First off, I’m grateful for the addition of this feature, and I’m not going to rehash points already made. I have seen multiple posts with good ideas on how the training dummies should work, and/or what information they should provide. However, I’m guessing this feature is low priority. So I would like to suggest a single and very simple change until they can provide a more comprehensive damage log/report.
Simply removing the RNG range of the BASE weapon damage while in the Training Grounds would make it infinitely easier to manually analyze the floating damage numbers. Since all weapons (and therefore skills) have a min-max damage with a variance of 50%, it takes a good deal of time and concentration to analyze damage numbers and notice even a 25-30% change, let alone a meager 5-10%. However, with the BASE damage variance removed, the only change in damage numbers would be from active effects (which should then also be easier to track). This would make comparisons at least possible without slowing down video captures, & even then having to guess at average damage for a given setup.
Yes, I know this is not an ideal solution, but it should be quite simple to implement. In any case, I think that any future damage log/report while in the Training Grounds should use a constant average for the base weapon damage instead of the 50% RNG range, to give a more accurate analysis.