G'lich
Villager
There is no "cooldown "x" turns" in D&D for Powers.. Once when you use Encounter power it "perish".. While in video games after "cooldown", you can use the power again.. So it can be included "how often can power be activated per minute"..The argument here makes 0 sense. You seem fine with video games including cooldown abilities in damage metrics, but the moment a d&d player does the same thing it’s wrong?
Which is a bit ironic because encounter or daily powers are not random but player controlled and you still don’t want to include them.
For the most part crits change very little about DPR. I can get behind them being viewed as adding false precision, but I also think it’s important to consider them when the game itself grants features that improve crits and interact with the crit mechanics more than others. But whether you include it or not, not very much is going to actually change. Virtually all High DPR builds will still be a high DPR build with or without crits included in the DPR calculation.
As noted above, that’s a very misleading way to compare damage. Daily and Encounter powers substantially affect how much damage is being done. Leaving those as just words does nothing to account for their impact.
Do you understand what expected value is in probability theory? Do you understand why that concept is important?
Though most people are bad at estimating the impact of other metrics. Like higher ac vs DPR, or control or etc. Generally if you kill enemies faster you take less damage by denying enemies turns. Rarely do DPR haters factor higher DPR into party defenses.
"Wasted Damage" was "more" about Critical Hit (sorry my english grammar is not the best), you can see that point if you read the post again. And it is not possible to delay Critical Hit on minion, and later apply it next turn when PC actually needs it.. So, that was my point of "wasted damage"..
I rather see, example: "Name of" Power, 3W + mod damage than DPR of this power..
I understand theory.. I even got the concept, but in dice rolling from my perspective it cannot apply to calculate "average roll".. There are days when some PC will roll so low.. And other days, when they will roll on higher end.. (That is why some play so often casino games and never won, and some play so rarely and even profit.. Because there is no possibility to calculate "average won combination per how much someone plays it"..) And by the way, "that" theory is just hypothesis.. So it is not confirmed to be viewed as "clear truth"..
You did not understand my post about AC right.. "With higher AC, my "healer" can increase my Damage by hitting enemies, and not healing me..".. Also, I understand your point about faster killing, but with lower AC, PC will also die way faster.. And if one of PC die, and reduce numbers of PC in group, average "group DPS" (there you go!) will be drastically reduced..
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