I don't think downtime should be counted for DPS, generally. I'd rather have more consistent numbers based on the damage when you're actually fighting.
Merged parse.how would I go and set it up to use it?
I use an extended reset timer because it shows the full encounter time. This is true, I don't like cutting the downtime over the fight.
But I don't think downtime should be counted for DPS, generally. I'd rather have more consistent numbers based on the damage when you're actually fighting.
DPS is skewed during downtime, putting you at 0 while you're waiting around.
So, to me, it gets DPS is deflated and lower than it should be with downtime.
I liked parsers from other games where you can damage as the accurate but broader measure of how much you contributed over the course of the fight, while DPS is what you're able to do while you're actually fighting.
Parsers can account for the whole of an encounter and have uptime cutoffs while not being merged.
Once you're in-combat, the parse starts and only ends till you get out of combat. Nothing is lost.
DPS gets measured during uptime. You see the damage people do while they're fighting.
That doesn't mean that everything else isn't still recorded during the downtime.
E-peen really has little to do with it because the damage is relative.
In those parses, everyone's numbers are higher and that's the standard. Even if it was like that here, it's not like people will feel better about the numbers because everyone will have those.
All it would do is distinguish damage contribution over the course of the fight and the DPS people sustain during uptime. That's it.
Like I said, I use extended parse timers cause if you merge then you lose data.
It wouldn't have to be like that if every parse started recording once you're in combat and ended once out of combat. The cut-offs are simply built-in for the dps counter itself but all the data is recorded and damage gives you an accurate assessment of your contribution overall.
Also, just to be clear, everyone's data has their cut-off individually to their own attacks so there's no disparity. After 5-6 seconds of a person not attacking, their dps stops being affected but everyone else who's attacking is.
It's just a distinction (damage per second when attacking vs damage overall in the fight) that I've found helpful in guilds before.
Again, everything is recorded. I didn't say otherwise, just said downtime doesn't need to affect dps.
You will still have a baseline dps and no data is lost, including cooldown usage.
Since you said that in retort, I don't think you understood.
In fact, you have a much better baseline across different fights since phases affect the dps number itself.
There's less if a disparity between fights, where each one needs a new standard due to different amounts of downtime.
That's one of the better things about that system.
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