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Old Jan 02, 2006, 07:41 PM // 19:41   #1
Ascalonian Squire
 
Join Date: Dec 2005
Guild: Pirates Without a Cause
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Default Damage/healing rate

My previous post was similar but unsuccessful, it's about beeing able to check the damage of other people besides your own char.

It would be good to have a damage/healing rate, a new window with the following values:

[number of the party member] [damage done per second] [damage received per second] [healing done per second]

This way I can check the everybody's effectiveness.
Code:
# [dd/s] [dr/s] [hd/s]
1  50      30      0
2  8       0       150
where 1 is probably a tank and 2 is a monk.

Pet's and minions count toward the master's damage done.

This should be done directly in the client, the server doesnt have to waste its resources.
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Old Jan 02, 2006, 07:51 PM // 19:51   #2
Ascalonian Squire
 
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Great idea, I think it would make an excellent tool.

However, what about healing regeneration, like healing breeze and blood wells? They would heal alot, but would show up in small quantities in the heal per second.

Also, I think you should have different categories for healing done to others, and healing done to self. A necromancer using soul feast and taste of death will get an extremely high number in heal-per-sec, but they only healed themselves as opposed to the monks who healed the entire party.
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Old Jan 02, 2006, 07:58 PM // 19:58   #3
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there are a couple problems with something like this:

The following actually applies to all 3 statistics, but I'll cite Damage Done per Second as the main one:

1. game rules-wise, this is difficult just because of the interaction of skills. Accounting of warrior melee blows and missiles by rangers are probably straight forward, but what about when skills interaction, such as one mesmer hexed an enemy with fragility and a warrior then put bleeding + deep wound on that enemy. what is the dmg per sec for the mesmer and the enemy?

2. technicially, this is difficult because even if you solve #1, there will be ALOT of code changes necessary to do this properly. The code will have to handle all sorts of different skill combinations and be constantly modified as people come up with new combinations.

3. socially, this is likely to cause a great deal of trouble. unless the stats are implemented PERFECTLY and can handle every skill combination properly, people are going to mis-understand the figures. i can just see it now, some new player with very little understanding of how a mesmer works will complain that the mesmer is doing minimal dds and is "useless."
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Old Jan 02, 2006, 08:01 PM // 20:01   #4
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Quote:
Originally Posted by Legendary Necromancer
Great idea, I think it would make an excellent tool.

However, what about healing regeneration, like healing breeze and blood wells? They would heal alot, but would show up in small quantities in the heal per second.

Also, I think you should have different categories for healing done to others, and healing done to self. A necromancer using soul feast and taste of death will get an extremely high number in heal-per-sec, but they only healed themselves as opposed to the monks who healed the entire party.
Degeneration and regeneration do a small amount of healing/damage per second, it's sustained damage/healing.

A monk who uses heal party would get a spike in healing per second, if he heals 75HP to 8 members, that's a 600HP healing spike.
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Old Jan 02, 2006, 08:06 PM // 20:06   #5
Ascalonian Squire
 
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Quote:
Originally Posted by hidden_agenda
there are a couple problems with something like this:

The following actually applies to all 3 statistics, but I'll cite Damage Done per Second as the main one:

1. game rules-wise, this is difficult just because of the interaction of skills. Accounting of warrior melee blows and missiles by rangers are probably straight forward, but what about when skills interaction, such as one mesmer hexed an enemy with fragility and a warrior then put bleeding + deep wound on that enemy. what is the dmg per sec for the mesmer and the enemy?

2. technicially, this is difficult because even if you solve #1, there will be ALOT of code changes necessary to do this properly. The code will have to handle all sorts of different skill combinations and be constantly modified as people come up with new combinations.

3. socially, this is likely to cause a great deal of trouble. unless the stats are implemented PERFECTLY and can handle every skill combination properly, people are going to mis-understand the figures. i can just see it now, some new player with very little understanding of how a mesmer works will complain that the mesmer is doing minimal dds and is "useless."
good point, but still, there are high damage characters and low damage important characters, for an instance a ranger interrupter, it won't do a lot of damage, but his role is important.

The damage rate window will be there to help a little, but still, to kill somebody you need teamwork, if a mesmer casts an hex and a warrior slashes somebody to bits, the warrior takes some credit first, but it's all thanks to the mesmer, if somebody complains the mesmer is not doing damage, they're just agreeing they are total newbies.
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Old Jan 02, 2006, 08:09 PM // 20:09   #6
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oh and about the point number one, each skill has its "deals # damage" or "adds a degeneration of #" it's easy to calculate damage per second, every skill has similar internal rules. the same applies to healing.

skills that do not do damage, are just that, non-damage-dealing skills, maybe support skills or something. the game is not only about damage/healing, but it's mostly about that. some other skills help getting more/less damage.

The deep wound doesnt do damage, just helps you avoid having to do 20% of their health in damage.
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