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Enhancement Suggestions for Dummy Testing in Damage Calculation


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Hello everyone,

I’ve recently had an in-depth discussion on the Discord server with @nikos32 regarding some potential enhancements to our damage testing dummies, and I wanted to bring these ideas here to gather more feedback and perhaps see them implemented.

Current Challenges:As it stands, accurately calculating DPS (Damage Per Second) on our dummies is somewhat cumbersome. The issues stem from dummies healing, the potential for failed attacks in combos, and the high variance in damage outcomes. This makes it difficult to assess true DPS reliably.

Proposed Enhancements:

1.    DPS Display Post-Attack:

It would be beneficial to have a feature where the dummy displays the average DPS for a period (say, 5 seconds) after a player finishes their attacks. Here, “finishing the attacks” refers to the conclusion of a set sequence of attacks or a combat session—determined by a specific number of attacks, a duration of continuous combat, or when the player chooses to end the sequence manually.

2.    Stat Displays on Dummies:

Knowing the defense and resist stats of each dummy would also be immensely helpful. Currently, it appears that some dummies have unexpected resistances, notably to glacier attacks, which significantly affects damage calculations. For instance, Helenid attacks are registering about 50% less damage, which might indicate a bug or an oversight in dummy settings.

3.    Real-Time DPS Indicator:

A simpler, yet effective implementation could be a visual DPS counter that appears above the dummy during attack sequences. This feature would allow players to dynamically adjust their strategies to maximize DPS, fostering a competitive and collaborative environment among players.

4.    Character Stat Mirroring:

An added functionality could be the ability to set the dummy to mirror a player’s own stats, meaning the dummy would have identical resistances and armor. This would allow for more relevant and personalized testing.

5.    Toggle for Max Damage Output:

Another useful feature would be the option to disable the random damage factor during tests, enabling the dummy to always take maximum possible damage. This setting would help players evaluate the effectiveness of different weapon and item sets under ideal conditions.

These enhancements could not only improve individual player experience but also aid developers in optimizing and balancing gameplay more effectively.

I believe these suggestions could make our testing tools much more robust and user-friendly. What does everyone think? Your feedback is crucial to making these ideas better and perhaps getting them implemented.

Thank you for considering these suggestions!

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