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DNF: "DPS DJ Terrier" is here again, the proportion of damage is high, the output must be higher?

Dungeon players have a kind of obsession with damage, and they will not hesitate to spend thousands of dollars for even 1% damage, but how can they reflect the increase in damage? One is to directly test the damage in the cultivation field, but this method can only encourage oneself and others can't see it; the other is that the DPS damage in actual combat shows that there is a sense of pride in seeing that you are higher than others.

The "DPS DJ Terrier" is here again

Since the player can't know the specific damage of the other party before, then observing the proportion of DPS between each other is a good damage comparison, but this method has also caused some players to be dissatisfied: if the proportion of DPS damage is high, its output must be higher?

DNF: "DPS DJ Terrier" is here again, the proportion of damage is high, the output must be higher?

First of all, the status of DPS before the 100 version, in fact, to a large extent, the previous version of the dungeon belongs to the "pile version", that is, how much damage you can hit in the cultivation field, then how much damage you can hit in actual combat, so DPS has a certain reference.

But not all versions are like this, such as the next 110 version, the planning emphasizes the return to "action", paying more attention to the linkage between the player and the copy, not only the problem of damage level, such as the typical Andersen period of "volcano boss": the player needs to type (broken moves) to pass the level, in this case, if you do not understand the mechanism, even if the damage is high, it is useless!

DNF: "DPS DJ Terrier" is here again, the proportion of damage is high, the output must be higher?

Therefore, some players proposed that in the next 110 version, the DPS system should be removed, which focuses on the psychological comparison between players, destroys the game ecological environment, brings many malicious topics, and has no practical effect at all.

Of course, although some people hate the DPS system, there are also people who support the DPS system, although it may not be a very accurate measure of damage between players, but at least, it also gives an objective reference value, and in the subsequent voting trade-offs, there are more players who support the retention of the DPS system.

DNF: "DPS DJ Terrier" is here again, the proportion of damage is high, the output must be higher?

DPS damage ratio is high, must the output be high?

"If the proportion of DPS is high, the output must be high?" This issue is the most controversial, at first glance it seems that there is no problem, but the actual situation is different, to tell you a personal experience:

DNF: "DPS DJ Terrier" is here again, the proportion of damage is high, the output must be higher?

When I play Wang Xiaomei, and the sword soul, blade shadow team, DPS perennial below 20%, the small map monster can not touch at all, the quantum shell has not fallen, people have cleared the monster, assuming that there is a milk Luo, will never give me "preference", just because my DPS proportion is low.

However, when there was only one boss monster, a set of skills was thrown down to find that my Wang Xiaomei damage was not lower than the sword soul blade shadow damage, and even more than that, at this time I found that the DPS statistics were meaningless, but unfortunately, this situation was often only found when the last boss was made, and it was almost over at this time.

DNF: "DPS DJ Terrier" is here again, the proportion of damage is high, the output must be higher?

So you can see that because of DPS statistics, the most injured is the kind of skill slow shot, and the lack of outbreak of the occupation, at this time the existence of DPS makes them very embarrassed, DPS accounted for a high proportion, the actual output is not necessarily high, it may just be a sharp knife cut.

So is the DPS system meaningless? Of course not, although DPS is more general, but at least, people draw knives and cut also clear the mobs, if you delete the DPS system, it is estimated that everyone does not even want to clear the mobs, into the picture is mixed, everyone mixed together, do not blow up the group to be weird.

And there is a very important problem: the proportion of DPS is high, the damage is not necessarily high; but the proportion of DPS is low, the damage must be relatively low! (The latter looks at the boss graph data)

DNF: "DPS DJ Terrier" is here again, the proportion of damage is high, the output must be higher?

Personal summary

Some people say that the DPS system allows players to focus on comparison, but at least, comparison can also bring the psychology of constantly pursuing damage.

If there is no such "comparison", everyone has begun to lie flat, except for a very small number of technical emperors who strive for excellence, most players will choose to lie down and win the paddling.

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