Because it will visually tell you the same thing as the combat log would. 'How often it Crits you'.

It won't tell you 'that you're just unlucky, the critrate is still 10% overall, you just happen to be the player that gets crit 17-20% of the time so far in your experience'.

What would tell you that is a sample size of about 22,000 attacks gathered from your guildmates who also get hit by Minotaurs. Maybe. Might still be too small a sample.

Post by Sapiverenus on 2022-09-16 04:35:01

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Post by Sapiverenus on 2022-09-16 04:36:16

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Post by Azherae on 2022-09-16 04:36:43

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I find that a lot of people on these forums have a habit of making big claims about what Intrepid 'would never do' and saying 'it would be stupid if it was done that way' or 'that would be a dumb idea'.

Sometimes I wonder how many developers are experiencing 'being called stupid' because that's exactly how they intend to do something, while in the weird situation of people 'having a lot of faith in them'.

You've just reminded me of that, that's all.

This isn't a point on whether you are right or wrong. I don't know how many 'SQL tables' Ashes will have. I don't know exactly what the Devs consider a 'good game'.

I know there's a Critical Hit Rate in Ashes though.

Post by Sapiverenus on 2022-09-16 04:37:40

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Post by Azherae on 2022-09-16 04:40:40

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Oh I definitely understand that, don't worry.

But would you say that IF they were 'stupid enough' to put a variable random hitrate in the game that could be different between mobs, that you feel it is unfair to have statistical analysis tools anyway?

Post by Azherae on 2022-09-16 04:42:13

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Oh I definitely understand that, don't worry.

But would you say that IF they were 'stupid enough' to put a variable random hitrate in the game that could be different between mobs, that you feel it is unfair to have statistical analysis tools anyway?

Nvm, saw the post in which you clarified as predicted.

I am not quite sure what you mean by 'constrain probability', but I'm willing to bet you're a top tier Texas sharpshooter.

Post by Sapiverenus on 2022-09-16 05:03:07

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Post by Azherae on 2022-09-16 05:06:24

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What about the fact that as a Cleric my healing could randomly crit?

My healing could randomly crit on a Regeneration tick, too.

Post by Sapiverenus on 2022-09-16 05:07:20

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Post by Sapiverenus on 2022-09-16 05:09:37

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Post by Azherae on 2022-09-16 05:13:26

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Ok, ok, sorry.

It's not necessary for you to care about Healing Crit Rate or builds, it's my bad for addressing you when you already have such clear perspectives.

@NiKr , back to you.

How do I tell the difference between:

"Randomly increases Amount Healed by between 45 and 55%"
and
"Randomly increases Target's Healing Received Bonus by between 45 and 55%"?

Assume that a Target could build for 'Healing Received % up', and that it's possible that CON affects Healing Received % Value.

If I understand your usual stance correctly, the answer is 'you shouldn't care'?

Post by Sapiverenus on 2022-09-16 05:20:37

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Post by Sapiverenus on 2022-09-16 05:23:41

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Post by Azherae on 2022-09-16 05:24:42

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You can ignore me. My goal is to work within what Intrepid gives me.

They gave me Healing that had a CritRate (or something that looked like a CritRate? It was definitely 'random chance of more healing, at least), so I went with that and figured I would need to figure out what that Crit Rate was and determine the formula for the healing spell.

Your call as to if it is a 'standin for design' or not, it's still subject to change. I'll let you know if I still have a CritRate in Alpha-2.

Post by Sapiverenus on 2022-09-16 05:27:19

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Post by Ludullu on 2022-09-16 05:28:28

If I understand your usual stance correctly, the answer is 'you shouldn't care'?
In most cases yeah, that'd be the response. If the game accounted for that kind of granularity and also wanted to implement rng on that level, I'd hope it would have debuffs like "block/remove target's healing received bonuses". And if you have those kinds of debuffs in the game (both some mobs and some classes) - you'd have to adjust your builds correctly.

Post by Azherae on 2022-09-16 05:31:27

If I understand your usual stance correctly, the answer is 'you shouldn't care'?
In most cases yeah, that'd be the response. If the game accounted for that kind of granularity and also wanted to implement rng on that level, I'd hope it would have debuffs like "block/remove target's healing received bonuses". And if you have those kinds of debuffs in the game (both some mobs and some classes) - you'd have to adjust your builds correctly.

That's an interesting perspective (from where I stand) because I feel like 'Healing Received Bonus' was part of Passives...

So that would mean there was a debuff that would preferentially block an ability that a Tank put skill points into (and potentially not affect a Tank that didn't put any points in it). Either way, thank you for the data.

Post by Ludullu on 2022-09-16 05:36:06

That's an interesting perspective (from where I stand) because I feel like 'Healing Received Bonus' was part of Passives...

So that would mean there was a debuff that would preferentially block an ability that a Tank put skill points into (and potentially not affect a Tank that didn't put any points in it). Either way, thank you for the data.
I mainly based it on experience of this thing. Iirc it worked for plain regen passives too, though don't remember for sure.
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