Details! Damage Meter

Details! Damage Meter

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Feature Request: Time Weighted Damage Meters

benleen opened this issue · 3 comments

commented

Problem statement

End of dungeon "Damage Done" or "Average DPS" is not a great indicator of a player's contribution to the timely completion of an M+ dungeon. The community however is obsessed with “average DPS” and is all too often using this as an invalid projection of their class damage effectiveness to complete the dungeon in time.
Hence I suggest “Damage Done” scored against intervals of time of eg. 10seconds and relative to the best performer in the interval.

Example

A 2 player party doing a dungeon:

Pull Encounter: Player 1 DPS Player 2 DPS
1 A boss fight lasting 60 s 6k 4k
2 A trash pack fight lasting 60s 8k 12k
Dungeon Average 7k 8k

At first glance it looks as if player 2 did better and "contributed most" to the timely completion of the dungeon given the average dps.
This is however not true as player 1 saved as much time on pull 1 compared to how much player 2 saved on pull 2 relative to one another.

Proposal

Given 10 second intervals:

Pull Encounter: Player 1 DPS Efficiency relative to top performer in interval Player 2 DPS Efficiency relative to top performer in interval
1 A boss fight lasting 60 s 100% (6 * 100% / 6) 66% (6 * 66% / 6)
2 A trash pack fight lasting 60s 66% (6 * 66% / 6) 100% (6 * 100% / 6)
Dungeon Average 83% ( (600+396)/12 ) 83% ( (396+600)/12 )

Relative player to party DPS Efficiency:

  • Player 1: 50% (7k AVG DPS)
  • Player 2: 50% (8k AVG DPS)

Conclusion

Despite being rudimentary, it is still (IMO) a vast improvement over "average dps" to illustrate class damage effectiveness in an individual dungeon run.

I hope this is a feature you can add to Details to improve how class meta is (wrongly) perceived as well as help people improve themselves.

Note

If you have no interest in building this feature I would greatly appreciate any help you can give to implement the feature myself (natively or as a plugin).

commented

This would not be time-weighted dps. It would be time-and-contribution-weighted dps. The current metric is more accurate. In the example that you gave more damage had to be done during the trash pulls. So doing a higher fraction of the trash damage did contribute more to the timeliness of the dungeon than doing a higher fraction of the boss damage. And that's accurately reflected by the current metric.

commented
commented

https://docs.google.com/spreadsheets/d/1ebZQDpgmA0SGktYYvNbIBbCKdKKOadd2cY0fWeC5iJU/edit#gid=0

With some further breakdowns/examples.

As I mentioned. I'm happy to contribute myself if you're willing to walk me through the code some time.