Requirements Edit
1. Multiple submissions from one player would be accepted. However, the 5 CombatLogs must be 5 new logs each time.
2. Deadline has been removed. However, only CombatLogs parsed after 3/11/2014 would be accepted.
Introduction
I'm not sure if many players understand, but currently there is no perfectly accurate method to measure DPS in STO. STO does not have statistical results compared to other games such as League of Legends, World of Tanks, and etc. However, one may wonder, "Doesn't STO already have DPS League?" While DPS League does exist, there's no set variables to measure indivisual progress. Therefore, I want to introduce a DPS benchmark that emphasizes on one's ship build rather than teamwork.
What is the purpose of this benchmark?
To help all players understand what is realistic damage and DPS. The benchmark will also benefit players who are interested in personal progress.
Tools
Nothing is needed. Only 5 CombatLogs are required from each participant.
Requirements
1. Only Infected: The Conduit (Elite) CombatLogs will be accepted
2. Only Solo Queue CombatLogs would be accepted
3. Inviting friends or "random" teammates from 10k DPS, 20k DPS channels, and etc before a round would not be acceptable.
4. Character and Ship Build has to be consistent throughout the 5 CombatLogs.
5. Any faction and ship is welcome to participate.
Instructions
Quote:
Originally Posted by STO CombatLog Reader README
1. To create a CombatLog file, use the "/combatLog 1" command (without "" !) in the chat window of STO before a fight.
(Note: You have to use the command every time you log in the game)
2. After fighting you can use the "/CombatLog 0" command (without ""!) in the chat window to stop STO writing into the CombatLog.
(Note: You don't need to stop the CombatLog, but it may make the results better. Otherwise things like using a Tribble or Hypo in social zones (by any player) will be documented, too! That may distort the statistics.)
3. Find the path to your CombagLog.Log file. (the end will be "...\Star Trek Online\Star Trek Online\Live\logs\GameClient\CombatLog.Log" but you will need the whole path)

Please Note: Rename each CombatLog.Log file into the following format: Log##_PlayerName_InstanceName_MM_DD_YYYY. (Ex. 01_Lily_infected_03_11_2014)
4. Upload the 5 logs online to Mediafire, Google, Dropbox, etc. and make a forum post in the following format:
Quote:
Originally Posted by arpeggione

The following is a small math lecture that explains how to use this benchmark.
Quote:
What is behind this benchmark?
In order to understand this benchmark, one would need to know some Statistics. There's a rule in Statistics called the Empiral Rule.
The Empirical Rule:
Approximately 68% of the observations will fall in 1 standard deviation.
Approximately 95% of the observations will fall in 2 standard deviation.
Approximately 99.7% of the observations will fall in 3 standard deviation.
A normal distribution (a Bell curve) would be calculated from everyone's data. We can then interpret the Bell curve with the Empirical Rule.
Refer to this wiki for more information: http://en.wikipedia.org/wiki/68%E2%8...80%9399.7_rule
What makes this benchmark effective?
Besides having set variables such as random teammates, constant character and ship builds, there are many ways we can check the integrity of people's numbers.
There's a formula called zscore, which is [(Observed DPS)  (Average DPS)]/Standard Deviation.
For example, the average DPS is 7,000 with an standard deviation of 3,000. Someone claims they have 40,000 DPS. So, we plug these values into the calculator: (40,000  7,000)/3,000 = 11. What do we with the number 11? zscore tells us that any value that equals 2 or higher is somewhat unlikely. Any value higher than 3 is very unlikely, and considered an outlier. Since 11 is much, much higher than 3, we can assume that their 40,000 DPS did not follow our benchmark requirements because it is very unlikely to happen. We can do the same test for player's damage, time, and more.
Do you have an real example?
Spreadsheet 1: https://docs.google.com/spreadsheets...Tux5xE/pubhtml
Graph 1: http://i.imgur.com/teGBqKv.png
Blue is Time (s) taken. Red is Damage Dealt. Orange is DPS.
This spreadsheet is my personal logs and I have found these values. On the DPS Summary page, one can see that the mean is 6,795.422. The Standard Deviation is 3,704.279.
Someone claims they did 22,000 DPS. We check by [(Observed DPS)  (Average DPS)]/Standard Deviation: (22,000  6,795.422)/3,704.279 = 4.104. This means that we can consider their DPS an outlier or they are very impressive.
If one is lazy and does not want to calculate these numbers, you can see I calculated the Normal Distribution at the bottom of each page. Then just follow the wiki section on Expected/Approx Frequencies.
How do I use the table of Expected/Approx Frequencies?
Follow this chart: http://en.wikipedia.org/wiki/68%E2%8...her_deviations
Then lets refer to the earlier example: Someone claims they can do 22,000 DPS with this benchmark. 22,000 DPS is over 4 Standard Deviations. This means that it is around 1 in 15,787 chances or about "Every 43 years (twice in a lifetime)."
That means they are very good or they could be lying.
Are there any other ways to interpret the data?
Refer back to the Empirical Rule, lets say in Spreadsheet 1. A player has gotten 16,000 DPS in an ISE run. Since 16,000 DPS is 2.5 standard deviations away from 0 (or the median). He or she achieved an record better than 95% of the player population (according to this benchmark).
Q&A
I don't see what taking the average of random ppl with random fits and flying skills/styles in random pugs would tell you.
As shown by Spreadsheet 1, everyone's values add up and creates a distribution which can be interpreted by the Empircal Rule or Expected/Approx Frequencies (Refer to the small math lecture).
How come your max damage recorded is so low?
I seem to have bad luck in finding high DPS pugs. I think it is because everyone is in DPS channels. Therefore, I need your help in getting a more complete picture!
I also estimate that for this benchmark, players will get anywhere from 1,000 to maybe 30,000 DPS. Any higher would probably not be possible, but someone can always prove me wrong.
If you want to measure 1 persons ability/contribution, why not use Solo ISE?
Solo ISE actually dilutes the damage. One would end up having approximately 12,000,000 total damage which makes your DPS higher than it should be.
This exercise is frustrating, why do you bother?
As a player who can carry pugs efficiently (refer to Spreadsheet 1), the only answer I can think of is perhaps this benchmark is suggesting that your ship build is not all rounded. Your build is perhaps lacking a good balance between offense and defense.
The variance of players is very high, how would you handle this difference?
Refer again to Spreadsheet 1, I don't have any problems with variance since I am collecting the results of every player that appears in a CombatLog.
If you want to measure team performance, how come you don't use DPS League?
Because I'm not interested in DPS league. What I am interested about is about a player's personal progress in a practical setting: Solo Quene.
I like DPS League better, Why should I use this benchmark?
If one likes DPS League better, then by all means you should continue using that. However, this benchmark can also be used with any other types of DPS measures. One can have a full ISE build for DPS league runs but can also create a another setup that is suitable for all instances.
I don't want to use your benchmark
Okay then, take care and have a nice day. Thanks for not bothering me.

Personal ISE Logs for reference. What the Solo Quene spreadsheet would be modeled after.
Spreadsheet 1:
https://docs.google.com/spreadsheets...Tux5xE/pubhtml
Graph 1:
http://i.imgur.com/teGBqKv.png
Blue is Time (s) taken. Red is Damage Dealt. Orange is DPS.
I will began to calculate the mean, median, standard deviation, normal distribution, once I get enough players to provide me their CombatLogs.
Solo Queue
Spreadsheet:
https://docs.google.com/spreadsheets...S5Egdo/pubhtml