Wednesday, June 15, 2016

Log Review

Ok. So you had a bunch of pulls and are wondering how you can improve for the night. Time to hit the logs.

I'm going to grab one log from tonight and go over my own performance but the concept applies to all logs.

Sunday, June 12, 2016

Why is raiding hard?

Or rather what makes encounters difficult?

So suppose we decide to designs raids around a 20 man group. 2 tanks, 3 healers, and a mix of 15 melee and ranged.

Now suppose we want fights to last roughly 5 minutes (300 seconds).

Our DPS, with perfect rotations, can output 100 damage per second. Tanks can do 50 DPS.
Our healers can sustain 100 heals per second with perfectly optimized casting for 300 seconds before running out of mana. Tanks can mitigate or self heal another 50 HPS worth themselves.

So with perfect play in five minutes our DPS output 450,000 damage, tanks put out 30,000 damage, healers can heal 90,000 incoming damage and tanks can mitigate/heal another another 30,000 damage.
We then set the boss health to 480k and tune the raid to output 120k damage over five minutes and set an enrage mechanic to go off at the first second after five minutes that will kill everyone still alive.

So this is a very bare bones set up but it represents a zero margin of error style raid encounter. Every single raider must perform perfectly for five minutes without any human or computer error or even lag spikes.
In reality even the hardest fights are not this restrictive. By lowering the boss health we allow the DPS a margin of error. By lowering the unavoidable damage dealt to the raid we lower the healers margin of error. Tanks depend on how damage is dealt to them typically with a stacking mechanic that needs to be swapped off. If we add wiggle room to the amount of stacks a tank can have this allows for some error from the tanks as well.

We can also move some of the damage being done to avoidable mechanics. This increases the difficulty for players who have to now move or in some other way handle this issue but also allows for our group to show skill by lessening the difficulty of healing with greater awareness and reaction time.
We can also move some of the boss health onto adds, or have a period of time when the boss takes extra damage, or other such mechanics to lessen the amount of damage that needs to be dealt.
At the end of the design process we get a raid tuned in to a skill level that we find is acceptable for the challenge we wish to present.
We can then remove some mechanics entirely to make an easier difficultly, then again reduce out going damage and enemy health pools and extend the timings needed for other mechanics to make the raid easier still for an entry level raid.

This all sounds very simplistic and like common knowledge but I'm always surprised at the number of raiders who begin to attempt Mythic level content and blame a lack of gear or bad luck or some other such nonsense for poor performance or even for the lack of boss kills. I also hear players claiming that rankings don't matter. At the end of the tier it is true that a subset of the population over gears and goes on parse runs looking for top slots but there are ways to filter these people out and then see what people are bringing to the raid. The ranking is essentially a way of telling log analysts how well you perform compared to others who play your same spec.
Mythic fights are designed with a lower tolerance for error and sub optimal play and as such Mythic teams who value progression look for those players who make fewer errors and have more optimal performance.

Friday, March 25, 2016

PSR adding numbers into our subjective raider rankings

At the beginning of HFC I did a little spreadsheet that tracked some metrics for our raiders. Directly or indirectly this objective look at our team helped lead to an improvement in our raiding. At least I believe it did. Once we completed heroic content I dropped the charting, which to be fair was cumbersome to maintain, and we entered mythics almost as a lark.

I honestly didn't expect us to do so well in mythic and I certainly wasn't expecting a Gore clear as early as it came. With things going better but still some performance issues it seemed time to bring out the PSR scores again and see where our raiders stood.
I do want to take a few minutes to explain the metrics chosen and how the PSR score is calculated but first I should note that this is simply a way to collect and compare numbers, it does not take into account more subjective things like group dynamic or other nontangible qualities. It ain't perfect.

Wednesday, January 13, 2016

Ranks, good gob, what are they good for!!??!!

First the obligatory not dead statement.

Ranks. If you raid for long enough you are going to encounter that raider who goes on and on about ranks and how well they rank and /FLEX epeen power!!!
But what the pickle are ranks, and more over what good are they?
But first a bit about logs.

Saturday, May 2, 2015

A month away from my Garrison

This blog post and the wow forum post it referenced got me thinking; can I live outside of my garrison for a long period of time?

Well I'm going to give it a go. I think the most important thing to note is that I just had this idea, I'm not home yet so can't log in, and yet I'm feeling a good bit of anxiety over the idea that I won't be in my garrison....but why?

For one thing I'll miss out on a months worth of new followers from the Inn and the free bonus rolls from the warmill. And all those resources from work orders. Oh my....
I'm not being sarcastic here either, the thought of those losses is a real source of anxiety and that anxiety is making me think this challenge is even more important than ever.

So when I get home today I shall do my chores for the last time this month and then walk out of my garrison and not return until the first Saturday in June.
Fortunately I can manage my followers from the remote outposts or this really would be a deal breaker.

I'm only going to be doing this on my main but I rarely do much on my alts anyhow, only one of them has reached 100, so this isn't much of an issue.

The goal here is to see how different WoD might be without the chores and the secluded hideaway that garrisons became.
I'll try and check in more frequently on the blog than I have this expansion...and maybe even write some of the other post ideas I've had.

See you out in Dreanor 0/

Thursday, April 2, 2015

Where others dare not tread

There is a very old post over on Blessing of Kings called People Afraid to Try.

I'm finding many of BoKs articles agree with me.
In our case there have been two recent accounts where the PAtT concept reared its head and was squashed.

During one of our normal High Maul attempts we got Ko'Ragh but our setup was suboptimal for the fight. And I was told as such to which I replied "Are you telling me the fight is impossible? Unless you are telling me it is impossible then we are doing it with this group and we will find a way!"

We one shotted it.

Later on when we were doing Heroic Beastlord for the first time our second pull happened to pickup the Rylack first....which is supposedly a major no-no...for an instant I thought of calling for a wipe but then realized that we should push anyway...we got the kill and it is one of my favorite kills we have gotten ever =D

I wish people would be more open to trying things....crazy things.

Monday, March 23, 2015

Quick and Dirty Holy Priest Talent/Glyph Assessment

Assumptions: you will be raid healing in a group larger than 12

First off blue chackra will be your main stance, there are very specific times to swap out to yellow and maybe red but blue is the safe goto.

Secondly you are casting renews like a psychotic sprinkle fairy...and I don't even know what the freak that means.
This is interrupted by CoH when there is damage to warrant it and its off CD.
After those two no other spell will see very heavy play except once you have your 2p from BRF which then allows PoM to be cast on CD.

Here we go: