Showing posts with label Fire = Bad. Show all posts
Showing posts with label Fire = Bad. Show all posts

Friday, March 30, 2012

The Death Log (Recount addon tips)

Most people use Recount (or Skada, its leading competitor.) For those that may not know, both are combat log parsers, addons that read the combat log and collect useful data from it that might otherwise be hard to find by reading the combat log manually. Both addons' primary use is for their damage meter function. They can also display a lot of other very useful information. Today, I'll be explaining how to use a severely under-used feature of Recount: the Death log.

By default, Recount shows its Damage Done meter, but it has numerous other settings that can be accessed by right-clicking on the Damage Done text in the upper-left corner of the Recount display. To access the Death log, right-click and select Deaths (about 40% of the way down the list). This will bring up a count of how many times people have died.

Alone, this is not very useful. Once someone has died, however, you can click on the bar for them. This brings up a detail window, displaying more information on what caused the death (you can get details on other Recount settings too, for example, a breakdown of which attacks caused the damage for Damage Done.)
Click for a bigger version.
In the Death Details window, you'll see a listing of all times that player has died since you cleared your Recount data, in reverse chronological order (most recent on top.) On the right, the actual details for the selected death are shown. You can change which details to show, but by default, it will include all incoming damage and heals on them, and the actual moment of death, for up to 10sec before they died. This is extremely useful. You can see, for example, which healers healed a tank that died in the moments leading up to the tank's death, or what sorts of damage someone took. Without this information, you'd have to just try again and hope for the best. With it, you might learn that a certain DoT must be dispelled, or a specific spell must be interrupted, and can try again forewarned, and therefore, forearmed.


Lastly, for a quick at-a-glance summary, you can bring up a graph of the person's HP made from the data shown in the Death Details window by clicking on the Show Graph button in the lower-right. The Death Graph can be used to quickly see whether to blame the healers or not. If they went from full-to-dead in less than about 2 seconds, then it's not reasonable to think any healer could have responded. Similarly, if they were receiving a lot of heals, but died anyway, there's still nothing more the healers could have done.

One common complaint I hear from new healers is that they get blamed for any and all deaths (even when, as the healer, they know there was no way for them to fix some of the deaths.) By proper use of the Death log, you can not only figure out what went wrong on your wipes, so as to fix it, but you will also begin to see that in most cases the healers are not why someone died. I hope that eventually blaming the healer won't be the default stance for anyone who dies, and fewer new healers will be scared away from the role.

Tuesday, June 7, 2011

When performance is less than zero.

Normally, I'm a bit more level-headed than this with regards to the Dungeon Finder "community". Normally, I disagree with common gripes that DF pugs don't know their arse from a hole in the ground. Today is not normal. Today, I actually got a group with three DPS, all of which were contributing less than nothing.

Behold, the dungeon queue is over! Your long and torturous 3-minute healer queue has completed! Zoning in... what's this? An in-progress Zul'gurub? That's not too rare. Throw some buffs, drink up, ok, let's roll.

Hmm. 1.1M damage taken on a single trash mob? I'm amazed no one died. At least the melee had the sense to run out of the poison breath, although using the cauldrons (or, the Light forbid, standing behind the mob >.>) would have been easier.

So we get to Venoxis. Someone hasn't done it before, and the fight is explained summarily: spread out, don't stand in the bad stuff, and if you get linked to someone, run away. A single tick of the maze wall will kill you. Shouldn't be too bad; the other three know what they're doing.

The pull. Tank's taking negligible damage, the ranged have spread out... Hmm, a full-duration Whispers of Hethiss on the hunter. Frigging melee. I charge up a heal for him and... he's dead? What? A hunter corpse can be seen lying under one of the maze walls. *sigh*

Looking up, I see the tank run out of a poison breath. Good, good... bad. The DPS warrior didn't. I actually got a heal on him in time, and he still dropped. From full. *sigh*

So it's just me and the mage. Bloodvenom goes out, and (surprise!) dead mage. By this point, the boss is at 80%, and both the tank and I are still on track for the achievement. *sigh*

We continue fighting alone, and my mana is stable, we could probably kill it after about 6 more phases. I call for the DPS to run back in. They arrive much later, when the boss is around 40%. I notice none of them could be assed to eat something or bandage themselves. Well, whatever. At least we'll burn away another 10% of the boss before they all die again. Whee, the cavalry is here!

Turns out, it wasn't the cavalry. They pulled the fucking turtle. And instead of dying and learning from it, (or, you know, dropping aggro) they dragged it to us in the hope that we might save them. There is a giant fucking turtle the size of the entire room meleeing the tank for 50k in a fight where being able to see the floor is more crucial than key-binding your spells.

We wiped on 35%.

We would have been more likely to complete the fight with just me and the tank than with the three DPS in our group.

When performance is less than zero.

Monday, September 28, 2009

The Fundamental Theorem of Guardian Spirit

As I mentioned in the first post, Guardian Spirit is all about the tanks and healers, the part of the raid dedicated to keeping everyone alive. However, this does not mean that nothing I write will be of any use to the DPS among us, as you shall see in this post, the DPS also have an important role in ensuring that everyone lives through the fight as well.

"In order for everyone to live through a fight, the healing each person receives must be no less than the damage they take minus their health."

This is just a fancy way of saying that you die at zero HP, however writing it this way makes it more clear just what factors go into successfully healing a raid.

For example, by stating that the healing must be at least close to the damage taken makes it obvious that if the healing team's maximum total Healing per Second is less than the raid's Damage Taken per Second, then people will eventually die, no matter what.

Another consequence is that if the DTPS of any single person is greater than the healing team's combined single-target HPS, then that person will surely die as well.

(Side note: henceforth, I will use the following abbreviations: HP - Heath, HPS - Healing per Second, DPS - Damage Dealt per Second, DTPS - Damage Taken per Second.)

So, clearly it is not only the quality of the healers that decide the success or failure of the healing team, but also the tank's mitigation and HP, and the DPS' ability to mitigate or avoid splash damage.

So, as all good tanks know, while HP is the most visible stat, having low mitigation means that you require ever stronger heals in order to live through a long fight. Others before me have considered the idea of "Tank Points" which is something like:

Tank Points = HP / %DamageTaken
%DamageTaken = ((1 - Mitigation%) * (1 - Reduction%))
where Mitigation is Miss Change + Parry + Dodge
and Reduction is based on Armor and Block

This value comes out to the true amount of attacks a tank can take from full health before needing a heal. The bigger this value, the more time the healers have between the tank coming under attack and needing to have a heal land. Thus, it is important to balance HP with other stats that reduce damage taken, as this will actually lead to a greater Tank Points than HP alone.

As always, it's not just this simple. When the tank and/or the healing team is only lightly geared for the given content, then %DamageTaken can be even more important than Tank Points, because the incoming damage might otherwise exceed the healing team's max HPS. (As long as the tank's health is greater than the biggest hit the boss can deal.)

Along these lines, there is a non-equipment way to reduce damage taken. Every single person in the raid has the ability to simply not be targeted by attacks. Is there a huge line of fire across the room? Don't stand in it. A rocket about to land? Don't be under it. Tail Swipe? Cleave? Impale? Hot Pocket? Avoid it, avoid it, make sure to be on the far side of the permafrost, and cast Ice Block or something. Any damage you take that was avoidable is healing the healers could have used on the tanks. Many tank deaths are due to the healers stopping to heal avoidable damage on each other or the DPS.

This is a rant I've been needing to give for quite a while, if everyone would take it to heart, I swear every guild would be an entire raiding tier forward, or deeper into hardmodes. So install the new FailBot, run out of the lightning nova, and pop Feint right before XT's tantrum, because the leading cause of wipes is everyone dying, and only you can prevent florist fires. (Or insert non-herbalism pun here.)


Note that we are currently not even considering mana consumption; once mana is taken into account, the requirements on the tank and DPS become even stricter. In the coming articles, I'm going to run through the basics of maximizing HPS for healers and getting enough mana to do so.



Warning: this blog occasionally contains descriptions of violence (which may be unsuitable for children), unusual humor (which may be unsuitable for adults), and basic mathematics (which may be unsuitable for the majority of WoW players).