Improved Dummies

Hi,

I would love to be able to calculate the amount of damage we do over a given period.
It could be nice to compare which builds is better in term of pure damage especially with pet builds.

Thanks.

Or just remove the dummies invincibility and have it respawn on death infinitely. So long as you know the dummies hp you can gauge your damage well enough. Getting anything more than that will not happen.

There needs to be testing places away from the normal game where the players can indeed test their DPS against dummy targets and test experimental builds.

The testing place includes dummy targets with some counters around, such as:

  1. total average DPS counter so far
  2. maximal damage done so far with a single attack
  3. Best time so far to remove 1M (million) HP out of the target
  4. A reset button to reset all the counters

The dummy targets are:

  1. One with 0 defense and 0% resistance to all
  2. One with 1000 defense and 40% resistances to all
  3. One with 2000 defense and 60% resistances to all
  4. One with 3000 defense and 80% resistances to all

The place includes a build selector where the player can select among his characters, and an option to switch to the build builder where the player can create an experimental build.

The experimental builds are dummy characters with maximum level and with both masteries to select and all skill points to put into the mastery trees. There are also vendors who sell the most typical middle-game and end-game items for free, to let one equip himself with something to more or less fit with the build idea.

The experimental builds cannot be saved and cannot be played out of the testing place. The free items cannot be dropped on the ground, can only be purchased at the vendors by the experimental builds, and are all deleted as soon as the player switches to another build. The items however fully apply all their offensive features against the dummy targets.

Maybe a modder could do that easily ?

The experimental builds testing room has to exactly stick to the game settings to make sense. So depending on how modding works in GD, a mod would be a nightmare to keep up-to-date over time, especially when also considering keeping the vendors inventory -or any other way to let the players equip their test builds how they want- up-to-date.

The developers have to do this. It is also pretty doable considering the resources necessary for that kind of development:

  1. A new button on the main screen
  2. A new 4 screens big place with like typical town props to make it look like something
  3. A selector with current builds/exp builds (ultimately, the test char could be nothing but a new level 1 char in a room with free xp around)
  4. Vendors with typical elite/legendary items
  5. some code or settings to make the exp builds and free items un-saveable, un-exportable, un-storable, un-droppable in any way out of that place