Should dps = hps?

Should dps have the same numbers as hps on single target? Would that break game?

There are many more aspects than damage done/dps deciding about your win:

-overlapping cds
-overlapping cc
-using cc on dr
-missing kicks
-using your CDs on their defensives

You have to learn that it’s not M+ or Raid and dps and hps aren’t that important. There are specs like Frost Mage/Survival Hunter that in overall damage done are very low but they win with burst and proper CC kill windows. Other thing is that some specs deal insane damage in PvP while they don’t do it PvE. For example Unholy DK won’t do as much damage on single target as many other specs but in arena because huge part of his damage comes from dots he is usually topping meters. Boomkins are doing very good damage and dps in arenas but they lack finishing power so sometimes even with way higher damage done they lose.

I think that current damage done to healing done by healers is quite ok. PvE absorb items that are doing a lot of healing for dps players are broken and they are the problem. If they would be banned this season would be ok.

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And to give an absolute answer yes dps equal hps on single target would break the game so its bad. Why ? Because CC.

If you have 10k hps stable on st and your friend is getting hit for 10k dps, if you get CC’ed 5s he loses 50k hp and since hps equal dps you simply heal the damage after the cc you don’t heal those 50k. Next CC 50k again and eventually your friend dies.

But anyways as Brodanyo explained thinking hps and dps in PvP is a mistake as you have CC and CDs and LoS to account for, what’s important is dealing damage or healing at the right moment.

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DPS does matter in PvP, you just have to factor in uptime as well.

Not = but closer than this. Dampening was added for a reason.

Of course it matters but if you compare your damage and for example Shadow and Destro on the other side you will be slightly behind however due to fact that you have healing reduction your effective DPS might be way higher than the true number.

That, plus sometimes you can be really, really far behind. If you go rmp vs tsg and the game lasts a little (well not too much or priest is dead) you’ll notice that the tsg team had near 100% uptime and have 518901 times the damage rogue mage has but since you’re able to cc the healer for that long he won’t heal and they will just die to you regardless while the disc will have stayed alive by burning his entire manabar.

And in that case you’ll see that the team with the highest dps lost. Happens a lot with sp, balance, ele too, dks, etc etc.

There is CC, and yeah also MS and other stuff playing a big role, and then again timing. You can have weak dps all game as long as you forced a trinket as rm and next go you do 300k damage in 5 seconds and you win while losing on the damage meters. But the damage was dealth when it couldn’t be healed so, that made the game.

That’s why we have setup based comps and just dampen comps. Setup based comps try to 100-0 you in CC chains (RMX, Jungle, Ret/Hunter/Disc, WW/DK/MW). Dampen comps try to deal as much damage burning enemy healer’s mana while trying to diffuse enemy setups (Ele/Boomy/X, Shadow/Destro/X, Havoc/Unh/X etc.).

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