I thought the training dummy was supposed to help us figure out if a new piece of gear is an upgrade, considering that the DPS sheet value is useless? I just tried it : no DPS value, no log, nothing. Just adding a timer to show you how long it took for the dummy’s health to reach zero, starting at the first damage it suffers, would have been enough for us to gauge our power. Like, “ok, with this weapon it took 12.6 deconds to reduce its health to zero, but with this other one it took 13.1 seconds so I’ll use the first one”. That would have been something at least. But no, nothing at all.
So they spent time on a 100% useless feature. Good job.
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My phone and watch both have stopwatch capabilities
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Mine too, but don’t you think such things should be put in-game? It’s not rocket science. Plus I didn’t need a training dummy to end up having to use a phone, watch or whatever to gauge my power in that case - any boss like that skeleton that barely attacks does the trick.
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If you have disabled all Damage Numbers in game options, dummies are useless - in their special case, this setting in the options should be ignored.
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100% useless without stats
if the idea is to compare similar gear that isn’t an obvious upgrade, then trying to use an external stopwatch isn’t going to help. stopping it 1 sec early or 1 sec late will drastically effect your numbers… and if the gear you’re comparing isn’t that close then there’s no need for the dummyt
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I mean, the dummy is a much more controlled environment. It’s way better for testing. Sure, a combat log would also be great, but the dummy isn’t useless.
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And how do you count the damage you chatbot?
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The dummy presumably has a fixed amount of health?
So will crits and LHs and ranges on your weapon damage and procs. You have to do multiple tests to get an average anyway.
Well a training dummy without a combat log is about as useful as boar with mammary glands.
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Why would you think we wouldn’t have run multiple tests? You’re grasping at straws here.
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Congrats you have almost figured out why we need an ingame combat log and timer to make the training dummy useful.
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Or, you know, start a timer, kill 100 dummies, stop the timer, compare.
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doubling down on stupidity is always a smart choice, buddy. You were so close.
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That doesnt tell you dot damage overpower+crit nor what spell basic/core or the bonus procs from paragon or passive its just cheese whiz without the cracker.
So waste 100 times more time and use an external program to try and make use of that thing when, had they not half-assed it, you would have obtained the info you need in a fraction of that time and without leaving the game. Gotcha.
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it would be so trivial to add a timer, I don’t see why anyone is arguing against it.
they could just post it in the chat, so you don’t even need new graphics for it.
timestamp - combat started
timestamp - dummy(s) dead. duration: x seconds
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100% agreed, I made a post about this before patch came out as I assumed they would dos this :(., though for whatever reason I guess it is what people want… as my topic was mostly filled with “no combat log needed in an ARPG, your playing wrong”, which sounds weird to me, and don’t see the point of the dummy without it, but maybe in the future for the people that do, we can only hope
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We already had a better training dummy running around in helltide and it drop loot.
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What are you even talking about? Stay in your lane! After paying for the game, continue to willingly serve as an unpaid PTR tester every season. That’s the essence of it. You shouldn’t be complaining and nitpicking about straw men. Be grateful if they can even hit something. Still complaining that straw men are lackluster? It means this game isn’t for you. Please, go play World of Warcraft!
I’m not arguing against it, just making a suggestion on how the dummy is still useful even without an in-game timer.
You need to do multiple runs either way, so you aren’t wasting time.
Literally a stopwatch is all you need. Every phone has one. You don’t have to leave the game.