Ready Check: On damage meters

The smell of fresh territory. I have to say, despite being the most hated writer on the WoW Insider staff, there's nothing like writing under a new heading, no matter whether it be temporary or more permanent. While I love my other projects on the site, there's something ... thrilling when you get to write about a new topic. It's like buying a new car or getting a new apartment. You just love the thrill of new.
In his goodbye but not farewell post, Mr. Gray listed five lessons that he had learned during his time writing Ready Check. For any who read my other works, you probably guess that I agree with his statements for the large part. There is one point that he made that struck a controversial chord with some of our readers: meters. People love their meters; people hate their meters. Many of us would love to play in a game where such things didn't exist, while the same number would probably make them required. What's a player to do?
Why meters are unimportant
Before diving headlong into how it is that I disagree with Mr. Gray, I would first like to reiterate how I do agree with him. There are far too many people who cling to damage meters in this current day and age, and they do so without the aptitude or proper knowledge of how to properly utilize them.
Frankly, in the large amount of encounters that I do, I really don't care about a person's DPS. Each encounter is designed differently; each has its own unique handicap or challenge that a raid has to overcome. While damage is always a part of every encounter, it isn't usually the central factor in the success/fail category. Chimaeron, for example, is only about DPS in the last portion of the encounter; prior to that, it is about precision healing and mana management. Atramedes, too, isn't as much about DPS as it is about coordination and the basic ability to move out of the way.
When DPS does become a factor in encounters, it usually is only a very specific type. Heroic Halfus is a perfect DPS check (though I would probably argue it is more a tank ability check), but the primary DPS factor comes in at the very start of the encounter. Being able to quickly AoE down the whelps and take down the rest of the dragons is crucial because it lessens tank damage and decreases the risk of tank/raid death. Phase 1 Nefarian is also a DPS check, though most people don't realize it -- being able to get as much damage onto Nefarian while killing Onxiya before she explodes upon the raid.
Despite what strong DPS checks do exist, there really isn't much of need for DPS meters. In most general cases, all of these encounters are tuned toward an average of what players should be able to reach given a standard raid composition and gear. Even heroic encounters work this way.
There's just nothing within the game currently that remotely matches the DPS checks of old.
Brutallus was the king of DPS checks. Your normal guild simply never stood a chance against it. Even the "elite" guilds had to do some serious gaming in order to get him down. This just isn't the way that the game is built anymore. Chalk it up to things getting "dumbed down," but raids just don't really have the same flat DPS requirements that they once did.
You really don't need meters
The simple fact is, the times when your raid is failing because of poor DPS are going to excessively slim. Further, in which cases that you do find yourself having DPS issues on an encounter, it usually isn't going to be the fault of any single person. No DPS meter in the world is going to help you at that point.
For as much as other players laud damage meters, for as much as I love them, they really aren't a required function of any raid. There is nothing that a damage meter is going to tell you that will make or break any raid. It will not suddenly turn failures into success; changing out one "weak" player identified by a damage meter won't suddenly make your raid that much more enjoyable.
Damage meters are a tool, yes, but unlike many other tools that you can get your hands on, they do not determine any crucial part of an encounter. They will not suddenly make your players better at their jobs. They will not increase your healing. They will not fix raiders with bad positioning or a bad strategy for an encounter.
For all that a damage meter is, never forget what it isn't. Knowing the limitations of any tool is the first and most important step in knowing how to use it correctly.
Why every raider should run meters
Now that I am done bashing damage meters for all of the ills that they can bring, it is time that I stand up as a champion for them and explain why it's important that every raider either use an on-the-fly damage report or that every raid run an in-depth damage parse.
Although the DPS races of the past no longer exist today, there isn't much of a reason for players to want to improve themselves, to perform to the average standards set for their raid. First, I want to drive that point home -- a player should strive to be average within his own raid.
That's a very key factor. Looking at WoL or other top damage sites and thinking that you should be hitting that mark is a fallacy. It doesn't matter how perfectly you play, how good your gear is, or how skilled of a player you are; you will never hit those numbers. You may be able to outperform the rest of your raid by some margin, but you will never catch up to the best. It takes an entire raid group performing at such a high level to reach that mark.
Instead, you should shoot to be able to reach the average DPS of the rest of your raid -- that is, the point at which you will never be holding the raid back, ever. That should always, always be your goal. You don't need to be a star; you don't need to be the best of the best. You merely need to be on par with the rest of your raid.
Healers and tanks -- exempt?
It is rare that I actually ever use a damage meter to report actual DPS by players. I trust my fellow raiders. I know that we can all do our jobs well enough to get through each and every encounter that we tackle. To be quite honest, the only things I really look for in DPS is interrupts and damage taken from avoidable environmental factors.
I find that healers and tanks, though, are often the ones who don't run with damage meters -- which, honestly, isn't what these tools should be called. "Damage meters" are more combat parsers than anything else, and they track a lot more than merely the damage done to or from a player.
It is well known that meters also track effective healing and overhealing, but those are usually rather meaningless numbers. You can use them to pinpoint "weak" healers, but that's such a complicated ordeal once you factor in everything else that can alter healing numbers. What is most important is the death report function.
All common combat meters should be able to display, in an easy-to-read format, the last moments of any player's death -- their incoming damage, their incoming healing, everything. This is wonderful for tanks and healers both to pinpoint how it is a tank died. Once you start noticing patterns, you can plan cooldowns.
Even though I rarely heal anymore, I constantly make use of this feature any time I die in any encounter. I like knowing what happened and why. Was it my fault? Could I have avoided something? Did I just go far too long without healing? These things matter.
A tool for improvement
Of course, when you want to increase your DPS, there isn't anything better than a damage meter. While we all like to say that DPS doesn't matter, and I am at the front of the fight that we should stop judging people based exclusively on their good posts, we all like to see big numbers.
People love having high DPS. They love beating out others. They like feeling useful. It can be depressing if you constantly see yourself at the bottom of the meters (though it should also be said that always being at the top can give people such a horrid case of ego that you really want to smack them).
If you consider yourself "low" on the meters, the first thing you should do is to compare against the rest of your raid. As I said earlier, you only want to be average. If you are the very last person on every encounter, but the top player is doing 14,000 and you are doing just over 12,000, then I'm really not going to care that much. When there isn't a large gap between you and the rest of the raid, then I honestly wouldn't worry about it.
Yes, you could probably improve -- but by the same token, it shouldn't come at the cost of stressing yourself over a game. Now, if you find that you're way behind the average of your raid, then you can start to look at what you might be doing wrong.
Usually it involves your rotation, but not in the way you might think. Check others of the same class in your raid or within similar raiding guilds. The things you need to look at are specifics: DOT uptime, buff uptimes, number of casts. Usually, it isn't so much that you are executing your rotation wrong as it is there's a specific difference in the rotation that you could be taking advantage of.
Also note differences in strategy. On heroic Magmaw, my guild only has a select number of players at ranged. I don't expect for our shadow priest to perform at 100%, because he's having to dodge fire and exploding junk, while I sit in melee the entire time, free-casting without ever having to move.
When you want to improve yourself, always remember that damage meters are merely a tool -- a useful, highly valuable tool, but a tool nonetheless. They cannot show everything. They have their limitations. But they can help. Love or hate damage meters, never forsake them. Learn to use them accurately and wisely.
Ready Check shares all the strategies and inside information you need to take your raiding to the next level. Be sure to look up our strategy guides to Cataclysm's 5-man instances, and for more healer-centric advice, visit Raid Rx.
Filed under: Ready Check (Raiding)
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Reader Comments (Page 3 of 3)
shivasthirdeye May 20th 2011 3:32PM
I'm a tank, a Blood DK for a 10 man, we raid 2, maybe 3 nights a week and we are 5/13 on heroic bosses. Back in my BC Hunter days I was all about the damage side of meters. Now I run them to see my healing, interrupts, damage taken and other important factors to staying alive rather than doing damage. If my healing is low, I know I need to work on better timing death strikes & rune taps & VampBlood, if my damage taken seem high then I need to time my cd's better or not stand in bad stuff. It's all about how you use it & if you use it. If you just look at your total damage without looking at what abilities did what percentage of damage then you're selling yourself short. If you're a dps with high damage taken, maybe you should see what did all that damage & change it up a bit. My point is "meters" offer more information than just damage, use it wisely & WIN.
Elvgren May 20th 2011 3:32PM
As a hunter I keep Damage Taken up during most fights. My goal is boss dead and healer not stressed by me. If I am missing the mark in not taking the least damage I can I want to know it.
Artificial May 20th 2011 3:45PM
Recount needs a display, and it probably should be the default, that displays percentage of damage done minus damage taken that wasn't self-healed. Penalize extra DPS if it comes at the cost of healer time/mana.
Jabadabadana May 20th 2011 4:34PM
And where would we all be on Nefarian my good sir?
Obviously I should be able to dodge those 100k electrocutes... you know, the ones that hit the entire raid...
This is where the difference between avoidable and non-avoidable comes up, and is a complex enough, fight by fight issue, that it tends to need either a whole addon, or the ability to look at a damage taken count, and personally know the difference.
Plainswander May 20th 2011 3:45PM
Nonsense.
We don't hate our priesty fellows. In fact, we luuuurves them.
Lurrrves them goooooood.
Revynn May 20th 2011 4:05PM
This pretty much sums up everything I think about meters, only more eloquently than I could have done myself.
I'd argue that there are still DPS checks in current content, even if they aren't as strict as some of the enrage-timer based fights of Wrath. If Cho'gall's big adds don't die fast enough, for example, then Fester Blood goes off and stacks a ton of Shadow Damage and Corruption on the raid. If focusing down the big add or AoEing down the small adds takes too much damage off of Cho'gall then you're going to get 4 or 5 waves of Bloods and you're going to be overwhelmed.
A hunter in my guild has been riding his meter-epeen lately and is starting to post meters in raid chat and call people out for "being bad". When confronted and (publicly) dressed down for it, he argued that we weren't progressing as many hard modes as we should because certain DPS aren't pulling their weight, but that's just not true. In reality we're not progressing as far as we should because of attendance issues and mechanics failure. As we're constantly filling spots and replacing people that join, raid once and disappear, we're constantly 5-6 people short of a full 25 man raid. More so, when people -do- show up, we have to spend half the night teaching new people the encounter and dealing with people bickering and complaining in Vent. At best we get one night a week of actual progression that consists of 4 or 5 pulls before all the D/C's and arguing cause someone to rage-log and we call it for the night. No guild will EVER progress at that rate.
As a Warlock, I live and die by Skada. My job is to kill things so I make it my goal to kill them as quickly as possible. Your position on the meters, however, does not reflect your worth as a raider and it certainly does not reflect your worth as a human being, which is what the meter-spamming douchebags believe. Meters are just a tool. Judging someone else's value based on them makes you a tool.
Astoreth May 20th 2011 6:17PM
"Meters are just a tool. Judging someone else's value based on them makes you a tool."
I love this line and I am stealing it. Just so you know. ♥
Elyonis May 20th 2011 4:23PM
Tyler you're not the most hated writer at Wow Insider, you guys as a whole are pretty chill.
The only writer who worries me is Faux... it's like that guy's from a parallel universe or something.
Wrath May 20th 2011 4:56PM
Man, this article seems written... I don't know, assuming that everyone is decent?
In my experience people level from 1-85 and often don't even realize if their damage is good or bad. Level 85 DPSers doing 5kdps makes me cry. Everyone should have a damage meter, perhaps even built in, just so they can know if they suck.
I don't really care who comes out at 15k when the max dpser is going 20. I do care if there's some people in 346+ gear doing wotlk dps. They're doing something wrong and deserve to know they're doing something wrong.
IMHO, you should play all games to be good. In an FPS your goal is to kill and not be killed, and to kill quickly, not to ping someone in the foot and slowly bleed his health out. In this MMO, the tanks job is to keep aggro and stay alive. The healers job is to heal the tank and the unavoidable damage, and make up for other peoples mistakes.
The job of the DPS is to do, well, DPS. And if they're DPS is miserable, they should know it. And if they don't have their own DPS meters, someone should spam them, so they know they're not pulling their weight. The suck should realize they suck so they can work on it.
The good should appreciate their higher place on the meters and take it as a job well done.
Tyler Caraway May 20th 2011 11:17PM
"Good," "bad," and "decent" are all relative terms. I have played with some of the top players in the world, for a time I was even considered one of the top players in the world. I have also player with what others would classify as "mediocre" guilds that aren't first in progression and get things down as they get things down.
In all of this time, I have come to learn that each player's skill is a highly relative thing. It is easy to show what is a "good" player and a "bad" player, what matters however is the overall group's ability to actually work together coherently. The best guilds in the world honestly aren't full of the best players in the world, a lot of them are average at best. Instead, they have phenominal group cohesion. They work flawlessly together. It isn't that they can post up higher numbers than anyone else, it's a matter that they can use all of their abilities to the absolute fullest.
Someone previously had mentioned Cho'gall adds as a DPS check, and it is. Yet I can say without a doubt in my mind that for the vast majority of guilds working on that encounter right now, their issue that is preventing them from downing it isn't raw DPS. Adding more damage will merely allow them to brute the encounter down, but it isn't the only solution.
Often times DPS "issues" have little to do will gear or even the skill of any individual player, instead it's working together flawless and using every tool they have in sync.
Do "bad" players exist? Of course. I ran a raid with a mage once that literally used every single spell that he had -- his damage was an odd mixture of Arcane Blast, Frost Bolt, Fireball, and anything you can think of. He really didn't understand how to "play," but this isn't common. You don't often here people complaining about DPS issues of those that don't know the first thing about their class. Usually the player does know what they are doing, it's more a matter of how they interact within the raid itself.
Eldoron May 20th 2011 4:59PM
IMO dps meters are very useful. Recount, showing all that data about interrupts, healing done, etc.. is really important and helpful. Also, I like seeing how much dps I do. People are not always in the "go go go do it do it" mindset. So if I see I am doing less damage, I push harder. If I didn't know I was slacking, I wouldn't notice it, then I also wouldn't change it to turn myself on
Gnogmengnon May 20th 2011 5:47PM
I have a person in my guild that plays elemental shaman/mage. His gears is not quite as good as my mages, and he is always spamming his dps meter, when he out dps's me. After he spams the dps meter, I spam the damage taken on the fight. The healers in my guild appreciates it.
Lemons May 20th 2011 11:57PM
I dislike meters more and more. I don't like people throwing a meter up and saying "Oh well that's why we're dying, there isn't enough dps!" when 90% of the time that has nothing to do with it. Saying that is like saying "Hey! I should be able to stand in fire and the healer should just be pro enough to heal me through it!"...you're essentially depending on your dps to overpower the fight for you so you can slack off and not really pay attention.
Pryn May 21st 2011 8:27AM
I've posted here before about how wonderful a tool recount can be, if you use it properly - ie for gathering and examining information for the purpose of gaining understanding, NOT for spamming at people in a party to show how awesome you are, or how crappy they are. I find it an essential tool for developing my characters and their specs.
For an example last week I did some tweaking around with my Tankadin, regemmed and reforged, moved around a few pieces of gear etc. So off I go into a random pug to see how her setup can fare with a bunch of strangers of unknown skills/gearing etc. To say it was a struggle was an understatement, I blew every survival CD as they came available potted, self healed, even healed others at times and by the end of it all I was exhausted and quite down in myself about the gold I had just pumped into these changes. So after the group I decide to have a look at recount just to see how much the healer might have contributed to the overall difficulty.
Several long lingering moments of silent facepalming followed. The healer played a class and spec which is the same as my current raiding main, so I knew the turf well... and to see THREE spells only cast over the entire duration of a H-GB run was shocking - one of them being the most expensive least efficent heals for that class. This prompted a visit by the armory and the further revelation of gem and glyphs slots all populated by lovely wholesome fresh air! And a set of healing gear featuring much +hit cloth. More facepalms!
So yeah, thanks to recount I completely scrapped the awkward feelings I had concerning my tank after that awful awful pug, wiped recount clean and went in at the deep end again with a fresh group and afterwards I felt my choices in spending gold and time to alter my tankadins gear was a good investment afterall. Information, cannot underline how important reliable information is for serious players making decisions.
jordanmcguigan May 22nd 2011 12:49AM
Death log and damage taken are very useful.
DPS meter can be useful if people are doing far below what they should be able to pull for their encounter given the encounter and their gear, same with healers.
xGeneric May 24th 2011 5:18PM
@Ast: You typed a giant wall of text over a disagreement in use of the word. I'm pretty sure we both have the same thing in mind. The mage you mentioned isn't a meter whore, he's just a noob. If he's dying in the first few seconds his position is shit on the meter. If he thinks he has something to be proud about, he isn't a meter whore, he's just stupid. I bust my ass to be the top at the end of the fight cause I love seeing my name up there. When it's not, or at least the highest of the melee, I'm not satisfied. I'm a total meter whore. If there was no way to show my DPS I'd be very much less enthused about being a DPS. Just because I'm not doing stupid shit doesn't mean I'm not a total meter whore.
@ Rain: Ummm, I'm not the expert... the people who spend thousands of hours developing a class(Blizzard) are, and also those who spend there time theorycrafting. If I see a Druid who's highest damage abilities were Mangle and Rake, they are 100% doing something wrong. That's not being elitist, it's being right. I'm definitely not the best player, but if you can't understand that due to ability rotations there is a general order of what should be your most damaging attacks, then you are definitely a bad player. Ast thinks he's an expert on how to use the term 'meter whore', whatever your problem is take it up with him.