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Dps Meter For Mac

Would like to see a dps meter that shows everyones dps/healing and a threat meter would be nice as well i dont know what the policy on player made addons is, but would def like to see quality versions of these The way the game software is currently designed it not feasible because you can not get at that data. There have been at least one attempt to do a DPS meter. I do not believe all the damage information is easily accessable for your character. You got no way to get the data for other group members unless you build a server to receive the information. You have to convince the group members to install a custom program that send the information to the server.

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I do not think anyone has ever tried to do a healing meter. It has all the same issues as the DPS meter. Threat meters are not possible at all. No threat data is sent to our clients. All we have is the current target of the opponent. Given a healing and DPS meter, you might could kludge up some sort of partially working threat meter based on Damage and Healing points. You wouln't have any idea as to how those points convert to hate points.

Or how any of the threat reduction, threat dump, threat leech work Or exactly how the modifiers work. Or how the threat skills work. Turbine never provided any numeric information. Turbine likes 'moderately reduces' and similar helpful terms. I doubt Turbine will ever provide API support. Turbine prefers their customers learn by doing. Turbine prefers us hitting a key to do a single atomic action.

Turbine prefers we manually spin our character around to face opponents. I was kind of surprised at the camera auto face target feature. A big part of group combat is - something is putting arrows in the healer. Does anybody see the archer? DPS and health meters aren't really needed.

We have combat analysis for that. Threat meter? Face it, the only reason we don't have one is because turbine knows it would make the T2 ToO easy and things like T2C FF and T2 Saru possibly doable.

Don't give me that BS about 'learning your class' and 'getting a feel'. If you are at T2 ToO level, you've basically known everything you can get without an actual meter. Do you seriously intend for people to drive without speedometers because they should 'learn to drive' and 'get a feel'? As for the blame game, I welcome it. If I'm drawing too much threat DPSing, I WANT to be called out.

If you notice your threat/second is just too high, then it tells you that some threat reduction is in order. Don't give me that BS about 'learning your class' and 'getting a feel'. If you are at T2 ToO level, you've basically known everything you can get without an actual meter.

Dps Meter For Mac

Dps Meter Wow Legion

Do you seriously intend for people to drive without speedometers because they should 'learn to drive' and 'get a feel'? I've driven vehicles that didn't have a functioning speedometer and it is trivially easy. You just get a feel for what speed is correct under the given conditions and drive to that. On a freeway, you just obey the.original. 'basic speed law': Reasonable and proper. You just go with the flow and you have no problems and no tickets. Are you trying to tell me that playing in a MMO needs more data than handing a couple of tons of steel at 70 mph and doing so safely?

Heydt Old Used Programmer. Are it forced ppl to l2 play, it was a great thing I've used those meters. You don't learn to play, you follow a bunch of numbers and try to stay in that range. The way it is now, you have to pay attention to your surroundings, like the position of the mob and what he is doing, and watching the health bars of your fellowship members. Meters are mind numbing because you just go by a bunch of numbers. I'm not an accountant. Playing the LOTRO is learning to play, meters are nothing more than a bike with training wheels and an obnoxious kid telling you how he thinks you should pedal.

Let that stay in WoW. Threat meter? Face it, the only reason we don't have one is because turbine knows it would make the T2 ToO easy and things like T2C FF and T2 Saru possibly doable. Exactly, it would make content easy for people who use the meters.

Dps Meter Curse

At some point, once the math behind every boss and skill is known well enough that the only challenge is following the boss around or healing through a scripted event, those who use the meters will complain about the content being too easy. Once this point comes, what should Turbine do? If Turbine uses their current method of balancing encounters, ignoring those who use meters, I doubt many hardcore raiders would stick around very long. But if they implement a new method of balancing encounters, to make content difficult for those with meters, players who don't use plugins will be effectively locked out of the content.

As a compromise, Turbine could design the T3 encounters to be difficult even with a meter, virtually impossible without. But what should the loot be for these encounters? If T3 does give enough extra loot to be worthwhile above T2, those without the meter would be receiving less loot for a fight of the same effective difficulty. But with no extra loot for T3 (or only a slight percentage increase), there would be virtually no incentive to run the more difficult instance (much like T3 skirmishes are today). Also, there's the issue of groups requiring the addon to join a group.

I've already seen this happen with buffbars, and that's for an addon that shows absolutely nothing that an observant player can't figure out on their own. I can't imagine that these raid leaders would be any more lenient about a plugin that shows otherwise unobtainable info that is vital to the survival of the group. I've seen other companies with larger dev teams than Turbine try, and fail, to rectify these issues.

Without a complete revamp of every fellowship/raid boss in the game, as well as a revamp of how loot is awarded, I can't imagine that Turbine would do a better job. Gotta love WoW-players. Leaving WoW because it sucks and trying to make their new MMO more like WoW because they can't understand the fact that a class is so much more than maxing something. Threat meters: Target of target is sufficient. If it's you and you're not supposed to tank it, then you have to back down.

If it's on the tank, feel free to dps. DPS meters: A personal one to see how well you do is fine, but again, group-wide ones are rubbish. You should always max yours without pulling from the tank.

A meter has zero effect on that so having one is irrelevant. Healing meters: If your morale is at least 1, it's fine. The lack of such group-wide meters is a blessing, as it encourages alternative playstiles. If you have an e-peen tank maxing his threat to top the meters, he's sacrificing his defences. A tank that can only taunt but not mitigate and avoid, is useless.

A DPS-er that can only DPS and not manage his threat, is useless. A healer that maxes heals but cannot take any AoE or distributed damage, is useless. In short, it's not a case of meters, it's simply a case of learn to play. People managed before WoW, they should be able to after WoW.

If they can't, it's not a loss to any community. It would not 'help' new players. It would -Prevent- new players from learning in most cases. Find a WoW vet who has played their entire game with a threat and damage meter on their Hud, which they have watched intently in all ofhteir grouping experience, andthen take those away from them and get them to run some new content. What how much they trip over htir own feet trying to function.

You'll find them in two categories. Those who are cripplingly afraid of doing anyhtign without their threat meter to tell them the impact, who thusly reduce themselves to virtually dead weight, and otehrs who swing the other way and don't have a clue how to modulate properly, and pull again, and again, and again. I know a friend who actually -DID- this as an experiment to prove a point amongst the members of his guild, who were all considered top tier raiders at the time. Having threat meters in particular encourages lazy play and generally inhibits players from learning how to modulate themselves. I agree that a threat meter is sorely needed.

Playing a hunter I know how easy it is to overaggro and there really needs to be a way to see how close you are to the tank on threat. I disagree, threat meters are distinctly not needed. Playing a hunter, I know how not to over-agro, becuase I've developed a good sense for the shift and movement of agro tables between myself and the tank that I've got one eye on, to see how their skill rotations are going. If you're a hutner who can muster dcently good output for a hunter, then yes, going full bore it is exceptionally easy to overstep the threat threshold and pull when you're not supposed to.

That's called being a Bad Hunter, and you should stop it. One of the jobs you have to take care of as a hunter is knowing how to modulate your out put to ride right up agaisnt the threat line of your tank wihtout ever stepping voer it. Good hunters can do that exceptionally well without the need for threat meters, and it's a skill worth learning. I disagree, threat meters are distinctly not needed.

Playing a hunter, I know how not to over-agro, becuase I've developed a good sense for the shift and movement of agro tables between myself and the tank that I've got one eye on, to see how their skill rotations are going. If you're a hutner who can muster dcently good output for a hunter, then yes, going full bore it is exceptionally easy to overstep the threat threshold and pull when you're not supposed to. That's called being a Bad Hunter, and you should stop it.

One of the jobs you have to take care of as a hunter is knowing how to modulate your out put to ride right up agaisnt the threat line of your tank wihtout ever stepping voer it. Good hunters can do that exceptionally well without the need for threat meters, and it's a skill worth learning. This is the point that I am trying to make.

Dps Meter For Mac

You learn to play by observing your surroundings. A meter is a crutch. How about HELL NO!

It's not merely the.potential. for abuse. It's that no matter how 'mature' a community thinks it is, people WILL abuse the ability to rate someone.

Abuse that is based solely on what your position on a meter (that tends to give different results depending on whose meter one is reading) without regard to why that person wasn't 'doing as much damage as they could.' If you really want to know who your 'A team' is based solely on damage (an idiots path in my book that overlooks the key abilities to adapt and work with others) then get Combat Analysis. Sure it won't tell you how much that PUG who hasn't loaded it is doing but that isn't your business anyway. For all you know maybe the reason they're holding back on damage is because they know the tank sucks, their other experiences with your kin are all bad, and they're expecting to be yelled at if they pull aggro even doing 50% of what they could. Frankly I never understood the obsession people had with damage meters anyway. As long as the monster is dead, any special objectives the GROUP agreed to are completed, no one died an avoidable death not due to their own stupidity, and abnormal amounts of consumables weren't devoured, does it really matter who is 'top damage'? This isn't the days of Everquest or Lineage 2 where he who did the most damage to a raid boss got the drops when two raids clashed.

As for threat meters. In WoW they became essential because the developers designed encounters on the assumption of their use so certain fights were on a hair-trigger. If you think what raid bosses do to non-tanks who catch an occasional hit now is bad, just imagine what would happen if the developers could say 'well since people can see their threat we don't need to assume that non-tanks might get hit by the raid boss so we can pump their damage through the roof'. I'm seeing a lot of 'oops 15k after mitigation hit on captain who had a critical hit when the tank died or missed a move' in that situation. Basically every raid would needing extra tanks simply because if went down there would be no time to attempt a combat-revive when the raid boss is one-shooting all the non-tanks.

Sure it might be good if you're a low-skill bad-reputation tank whose only 'talent' is hitting force taunts until the main tank is revived and rebuffed, but for everyone else it would stink. And I'll let you in on a little secret - when a class hold groups hostage to that type of mechanic it has a tendency to result in an ugly backlash. Ask the clerics in EQ who used to refuse to heal in groups unless they got all the gems just what happened to their spots in groups when druids and shamans got decent healing. I like that lotro doesn't make the numbers easy to get at. I like the mystery and excitement of the randomness caused by not monitoring a bunch of numbers.

It keeps you on your toes and makes you pay attention to what's going on. If you wanna look at numbers you might as well ditch all the pretty graphics and animations, learn binary, and watch a string of zero's and one's. I almost wish more numbers were hidden from us. Why is Combat Analysis not considered a DPS meter? I've used it and besides tracking various combat events, it seems to be just that, a dps meter. I assume it's based on the combat log info, which isn't very accurate from what I understand, is this why it's not thought of as a dps meter? THE LORD OF THE RINGS ONLINE™ interactive video game © 2017 Standing Stone Games LLC.

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