Reverse Dummy that attacks you instead

Imported from legacy Flarum.
Original author: hoegenaamd (Flarum #1246)

Title: Reverse dummy that attacks you for tank testing (in contrast to ordinary dummy for dps testing)

Description:
The current private room dummy feature is great but only for DPS. What about the tankers? There’s where the idea comes in. What I envisioned would be a designated spot (maybe like a cell or 3x3) that you can set within the private dummy room and there you will receive the attacks periodically after you set up the parameter (just like the normal dummy e.g. elements, amounts, damage type, etc) and the source of the attack (e.g. earthquake skill when you want to simulate CT betel earthquake with 3 characters on the receiving end you just make 3 of them stands in the damaging cells).

Why is this a good idea?
I think it’s good to know in advance if your tanking capability e.g. if you will survive ct 75 betel’s earthquake or maybe simulation for pirate’s waterball which hurts a lot without specific gearing.

Also would be fun to know why you suddenly die in a new unfamiliar map and from what attack exactly without going there or if the damage or boss is locked behind instance (like betel you can anticipate how to tank it without really going to climb the tower fully and paid the skipping dues)

What risks or downsides does it have?
Maybe more work for mr. Muh idk

Additional Info:
It’s just the dummy but it’s tired of us hitting them. Just like the cowring hard now they came with a vengeance (if this idea is ever approved).

Imported from legacy Flarum.
Original author: Akin (Flarum #861)

The problem with this is, you can never 100% replicate the damage. Especially the ones with special instance mechanic like Betel/Rigel where there ia much more to the damage than their base stats alone. It will be inaccurate either way.

Imported from legacy Flarum.
Original author: hoegenaamd (Flarum #1246)

@Akin it doesn’t need to be 100% replication just rough estimate already helps a lot i think? Also for some types of instance damages they are like flat damage types? Might as well just simulate flat damage type instead