Everyone has an opinion about the state of balance in the game. However, we haven't come together to a consensus on what constitute good "tests" for balance. Devs be devs, purposely obscure with regards to what is a "good" test to convince them. So, let's build a consensus of our own (to the posters: ignore the trolling and baiting that will follow, focus on the topic).

We need good measures, IMO, for: i) boss DPS, ii) trash DPS, iii) questing "power". Let's start with boss DPS, since it is likely to be the simplest.

What constitutes a good test mob for boss DPS:

  • Easy access: testing is a PITA, let's not make it a raid boss hidden after a long beatdowm (Mrs. bumbum spider goddess?).
  • Relevant: gimmicky content, old bosses no one cares about, etc.
  • Beefy: enough HPs to avoid the short term buffs fallacy.


How should the reports be?

  • Transparent: specify build and gear, rotations; if you needed a tank / healer, report that too (they scale the instance differently).
  • Video or not video: video is preferred, but other reports will be accepted (expect them to be contested).
  • Multiple rounds: or the 5 beatdowns rule; a single beatdown is prone to crit fishing on martial builds (feel free to speed up the video, or provide multiple links).


The potential pitfalls:

  • Racer toons: characters build specifically to "win" boss DPS racers are a problem; transparency solves this partially, but it is left the objective reader.
  • Special boss mechanics: some bosses have special mechanics (teleports, cleaves, melee range), so they might alter the results wrt to kobold boss types.
  • Non-comparable submissions: a player goes in with full debuffs, and the next does not.


With all this in mind, what is a good test mob? Well, no need to re-invent the wheel. Mr Bruntsmash in Cabal for One (https://ddowiki.com/page/A_Cabal_for_One).

The rules of the modified Bruntsmash test:

  1. No debuffs: it is expected that someone would be applying those debuffs in a group setting. While some builds have easier access to them (fast attackers stacking then swapping), it would create a layer of complication that we cannot solve easily. The fact that does debuffs scale damage roughly equally across builds guarantees that this won't bias the test excessively. Specifically: i) always use the same weapon; ii) do not use class, PRE or ED based debuffers (jade strike, INQ vuln stacks); iii) the exception to this rule is deception and sneak attack debuff, which are allowed (SA is too innate to some builds to disallow it, and it wouldn't happen in real play).
  2. No external buffs: other players are not allowed to buff you; it would make it very hard to replicate.
  3. Full transparency: report your rotation, build, gear, group composition.
  4. Number of skulls: 5 skulls rule of thumb; has more HPs to resist the shortest burst.


Failure to comply with the rules of the test disqualifies a submission. There are plenty of venues to post for just bragging rights, but it is of limited use in balance discussions.


My suggestion is to first make a baseline boss DPS as "fair" as possible (did I miss anything?), then move on to different bosses, and the rest of things to be tested.

Let's turn balance discussions into something constructive, and not the current toxic mess they are. I appeal to those powergamers out there that are already doing this to come out and contribute to the community. Finally, remember, do NOT feed the trolls (no matter how irritating).