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Also "Running Average" bounces all over just like it always has, so it impossible to tell what is going on or why. Base DPS=worthless statistic. May as well change it to a *top DPS stat* and have the math display your top DPS character with ALL factors considered, including hexes/gromma and alia. Right now the base is ALWAYS WAYYYYYY above the running average. WHich makes zero sense mathematically. Because 1 guy is Doing 100% of damage at any stage past 50ish give or take. And the non-DPS leaders are so many factors of 100 behind the leader that if the algorithim actually worked, then the base average should NEVER be higher ( maybe up to an e max) then your leader's "running DPS". Plus my running DPS never even comes close to matching my displayed DPS under the character. ( this is even without any debufferers/favored enemy in party).
So the new DPS system tells us absoulutely nothing and is equally as flawed as the old system. The only thing that makes sense sort of, is the BUD. So i wait for a high hit from DPS leader, then start clicking ultimates. That's it! But even then you have NO WAY of knowing how much your ultimates are actually doing or dare guess what the possible maximum could be. Because the actual ultimate damage you deal here, is ALWAYS WAYYY higher then the listed BUD.
Hence: "Look at running average" doesn't mean or tell me anything more then futilely trying to decipher the old system. I wish Dev's would attempt to provide a legitimate answer in this post. Than make another attempt to fix the system so that it makes some sense at all. Then one could make reasonable evaluations of how much damage you are actually are capable of. Thus make experimenting with party lineups more fun/transparent and straightforward. Right now it is far too tedious to attempt experiemnting too much. Especially since characters level-scale different, so you have to reach level max to get a true comparison.
Thanks for trying to help Mal. I do appreciate any constructive input from players or devs.