[quote=“Vicks_Toire, post:11, topic:1554581, full:true”]In the case of characters like Phoebe there would have to be separation between short and long DPS
Well, the problem here is that there are so many factors that can influence short DPS. Even if an attack damage item provides 9.1% increased damage, the TTK method could show negligible returns if it the damage is just enough at the right spot (as with Rath’s “Spin to Win” helix which ends up as a ~15% increase in DPS based on long calculations but a 5% increase on short calculations).
Buffs/debuffs, gear (for both parties), and level (for both parties) all affect TTK DPS numbers so, from a testing perspective in which you’re controlling for all of those, the value ends up being negligible.
The closest you’d get to a useful “short DPS” time scale would be separately tracking “short DPS”, defined as (for combo attackers) “the amount of damage dealt by a single combo divided by the amount of time it takes to activate that combo” and (for reload characters) “the amount of damage dealt by a full clip without having to reload”. Damage profiles for combos (to show that Phoebe deals different damage with each attack in her combo) will also be useful.