WoW Rookie: What's my DPS?

You're level 80 now, you've picked up a few sweet upgrades from five-mans and heroics, and you're ready to try a PuG into Naxx. You've found a group that's looking for members, but you're not quite sure how to answer the raid leader's demand: "What's your DPS?" The best way to figure out what your raid DPS, of course, is to measure it while you're raiding – but if you haven't started raiding yet, you can't really do that, can you?
The first thing you'll need in order to figure out what kind of DPS (damage per second) you're capable of putting out is an add-on that keeps track of your performance. Recount is popular and widely acknowledged as a fairly accurate tool. There are plenty of alternatives on all the major add-on sites. Select and install the DPS meter that appeals to you.
The simplest method of getting a DPS baseline reading is to hit up a training dummy in a capital city or the Argent Tournament Grounds. In the capitals, there are level 60, level 70 and level 83/boss dummy versions available. If you're interested in getting a feel for what your DPS might be like in a raid instance against a boss, it's the latter version (the Heroic Training Dummy) you're after.
A standard DPS test on a training dummy goes something like this:
- Self-buffs only. Click off buffs that you can't cast yourself.
- No consumables during the test.
- No outside debuffs on the target.
- Use your normal max-DPS skill/spell rotation.
- Test for one complete mana bar or a set period between 3 to 5 minutes (the length of a typical boss encounter), whichever you prefer.
- Rest up, repeat twice, then average your scores.
We don't recommend that you use online theorycrafting tools such as MaxDPS.com to measure your DPS, because they don't reflect how you perform in a real environment. There are quite a few factors that affect your DPS in an actual raid: - Most boss fights require movement and repositioning, so you won't be able to maintain your max-DPS rotation throughout an entire fight.
- Many boss fights require that you perform other tasks (debuffing, interrupting, decursing) that will also interrupt your rotation.
- The raid buffs you'll get from other raiders will significantly increase your performance.
- Executing the encounter strategy will pull your focus away from maximizing your DPS output.
- Your damage output will be affected by debuffs to the boss and buffs to you from other players.
- Use trinkets and cooldowns as you would during a typical encounter.
- Training dummies have "backs," so stand behind them if you're a melee fighter in order to get the proper relationship of blocks, parries and so forth.
- Make sure you're not using a dummy someone else has debuffed or has gotten so low on health that any abilities you have that activate on low-health targets come into play.
- Avoid lines at the dummies and cross-damage by AEing players nearby by choosing a quiet test location, such as Darnassus.
- You might gain some points in weapon skill while fighting a training dummy. However, since these points come solely from special attacks (not white damage), it's not a very efficient or effective way of skilling up.
- Retest regularly, especially when trying a new spell or skill rotation, a new talent spec or have a new piece of gear.
Filed under: Tips, How-tos, Features, Raiding, Bosses, WoW Rookie
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Reader Comments (Page 3 of 4)
tresser Oct 22nd 2009 3:32PM
hit's a non issue now that we can get to 17%. And does a world better job telling me numbers since it's a mob that dies, as opposed to one that just continues to run down the clock while my curses tick by.
scarab2501 Oct 22nd 2009 3:14PM
"You might gain some points in weapon skill while fighting a training dummy. However, since these points come solely from special attacks (not white damage),"
Is this correct? My rogue only has "shoot" and "throw" and I'm 9 points from maxing my last ranged weapon skill. Or does this rule only apply to "main" class weapons?
PeeWee Oct 22nd 2009 3:30PM
I this is the case, spamming Hamstring for a warrior and Wing Clip with AotV up for a hunter would be a way to skill. Especially with a keyboard with auto-fire (Logitech G11/13/15/19, Nostromo N52 etc)
But in the end the fact remains, weapon skills suck.
BioHazard Oct 22nd 2009 3:19PM
Sorry if this comment is too long, I'm just kind-of rambling about an idea I'm sure a zillion people have had already.
I always thought it would be cool if WoW had some sort of "Virtual Boss Fight" thing. Target dummies are nice, but they really are only helpful for DPS players. There's not really any way for a tank or healer to test performance or to simply practice without risking a full group's time and gold.
I was thinking there could be a building in major cities you could walk into that would take you off to a small single-room instance with an NPC you could talk to to configure and start a simple tank-n-spank fight (for testing purposes). You would tell the NPC what kind of damage your tank should be taking (ex: "A Little (heroics)", "Moderate (T7)", "A Challenge (T8)", "Powerful (T9+)" etc.) and then an appropriate mob would spawn in and the fight would start when you attack it. If they wanted it to be lore-belivable, they could just have an NPC warlock summon a demon or something.
You'd pretty much have to bring both a tank and healer, but that's what this would be for anyway. I would imagine it would be difficult to have optional NPC tanks and healers but still keep it experimentally sanitary, but it would be cool to be able to for tanks; ask for a healer that would simply keep you topped off at all times so you could try threat rotations or for healers; you could ask for a tank that takes either steady or spiky burst damage and always has aggro. I dunno.
In the case that you "wipe", the "boss" could reset if your tank (aggro target) hits 1 HP similar to duels, or you could just die without a duribility penalty and the configuring NPC could rez you or something. Perhaps there could be a preset time limit too, so you can test how long your healer's mana can hold out.
I dunno. People would probably not understand it would be solely for experimentation and take it too seriously. "OMG I CAN SURVIVE THE T9 TANKING DUMMY! LET'S DO TGC! :O"
Elmo Oct 22nd 2009 3:37PM
good idea imo,
it could look a bit like the chained yeti in brunnhildar village.
just get some chained monster out in every town in a instanced room, tell the guy at the entrance how hard it should be (t7-t8 etc) and if you want NPC raid members so you can solo test your healing or tanking skills...
immediate acces, no saving and prehaps no repair bills for dying.
V Magius Oct 22nd 2009 7:11PM
I would like this possibly phased. Maybe a bunch of zero point achievements. Go in and talk to an NPC telling him what position you want, then three man it with simple attacks. All the NPCs will be properly geared and can produce numbers that would be appropriate for just entering an encounter. So, it's a T9 boss, they will be geared with T8(.5) stuff.
As DPS, you need to keep your threat below the tankand your DPS above the tank.
As tank, you need to keep threat. Healer NPC will throw spam an appropriate HoT and big heal
As healer, keep the tank up.
All this will be on a timed event. We already have NPCs as part of the group on some quests.
As to the 0 pt achievement. It's just a personal gear/skill check. You are able to handle this level of play. If you come in late, previous achievements will be completed. This may also help when in a fail group. Everyone needs to link the appropriate achievement. If not, it's your fault and your being carried. Unfortunately, there are addons that can fake it.
swampsquatch Oct 22nd 2009 3:26PM
I just want to emphasize that everyone who replied to "Me's" post and the original comment are missing the point of telling someone your DPS. You test your DPS because it gives a little indication of where you are at gear wise and if you can measure up for a certain raid or encounter. So therefore DPS is relevant. OF COURSE damage done>dps but someone can't say "/2 LF1M DPS for 25TOGC. Make sure you can do over 1,000,000,000 damage throughout the raid."
Also, while it is possible to hit a 13k hit and then die right that second and have a 13000 dps reading on the damage meter, you could tell instantly from that same meter what happened.
I also want to say, just because Modpapa was 13th on dps but 3rd on damage done, isn't a big accomplishment... You stayed alive longer, good for you, but if you stayed alive longer while doing 2k dps vs someone who can do 4k the entire time they are alive (which I assume is what happened considering you were 13th on the meter) then obviously you do need to pull your dps up. I will agree that it doesn't matter if you can do 5k dps and you still die to stupid things that you suck, but if you are such a good raider that you don't die to stupid things, maybe you should focus a bit more on getting the DPS up, as suggested by the people you wanted to "STFU."
Bravofox Oct 22nd 2009 4:09PM
I wish there were a way to effectively measure how much different buffs contributed to the total damage done of a boss. Would be interesting to see how buffs actually perform in a boss encounter.
As for the DPS vs damage down....
I do not really base much off meters to be honest (they are a nice tool, by no means a be-all tell-all) as I look at a damage meter ( my opinion for the matter not to say any others are wrong or right) a finite damage done number is far more conclusive than a theoretical Damage-per-second number. I am not really sure why we consider DPS at the end of a fight to be a better measure, when there is a finite number right in front of us all.
Now, if all the fights were 30 seconds to a minute long then that massive burst damage would equal a higher number on the damage done chart overall. But realistically fights last 3-5 minutes (some more) and remember the ole story about the tortoise beating the hare? Same principle applies - some classes dish out masses of damage then trail off as the fight goes (moving, boss mechanics, etc) while some other classes are able to keep a consistent lower DPS (emphasis on consistent) but end up with the same, or even higher total damage output. Both types have their place, and are valuable...but I will stick with the finite number of total damage done being the the one that actually matters in a raid encounter.
BTW I play a healing class, so I am not biased versus one type of damage versus the other, I just rely on the sure-thing numbers.
Modpapa Oct 23rd 2009 12:23AM
I didn't die, the boss went down, therefore I am > than all the dead dpsers that were higher on the meter. That's just how it is. I was forced to move (try casting as a demo/destro lock with a movement fight and tell me how easy it is). If I didn't move, I could pull higher dps numbers (but still fail at damage done)--because I'd be dead.
I've downed most Naxx bosses with less than half the raid still up simply by not being stupid about standing in stuff. Survival at 2k dps (just throwing that out there since it's the number you decided to use) is much greater than a guy doing 4k for half the fight-- not only am I equaling the numbers, I'm entering my execute phase at 35% (Soulfires critting every other cast? yes please)..
Bosses don't have a "total DPS" number on their health bar--they have health points that are directly equal to the damage a raid does to kill him (or her). If my damage done is the third highest, that means the two people above me did more to kill the boss than I did. Everyone that has the job of damaging that boss below me can STFU, since I did more of my job than they did.. Not sure why you don't get that.
Enli Oct 23rd 2009 3:57AM
Let's see...
Choice 1: A reliable DPS'er who puts out 2k DPS consistently and survives the fight
Choice 2: A flaky DPS'er who would be capable of putting out 4k DPS if only he could tell his arse from a fire on the floor.
I'll take what's behind door number 1, Alex.
I would see what I could do to help the 2k DPS up his numbers without losing his reliability, but in the end player skill trumps silly numbers all the time.
LostOne Oct 22nd 2009 3:30PM
I didn't think it was possible to get weapon skillups on training dummies. I thought they "fixed" that along with the Gordok Spirits, Servant of Alistarj, etc.
SpaceGoatPriest Oct 22nd 2009 3:39PM
I generally don't pay much attention to DPS versus damage done. Usually the two are in "sync", but not always. Doing more damage, (most likely) means you stayed alive longer (which is either healer kept you up and/or you stayed out of the fire :D). A player's DPS can vary greatly from fight to fight. As a shadow priest the revamped Ony fight is probably the fight I get the highest DPS. My dots still tick while I am moving, and Mind Sear on the whelps *sky rockets* the DPS/damage.
Someone mentioned you should mention hit, so here is links to wowwiki. The articles below will tell you what your hit rating needs to be so you won't miss.
Melee:
http://www.wowwiki.com/Hit
Spell:
http://www.wowwiki.com/Spell_hit
MadMac10 Oct 22nd 2009 3:47PM
In my experience, I've come to conclude that DPS = sexual prowess for nerds. IMHO Utility & Resourcefulness > DPS.
I would much rather be in a group with mediocre DPS who listen to directions, pay attention to their surroundings, and refrain from smartass comments (all of which slow down the raid much more than a slightly lower DPS.)
Perhaps I've become prejudiced by the basement dwellers who pug into our raids and alluva sudden get super cocky when they realize they are topping the meters. I've had friends who became unbearable as soon as they started gearing up. And personally, I've sacrificed too much fun worrying about it.
Listen, everyone has good and bad days (check your boy/girlfriend for confirmation. Don't have one? Gosh, your DPS must really be bad!) Some days, you're gonna be carried and still win that tier piece. If anyone's got a problem with that, whatsit to you?
Nevertheless, I really appreciate this article for outlining how to use the training dummies. But I heavily recommend when someone asks your DPS, you hover your mouse over the "Damage" part of your Character window (what you get from pressing the "c" key.) A little pop-up will tell you your DPS. PST that-- if they can't handle it, you're better off without 'em.
jbodar Oct 22nd 2009 10:46PM
I'm not sure about that DPS bit. If you link that you will just get laughed at for acting like a noob, even by players who just want to get an inkling of how you'll perform. Yes, some people are just trying to be elitist choads and slap your with their massive e-peen, but others just want to make sure everyone pulls their weight. I'm not saying that DPS is the ultimate measure of a character either, but people should have some idea of where they stand.
DPS output is a decent approximation of the level of content you are ready for with your rotation, spec, and gear. You shouldn't be finding out inside the dungeon that your 1000 DPS isn't going to cut it in a raid and you're being carried. Training dummies are to WoW as test tracks are to car racing. My gear is not great, but I take the time to make the best of it by learning rotations/stat weights and speccing in the neighborhood of "properly". That way, I'm actively contributing to the group instead of just leeching off people for "the purps". That's part of the fun for me.
Swarfy Oct 22nd 2009 3:48PM
Couple of things.
A) Target dummies are not a viable DPS gauge. They don't die so you can get them to 1 HP and be overkilling them which will do crap for your DPS.
B) You CAN get weapon skill off white damage, that's why the easiest way to up your weapon skill is go get a low level weapon and go into a semi easy low level dungeon and just auto attack stuff till you're high enough.
and C) You can't get weapon skill off the dummies. Blizz made sure that trigger wasn't there so you didn't have people going after the weapon skill achivement sitting there for hours on end auto attacking the dummies getting weapon skill.
SoundScape Oct 22nd 2009 8:40PM
@Swarfy
"A) Target dummies are not a viable DPS gauge. They don't die so you can get them to 1 HP and be overkilling them which will do crap for your DPS."
I'm pretty certain "overkilling" still counts towards your DPS, at least in test dummy terms. I've never been in a low DPS situation while whacking a test dummy with 1hp left. Your statement is false.
bushkanaka86 Oct 22nd 2009 3:53PM
I always get a laugh when I ask to join a raid as a healer and someone says "What's your HPS?" That is the most rediculous stat to look for on a healer.
Some people just don't get it though. That one stat depends more on the rest of the raid than the healer. Are people taking damage? Do they move out of the fire or no? Is the tank geared?
If there is nothing to heal, the HPS will be really low.
Hendrata Oct 22nd 2009 4:37PM
"What's your hps?"
That's my cue to not join that group.
zarphos_blazingfist Oct 22nd 2009 4:25PM
Dummies aren't that great for hunter dps. Not all of your shots are going to be available as some of them only become active during low health of a mob.
Skonged Oct 22nd 2009 4:36PM
"What's my DPS?"
What you should be looking at is damage done and not DPS.