Project 1999

Go Back   Project 1999 > Green Community > Green Server Chat

Reply
 
Thread Tools Display Modes
  #1  
Old 06-29-2023, 02:21 PM
Toxigen Toxigen is offline
Banned


Join Date: Jan 2021
Posts: 4,776
Default

Guys, in DSM's world adding a 3rd enc to enc/enc/cleric doesn't add any dps.
Reply With Quote
  #2  
Old 06-29-2023, 02:26 PM
DeathsSilkyMist DeathsSilkyMist is offline
Planar Protector

DeathsSilkyMist's Avatar

Join Date: Jan 2014
Posts: 8,124
Default

Quote:
Originally Posted by Toxigen [You must be logged in to view images. Log in or Register.]
Guys, in DSM's world adding a 3rd enc to enc/enc/cleric doesn't add any dps.
I am not saying that. Nice strawman. I am saying DPS does not always translate to more kills per hour, which is true.

A group killing 20 mobs in 10 minutes and then waiting 20 minutes for respawns is getting the same XP per hour as a group killing 20 mobs in 15 minutes and then waiting 15 minutes for respawns.

This is why you don't typically see 6 man XP groups. The added DPS of 2-3 more players is not offsetting the XP loss each group member is getting.
Last edited by DeathsSilkyMist; 06-29-2023 at 02:31 PM..
Reply With Quote
  #3  
Old 06-29-2023, 02:39 PM
Toxigen Toxigen is offline
Banned


Join Date: Jan 2021
Posts: 4,776
Default

Quote:
Originally Posted by DeathsSilkyMist [You must be logged in to view images. Log in or Register.]
I am not saying that. Nice strawman. I am saying DPS does not always translate to more kills per hour, which is true.

A group killing 20 mobs in 10 minutes and then waiting 30 minutes for respawns is getting the same experience per hour as a group killing 20 mobs in 15 minutes and then waiting 30 minutes for respawns.

This is why you don't typically see 6 man XP groups. The added DPS of 2-3 more players is not offsetting the XP loss each group member is getting.
Sure, if you're leveling in CoM / KC during peak hours not during a quake.

If you're a pre-made group like this, you're likely gonna be in places where there are tons of mobs. If you're mob-capped in a static premade, ya doin it wrong.
Reply With Quote
  #4  
Old 06-29-2023, 02:42 PM
DeathsSilkyMist DeathsSilkyMist is offline
Planar Protector

DeathsSilkyMist's Avatar

Join Date: Jan 2014
Posts: 8,124
Default

Quote:
Originally Posted by Toxigen [You must be logged in to view images. Log in or Register.]
Sure, if you're leveling in CoM / KC during peak hours not during a quake.

If you're a pre-made group like this, you're likely gonna be in places where there are tons of mobs. If you're mob-capped in a static premade, ya doin it wrong.
You could provide an example and we can count how many mobs you can do, and then extrapolate the DPS requirements.

There are also external factors, like how popular the zone is. You aren't going to be pulling half way across the zone when another group is going to get trained because of that.
Reply With Quote
  #5  
Old 06-29-2023, 02:43 PM
Crede Crede is offline
Planar Protector


Join Date: Oct 2013
Posts: 2,168
Default

Quote:
Originally Posted by DeathsSilkyMist [You must be logged in to view images. Log in or Register.]
I am not saying that. Nice strawman. I am saying DPS does not always translate to more kills per hour, which is true.

A group killing 20 mobs in 10 minutes and then waiting 20 minutes for respawns is getting the same XP per hour as a group killing 20 mobs in 15 minutes and then waiting 15 minutes for respawns.

This is why you don't typically see 6 man XP groups. The added DPS of 2-3 more players is not offsetting the XP loss each group member is getting.
So you’re thinking about dps wrong.

Let me explain. Dps isn’t just about xp per hour. You’re valuing this too much in this discussion. If you want to maximize xp per hour, an optimized duo is typically best.

There are other less obvious advantages to more dps. The quicker you kill something, the more time you can rest. Player fatigue is real, as we being humans have various reasons to need breaks. More dps can also mean The less chance something goes wrong and potentially rng kills you. Or it allows you to go after more mobs. You can kill a ww dragon quicker for example, and then move onto something else.

OP did not specify whether best meant xp per hour or something else. So we have to look at the full spectrum of what more dps can bring. There’s almost no downside to having more dps as long as utility is met. This is why a mage is better than a shaman in this group. There’s no shortage of utility here.
Reply With Quote
  #6  
Old 06-29-2023, 02:46 PM
DeathsSilkyMist DeathsSilkyMist is offline
Planar Protector

DeathsSilkyMist's Avatar

Join Date: Jan 2014
Posts: 8,124
Default

Quote:
Originally Posted by Crede [You must be logged in to view images. Log in or Register.]
So you’re thinking about dps wrong.

Let me explain. Dps isn’t just about xp per hour. You’re valuing this too much in this discussion. If you want to maximize xp per hour, an optimized duo is typically best.

There are other less obvious advantages to more dps. The quicker you kill something, the more time you can rest. Player fatigue is real, as we being humans have various reasons to need breaks. More dps can also mean The less chance something goes wrong and potentially rng kills you. Or it allows you to go after more mobs. You can kill a ww dragon quicker for example, and then move onto something else.

OP did not specify whether best meant xp per hour or something else. So we have to look at the full spectrum of what more dps can bring. There’s almost no downside to having more dps as long as utility is met. This is why a mage is better than a shaman in this group. There’s no shortage of utility here.
As I asked Toxigen, can you provide example camps so we can run the numbers? I am not saying you are wrong when it comes to player fatigue being a factor, but you cannot simply use that as an excuse to always justify more DPS. There is a threshold where the DPS in your party is sufficient for maximum XP per hour, while also not being too stressful on the players.

Again, this is why you don't see 6 player XP groups that often. Even though that situation provides an easier play experience, it is basically "too easy", which translates to people getting annoyed that they aren't getting as much XP per hour. They prefer to increase the challenge to increase XP gains.

You are also underestimating utility in my view. Utility provides consistency, which can also translate to more kills over multiple hours. If your group can handle an emergency situation easier, that also reduces player fatigue and the chance of a wipe. A group wipe offsets the benefits of the extra DPS.

It simply doesn't make sense to say "player fatigue is a factor that can lead to mistakes", while also saying a 3x Enchanter group is not going to have problems. Enchanters are more complex than most if not all other classes. You are constantly paying attention to make sure your pet doesn't break, and you are casting a lot of spells. It is a higher fatigue composition if you want to bring fatigue into the discussion as a factor.
Last edited by DeathsSilkyMist; 06-29-2023 at 03:00 PM..
Reply With Quote
  #7  
Old 06-29-2023, 02:54 PM
Ripqozko Ripqozko is offline
Planar Protector


Join Date: Jul 2018
Posts: 2,068
Default

I apologize to Deso, DSM is worse. Sorry
Reply With Quote
  #8  
Old 06-29-2023, 05:01 PM
Lampolo Lampolo is offline
Sarnak


Join Date: Oct 2019
Posts: 294
Default

Warriors can bind wound!
Reply With Quote
  #9  
Old 06-29-2023, 05:07 PM
DeathsSilkyMist DeathsSilkyMist is offline
Planar Protector

DeathsSilkyMist's Avatar

Join Date: Jan 2014
Posts: 8,124
Default

Quote:
Originally Posted by Crede [You must be logged in to view images. Log in or Register.]
Not necessarily. If you’re porting up to hate, you will almost certaintly want a cleric. You want one in sleepers as well. I think cleric/enc/enc/wiz is the perfect balance of power and mobility at 60. This thread has been solved for me.

Thanks all!
Enchanters can solo the minis. Having 3 separate camps is going to be more lucrative in my opinion. This type of group is going to be comprised of veteran players, or it wouldn't work.

In a solo farm crew that prefers a priest duo option, a Shaman/Enchanter/Enchanter/Wizard group would be better, because the Shaman can be used to solo something like A4 if there are no targets up that need a duo while the other two Enchanters solo elsewhere. That is the main issue with taking a Cleric for a split group, they can't do too much soloing on their own, so you are stuck doing a duo + solo split. The Shaman opens up the possibility of doing a three way solo split, without losing the duo options.

Honestly for the "Best solo farm crew that can spread out" group, it is a tossup between Enchanter/Enchanter/Enchanter/Wizard or Shaman/Enchanter/Enchanter/Wizard. I am genuinely curious to see what would net more plat per hour. 3 players working separately consistently, or having a duo come together for something like Fungi King, Minis, Puppets occasionally.
Last edited by DeathsSilkyMist; 06-29-2023 at 05:36 PM..
Reply With Quote
  #10  
Old 06-29-2023, 08:56 PM
Toxigen Toxigen is offline
Banned


Join Date: Jan 2021
Posts: 4,776
Default

Enc *can* solo the minis but there are few enc actually soloing them on the reg. Far easier with backup.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 11:28 AM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.