I like this sort of discourse. I believe this to be an excellent idea.
All things measurable should be weighted against a standard by which it
is given meaning.
To Clarify: (I hope) Some Suggestions for simple Criteria are as
follows...
Solo Builds: are easily measured against existing farm locations so I
presume this is not the intended scope of this thread > thus it is
excluded.
The Measuring Stick
Team Builds:
I. Criteria:
Hard Mode, 6 Heroes Minimum (often pairs play together) recommend
"optional human" placed next to substitutable hero, Location. no more
than 1 rezone for testing. Statement (Micro/NoMicro)[hero management]
1.) Micro Manage should be defined hence forth as anything more than
pre-casting an enchant prior to battle for each hero. I believe this
is easily managed and requires little effort. Any manual use of hero
skills (other than flagging) while in combat is thus considered micro-
management as a simple standard.
2.) Player [Human] type, Front, Mid, Backline - should probably also be
stated unless the hero composition is intended to combat without the
aid of the player.
a.) Team builds designed to function sans player combat and merely
as direction (via flags) should be aptly named: "PF" for player
follow (surely someone could come up with a better name than that)
Once the above are stated there should perhaps be a Rating System over
common tasks:
II. Rating System
1.) DPS - (since the test ground will be established, this can be a
weighted average of each separate type of group engaged) "WA" or a less
accurate DPS on first group encountered. "FG" Since many player and
hero skills will benefit from the skills of other players/heros this
cannot be shortcutted by just taking each hero to Master of Damage and
adding the subsequent DPS together as this would not in any way reflect
real team conditions or gameplay.
a.) Further Clarification of "Weighted Average" shall be
established based on the sum of estimated HP of each mob in group
divided by number of whole seconds until last mob in that group
dies.This total should then be divided by party size for a smaller
easier managed number that can easily demonstrate how individual
composition/skill changes effect the group. (could be complicated and
less accurate with multiple pulls so I recommend discarding data on
multi group pulls, unless specified in build notes.)
2.) Condition Removal - (party) take each skill in your party that
removes conditions, then add up the cool downs and number of conditions
removed and divide the cool downs by the conditions removed (for skills
such as spotless mind, include condis removed over duration)
3.) Hex Removal - Identical to Condition removal
a.) for 2, 3 and 4, yes, i realize energy and cast time are also a
factor and if someone could suggest a better equation that also takes
energy/cast into consideration I'd appreciate it. (for the time being
excluding energy... include cast time with recharge.)
4.) Total Healing Capacity- (to include divine favor) Like Condi/Hex
HP gained/recharge. Note: Health Regeneration skills should also be
added to the final tally of other healing skills at a rate of 2HPS
(health per second) per "pip" of regen.
Example: Total Healing Capacity before regen = 300HPS for the team,
Healing Breeze plus Watchful Healing plus Pious Renewal = 31HPS Final
tally 331HPS (example)
For the sake of simplification include secondary healing effects other
than vampiric weapon mods... Cure Hex, Life Steal, Aura of
Restoration (avg) etc.
5.) Damage Mitigation: Skills which DIRECTLY reduce damage taken by a
QUANTIFIABLE amount. Example: Save yourselves, Shielding Hands,
Protective spirit - are included. Blind, Empathy, Daze, Pacifism,
Weakness are not included despite their obvious benefits because of an
inability to easily quantify meaningful results.
(stick with me, this is the last category and gets a bit confusing but
I believe it's important for a spectrum view of a true team build)
a.) Calculation should be accomplished as a function of skill
uptime, number of PARTY members affected and damage mitigated(allies
such as minions/spirits are not to be included in respect to damage
mitigated against them) this score can be calculated outside of combat.
*For Simplicity, Damage mitigated will be based on a party member
receiving 100 "armor affected" damage when applied to a party member
having 500hp for an easy round set of meaningful numbers that are easily
calculated.
*Example Calculation 1: You are an imbagon with 100%
uptime (estimated) for "Save Yourselves" as a midliner, we calculate
an 82% damage reduction for your whole party except you. This equates
to 82dmg * 7 party members / 0 downtime for a party damage mitigation
score of 574DM. If you were a frontline Dragonslash warrior or a
backline Barrage Ranger, we could safely assume that only half the
party would be affected on average thus... 82dmg * 3.5players / 0
downtime = 287DM from the same skill when used by this party member.
*Example Calculation 2: Prot Monk hero running "Protective
Spirit" at 13 in Protection Prayers. Assuming 90% up time on 2 party
members (example only, testing of actual AI may be required) at 500hp,
incoming damage is reduced to 50. 50dmg * 2 party members / 10%
downtime = 10DM to the party for that skill only. Continue with other skills
for this and all party members.
*All skill totals for damage mitigation are then added up and
divided by the number of party members for a simple party average
damage mitigation. If the above examples were the only quantifiable
mitigation for the party of 8 (unlikely considering blocking stances,
forms, etc) the party average Damage Mitigation would be:
*Imba + Monk 584DM/8 = 73DM
*Dslash or Barrage + Monk 297DM/8 = 37.125
(round to whole integer of 37 for simplicity)
Wow, we've already quantifiably shown why Imbagons are so... IMBA
Why go to all this trouble?? Well, if you want to define anything in
life or in a game. There must be parameters by which to measure.
Simply stating: "Oh I used discordway to vq all of factions so it is
best", doesn't really illustrate WHY or let someone who's play style
differs make an educated decision.
With these 5 Statistics we can measure speed in DPS, Range of Utility
(conditions / hexes) for specific zones or dungeons. and Survivability
in Raw Healing and Damage mitigation, in a simple concise 6 line Chart:
Team Hypothetical Conjecture: Tested in Jaga Moraine HM: No Consets
*DPS/m = 75dps[FG] (low armor) 72[FG] (high armor) "Weight Avg. being
tested"
[shows lots of armor ignoring damage in x build]
*Cond = 4rps (full energy party)
[shows heavy condition areas may be a problem for this team]
*Hex = 8rps
(full energy party... note: energy may be problem for long fights
Optional slot for BiP necro)
*Heal = 300hps
*DM = 73DM/p
Total: (sum divided by 5)
= 92 Effective Rating
How a person would actually report their build:
Team Hypothetical Conjecture: No-Micro
Tested in Jaga Moraine HM: No Con-sets
Zone Clear time: 1hour (no quests active)
Player as tested: Mid-line Imba Optional BiP hero not tested
(Template Codes in list 1-8 starting with player)
*DPS/m = 75dps[FG] (low armor) 72[FG] (high armor) "WAvg. not tested"
*Cond = 4rps
*Hex = 8rps
*Heal = 300hps
*DM = 73DM/p
Effective Rating = 92
Notes: BiP is recommended for e-denial or heavy hex areas
Pros: blah blah Cons: blah blah
Lastly, all of this is to enable apples to apples comparison, and
illustrate weaknesses and strengths in an easy to understand format.
While all variables are certainly not included, "Gear as tested
(weapons armor etc)" can easily be placed in the build description as
well as notes on pros and cons of the build other than those
illustrated in the chart and total.
I'd love some feedback on this idea. And feel free to troll it /sigh
Most players would never even think of this much testing, but there are
we happy few who would see this as a real opportunity to improve builds
and team cohesion/effectiveness with an easy to read quantifiable
measuring stick. I also look forward to constructive input on better
ways to do the equations while still keeping them simple enough for the
average player to participate. (making it too complicated alienates
the player base and effectively limits new ideas, defeating the
purpose)
Known problems: "Offensive Damage Mitigation Calculation", while a huge part of the game, (Blind, Interrupts, Daze Etc.) there's just no way to easily calculate actual mitigation from these skills

If people do start using this method, i would recommend always acknowledging your Offensive DM skills and the impact on total DM. ie: "Blind and Weakness are commonly spammed by the Earth Elementalist and spread via Mesmer Epidemic in this build, so true Damage Mitigation is considerably higher than listed above"