Posts Tagged ‘Damage Meters’

As the Year Turns

And here we are, on the brink of 2009, and as usual, it’s time to look back at what changes the year brought.

One year ago, the hot topic in the WoW blogosphere was still the PvE / PvP opposition centered around the notion of Welfare epics. When I wrote my closing post on the matter, I didn’t yet measure how different 2008 was going to be – not only has the topic practically vanished, but as Megan astutely points out, the notion of Welfare epics nowadays could, if used at all, be applied very readily to raiding, whereas PvP gear is currently a lot harder and longer to aquire.

The one thing which hasn’t changed though is that the term is still being used by certain people to demean the achievements of those who are following a different path from theirs, one they deem inferior. 

2008 was largely dominated by the long Wait for the Lich King, and like the end of 2006, the controversies have centered around the hardcore / casual divide and the raiding scene. One thing which has changed drastically though is the reputation of the few dominating figures. In 2006, even me (then still raiding) was following the race to the Naxx world first with interest. Death and Taxes and Nihilum were in a neck-to-neck race and most people were cheering them on. Even if we weren’t directly affected, we could sympathise with all uberguild’s dismay at the reduction from 40-men to the 25-men raiding format.

Two years later, Death and Taxes has suffered from problems but has at least exited the immediate consciousness of the average player rather gracefully. Their opponent, though, through countless name changes, ugly drama, questionable sponsorships but foremost through a series of graceless and classless public tantrums about the difficulty of the game, haven’t just tarnished their name but in the end effect massively diminished the interest of the community in the life and adventures of the überguilds. In my mind they have become like the spoiled, rotten elites living lavishly and criticizing the taste of this year’s caviar and champagne when the unwashed masses are having sausage and beer. In the most ironic development, while they were wallowing in their pride and spitting at the rest of the gamers (with their dwindling cohorts of me-tooers), the world first for the currently most difficult raid achievement in the game, killing Sartharion on 10-men with 3 drakes up, was snatched up by Method.

In the meantime, titles and mounts for PvE feats have become a lot more commonplace, and the introduction of the achievement system has brought an entirely new dimension to certain aspects of the game. Whether by a bit of an accident or clear design, achievements don’t just give raiders more elements to compare and measure up against each other but also allow for different grades of challenges for farmed content. A bit like all those RPGs with several party members where players have developped additional challenges (single character, low level, gametime etc…) but formalized in a quite addictive structure.

I can’t help but wonder how my old 2007 antagonist Stop the Warrior views today’s game. Might give way to an interesting argument.

So here we are, on the brink of the new year. Last night, Steptoe remarked that this was the most hardcore evening he’d ever seen me play: we ran 5 instances in a row together. Which is indeed more than I have ever done in this game. That being said, it was 2 times Violet Hold, Drak’Tharon followed by another pair of Violet Hold runs (Steptoe wanted the plate pantaloons off the voidwalker boss), and Violet Hold isn’t exactly a long isntance – according to my Blessings timers, it takes slightly less than 24 minutes from buffing to exit. It was quite a profitable evening for my paladin, too, with a couple of nice drops.

Steptoe has taken to taking with his Death Knight and is doing well. Let’s also immediatly put one notion to rest: on leveling instances, you do not need to be crit immune as a Death Knight, far from it. Steptoe was level 75 and his gear was around 435ish defense after he got the legplates, with a combined avoidance of about 40%. The healer was a level 74 priest, who didn’t really have too much of a hard time apparently (and since we ran UK the night before when Steptoe was only around 410 defense and the guy came back, that speaks for itself), and throughout the evening the amount of free FoLs I was tossing the tank’s way have decreased quite a bit.

We had two wipes throughout the 5 runs, one early in Drak’Tharon because sometimes a lifetime of experience in not standing in stuff isn’t enough to recognize the stuff you shouldn’t stand in, the second one in VH on the netherstalker boss because of an unfortunate conjunction of me getting hit by an energy sphere about a half second before critting with judgement of blood. Wipe by Bloodicide. Had to happen once.

Regarding Ret performance, I’m a bit peeved about where I was sitting on damage meters. Oh, I came out on top in Drak’Tharon Keep, that one being an undead-heavy instance, no contest. The first two Violet Hold runs, though, I was only third (not by a large measure but still), behind a mage and Steptoe, and in the last two runs, I really had to work my arse off to keep on top against a level 75 boomkin, including eating AP food.

In the end, some gear upgrades, and I dinged Coldweather Flying in the middle of the last run. 3 more levels to 80. Still with about 20 quests in Dragonblight to go, that’s just three zones I’ve seen and used so far. Glad to have my epic fyling back though.

And this concludes my last 2008 post. Whether you level, raid, PvP, and do it casually, softcore or hardcore, I wish you all a very merry evening and a happy new year. To 2009, and may your chosen activities in game and in Real Life bring you joy and merryment.

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Wrath of the Lich King: NOW We Can Talk

This post contents Wrath Beta SpoilersUnless you have been removed from the news cycle, you already know these two important tidbits of information:

In other words, any proposed changes are now public, in the open, and up for legit discussion.

To kick this off, a few highlights from the beta patch notes (first edition):

Maths get Nerfed

Less stats to cope with: 

  • Hit Rating, Critical Strike Rating, and Haste Rating now modify both melee attacks and spells.
  • Spellpower:
    • All items and effects which grant bonuses to spell damage and spell healing are being consolidated into a single stat, Spellpower. This stat will appear with the same values found on items which grant “increased spell damage and healing” such as on typical Mage and Warlock itemization.
    • For classes which do not heal, they should see no change in the character sheet other than new tooltip wording.
    • Healing characters will see their bonus healing numbers on the character sheet decrease, however, all healing spells have been modified to receive more benefit from spellpower than they received from bonus healing, with a net effect of no change to the amount healed by their spells. Some talents have had to be rebalanced to accommodate this change, but the amount healed will remain roughly the same. In addition, some talents will provide only healing spell power.

     

  •  While theorycrafting is fun, there’s a point when the amount of maths you need to evaluate your gear upgrade paths gets in the way of things, and simplifying these by removing some stats is a good move in my book. The first change will benefit all classes who today combine melee and magic to a certain point, like hunters, paladins, druids and shamans for instance. The Spellpower change is a no-brainer too: healers won’t have to build a separate gear set for damage anymore.

    Hunter Love

    Several hunter changes which should rejoice all pet maniacs everywhere, among others:

  • All pet families now have one unique ability. New abilities have been added for families such as bears and sporebats.
  • Aspects now no longer cost mana.
  • Avoidance, Dash / Dive and Cobra Reflexes are now pet talents instead of pet skills.
  • Bite now has no cooldown, does the same damage and costs the same Focus as Claw, so works as a Focus dump.
  • Every hunter pet can learn Growl, Cower and either Bite or Claw (never both).
  • Hunter pets can now learn talents in one of three trees depending on family. Pets gain talent points starting at level 20 and earn an extra talent point every 4 levels.
  • If a hunter tames a pet that is more than five levels beneath than the hunter’s level, then the pet jumps to five levels beneath than the hunter’s level.
  • Loyalty, Training Points and the hunter Beast Training button no longer exist. Hunter pets can now learn all skills at their level. They will get new ranks automatically as they gain levels.
  • While I haven’t taken a hunter up high enough to be able to fully measure the amplitude of all the other changes, the above are no-brainers. Finally completing unique abilities for all pet families is something which hunters were waiting for since patch 1.7… and that was 3 years ago. Loyalty won’t be missed. Auto-levelling new tamed pets within 5 levels of the hunter? This has to go live. It just has. Bite and Claw made equal? Again, no-brainer. Min-maxing had killed Bite-only pets in TBC. Welcome back, I say.

    Paladin Sanctification… and Cursing

    Again, way too many changes to list them all. Here are a couple of chosen few:

  • All Auras now affect all party and raid members within the area of effect.
  • Anticipation (Protection) moved to tier 1, now increases chance to dodge by 1/2/3/4/5%.
  • Avenger’s Shield (Protection) cast time reduced to .5 seconds, duration increased to 10 seconds.
  •  Lovely start here… except that a longer daze effect on Avenger’s shield gives indisciplined DPS more time to rip aggro off a pull before it even reaches the paladin.

    Blessings renamed into Hands… Mmkay.

  • Blessing of Salvation renamed Hand of Salvation, now reduces total threat on the target by 2% per second for 10 seconds while also reducing all damage and healing done by 10%. Only one Hand spell can be on the target per paladin at any one time. Now costs 6% of base mana.
  • I don’t like the sound of this change one bit. Salvation was pretty much a cast & forget blessing. Now part of the responsibility of personal aggro management gets shifted from the DPS to the paladins. I can already hear the arguments after a wipe. Instead of fostering personal discipline, the bad DPS will just blame it on a paladin too busy to cast a hand to shed the extra aggro they shouldn’t have gotten if they had been better players.

  • Divine Intellect (Holy) moved to tier 2, increases total Intellect by 3/6/9/12/15%.
  • Divine Intervention cooldown reduced to 20 minutes.
  • Divine Protection and Divine Shield now cost 3% of base mana.
  • Divine Purpose (Retribution) now reduces chance to be hit by spells and ranged attacks by 1/2/3%.
  • Divine Strength (Holy) moved to tier 1 in the Protection tree.
  • Hammer of Wrath is now considered a Retribution spell, moved from Holy, mana cost reduced, missile speed increased, now usable on targets below 35% health.
  • Healing Light (Holy) moved to tier 2.
  • Holy Shield (Protection) cooldown reduced to 8 seconds.
  • Spiritual Focus (Holy) moved to tier 1.
  • Several changes which appear to attempt to foster more hybrid gameplay or talent builds. It remains to be seen how this plays out in practice. I’m skeptical at this point. However, the big Hammer Tossing contests starting when a boss goes below 35% of health are sure to amuse for at least a week or two.

    Combat Log changes

    • The combat log now differentiates between a spell failure due to resistance and spell failure due to missing the target. Where once both events reported as a resist; a spell missing the target is now reported as a miss.
    • Overhealing is now reported in the combat log.
    • When a source of damage is entirely prevented (by a shield block, a full resist, or a damage shield like Power Word:Shield, the prevented amount will now be displayed

    Lookie, that starts making sense.

    As you will have guessed, there are way too many changes to comment them all in a hit & run post like this. There will be more later, but in the meantime, you will of course get class-specific commentary from your favourite class-specific blogs.

    On Similar Matters

    Gravatars (Finally) Enabled, and Plugging the NOFF Plugin

    I finally managed to take the time and add Gravatar support to Altitis. So if you want to have an image appear next to your name when you comment, hope over to gravatar.com, sign up and add a little picture of your choice. Note that this is tied to the e-mail addy you use when commenting.

    On a related matter, let me briefly talk about the NoFollowFree Plugin, which I’m using here as well.

    The No Follow attribute is basically a switch you can assign to hyperlinks which was initially added to help combat comment spam. What it does, in practice, is prevent Google and MSN from indexing any URLs added in comment sections.

    This is pretty much a given on many blogging platforms nowadays – default behaviour on WordPress for instance, fixed setting on Blogger. But the thing is, keeping a discussion alive between several blogs is part of what makes up a blogging conversation, at least in my eyes. Using a blanket No Follow goes against this philosophy – if you comment and refer to your blog, your blog forms a generic background to your comment, the broader context of the conversation. And doubly so, of course, when you link to a more elaborate answer from a comment.

    No Follow is a crutch which actually breaks conversation in terms of search engine indexation (not to mention that Yahoo and Ask don’t honour it anyway, and in practice Google follows it but doesn’t count the link), and there are other, better tools to combat spam available anyway.

    I’ve implemented the NoFollowFree Plugin about a month ago. What it does is selectively remove the No Follow attribute from commenters based on a certain set of rules, among which a threshold on the amount of comments you posted. What threshold? This is something I’m not telling. Just do know that commenting will now tie your blog into the conversation in terms of search engine management for the returning visitors.

    What effect did adding this plugin have? Well, user registrations have increased massively since I activated the plugin, since there’s an option to set a different threshold for registered users. Most of them appeared bogus, though, so I’ve closed site registrations and kicked them. If you were a legitimate (and human) reader, my apologies. If you have a technically valid reason to be a registered user on Altitis, drop me a mail.

    My Akismet stats have exploded, but at the same time, Patch 2.4 brought several thousand visitors looking for damage meter information to the blog, so there might be a relation between both. At any rate, there has been one single spam which made it through the filters since I activated the plugin. Which means the experience is mature enough for me to keep it alive, and talk about it. And that’s now a done thing.

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    Quick Notes

    Just 1-2 quick things:

    • On Damage Meters accuracy, SW Stats and Recap produce the same results as Recount, Violation and WWS. They all do not count self-inflicted damage through seals as damage output and give the same numbers as Recount.
    • On healing, the numbers are vastly divergent and no coherence can be observed between any of the surveyed meters so far. There is no coherent way to ascertain which tool is closest to what was really produced.
    • Changed the banner logo for horde on the site. The previous one was choppy and ugly.
    • Why did the Exodar crash? The question is, perhaps, why did it make to Azeroth in one piece at all? I mean come on, if the Draenei were trying to play the space faring race in this kind of horribly conceived spaceships, no wonder they are on the brink of extinction. Most of their race probably didn’t perish at the hands of their foes but in freak space exploration accidents. Whoever designed this thing should be exposed as a public testimonial demonstrating that drugs are bad.
    • Truth of the matter, what happened was probably that when the helmsman’s shift was over, the pilot from the following shift never found the cockpit of the thing, and the helmsman simply fell asleep of exhaustion after trying to keep his flying anvil under control for 72 hours straight. The poor tentacle-face is probably still sound asleep somewhere, as nobody actually managed to remember the way to the helm. True story.

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    The Quest for Precise Damage Metering: Almost There

    Numbers, numbers, numbers. That’s all Damage Meter addons are about. Getting those as close to what your server knows you have dealt is the big challenge, and the Eldorado promised by patch 2.4 is getting closer by the day.

    To wit: I logged onto the Paladin to do some Shattered Sun dailies. On a whim, seeing I had both Violation and Recount active, I also turned on Loggerhead, and recorded my session.

    As long as I kept bombing the dead scar, all three measurement tools fully agreed with each other. However, when my little loladin went back to do ground-based demon cleansing, differences started to appear.

    Here are the relevant screenies with the numbers:

    Recount and Violation

    Recount: 1’631’418

    Violation: 1’638’861

    WWS: 1’632’022

    WWS Summary

    One thing to note regarding WWS, it appears to be counting the self-inflicted damage of my seal / judgement of blood as part of my total damage output:

    Complete WWS Breakdown

    Compare this to Recount’s damage records for Seal / Judgement of Blood:

    Skill usage recorded by Recount

    Now the interesting part is that if you add the self-inflicted portion of Blood to Recount’s total damage dealt, you end up with 1’638’810, a mere 51 points off Violation numbers, and that, IMO, explains the differences. Violation, too, counts self-inflicted Blood damage as part of your personal damage output.

    But wait, it gets better. If we manually add up every line in the WWS detail report, the total actually reads 1’639’465. If you look at that breakdown, you’ll notice one oddity right at the bottom: 604 damage attributed to Mana Tap. That’s a fluke, mana Tap doesn’t deal damage, it drains mana. Remove this fluke and total damage dealt, including self-inflicted, according to WWS is… 1’638’861.

    In summary:

    • WWS and Violation gather the exact same numbers
    • WWS currently needs some manual tweaking in order to exclude flukes
    • Recount is only off the other two by a blood elf’s hair

    All three surveyed metering methods really do end up very close to each other. If we remove the bombing run from the numbers, after tweaking, Recount records 137’342 damage, WWS and Violation 137’393. The discrepancy is 0.03%. That’s tiny, and a testimonial to the huge amount of work put up by the three dev teams on patch 2.4 data.

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    Damage Meters in Patch 2.4, One Week Later

    This is just a very short round-up of where the different damage meters are today in terms of parch 2.4 compatibility, not an in-depth benchmark.
    I ran a very quick solo hunter test, here are the results:

    • Damage Meters in patch 2.4Assessment: Not updated yet, the author said he was working on it.
    • DamageMeters: Author has abandoned the project, a new maintainer might pick it up
    • Recap: Up and running (tested r66903)
    • Recount: Up, unfortunately the latest beta I picked up appears to be stuck in test mode. Undoubtedly, this should be fixed with the next revision (tested r67044).
    • SW Stats: Up and running. The pet settings appears to be broken in the sense that you get the data as a hover tooltip, but not as a separate bar yet (tested v2.2.0)
    • Violation: Up and running (tested r669621)

    The data recorded by all three fully functional addons was consistent through and through, but this wasn’t a full test, just a “let’s look what works” sortie.

    In related matters, for Combat Text Scrollers, SCT and MSBT have been updated for 2.4. The author of Parrot is currently very busy with DogTag 3.0, Rock and PitBull (several revisions going up per day), since Rock in particular is the bedrock on which all his addons are built, expect Parrot to come when he’s satisfied with the state of the three current focus projects.

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    Matticus Channels Cosmo: 16 New and Sexy Additions in 2.4

    Well, Matt, I’m not suffering from writer’s block, but I take your challenge nonetheless.

    Here are 16 Patch 2.4 changes and additions worth mentioning:

    Shorter 2v2 Arena queues

    2v2 has, admittedly, several balance and synergy issues, but one which is more irksome is the queue time on heavily-populated Battlegroups. Due to the sheer number of people wanting to play 2v2, which, let’s face it, is the easiest to set up a team for and requires least coordination, queue times can exceed 15 minutes at peak time. Due to the low organizational requirements, 2v2 will always remain the bracket with the lowest barrier to entry for the most casual player, even if entering it as a brand new green level 70 player is going to be quite an experience.

    Well, fortunately, Blue has recently posted that this will change for the better:

    There is a change in 2.4.0 that will allow the servers to kick up more arena instances in a shorter amount of time, generally lowering the amount of time it will take to get into a game with an equal amount of people queuing. We want to avoid calling this a one time “queue cure” as we’re still not entirely certain how the changes will affect queue times under full load. Especially considering the increase in activity we see with any major patch release.

    I think they’re guaranteed to have some effect, but if it isn’t an adequate impact we’ll need to make further adjustments.

    Although I don’t have an arena partner or arena spec at the moment, shorter queue times = win.

    The Sunwell Plateau

    Part of the current higher-than-average tension between “hardcore” and “casuals” (also in its side incarnation PvE vs PvP) is most definitely due to the fact that the top raiders have run out of content, some of them several months ago. While I definitely don’t like AQ-Style server-wide unlocking events, this one looks to be less mindless grind-focussed than its infamous predecessor. The Isle of Quel’Danas is probably going to be as packed as Hellfire Peninsula was during the first days of TBC’s release, and since I currently don’t play my horde pallie, I’ll give the whole offensive a miss.

    Still, the whole Shattered Sun Offensive comes along with a huge amount of new content from solo to five-men to full raids, so people who more or less ran out of things to do will have plenty new stuff to keep themselves occupied for the coming few months.

    Of course, the top catassing guilds may very well burn through the new content in two weeks like what happened with MH and BT, but designing content with these people in mind is, fortunately, no longer on Blizzard’s agenda. Either Tigole and his crew grew softer on the catassing part or the rest of the design team has been overshouting them for a couple of months now (in fact, Tigole has been very subdued since his ill-advised Welfare Epics remark). Whatever the reasons, this is full of win for the large majority of the playerbase, hardcore and casual alike, and the couple of sour apples who don’t find the game challenging or fun enough for their taste anymore will move on. Less lag for me, and probably 0.1% less QQ on the o-boards. Not that you’d notice any difference of course.

    The New Combat Log

    The new combat log is going to increase data collection accuracy for damage meters and for WWS alike. While the change will require all addons working with the log to change, the net result is more precise information from all relevant tools. For any player, hardcore or casual, striving to improve their playing skills, accurate measurement of their performance is a good thing. Always remember, though, that in a group or a raid, you are actually playing an instance, not “top-the-meters”.

    Teleport to CoT

    Due to the travel time involved, getting to Caverns of Time is almost as much as a pain than going to Kara. Adding a means to teleport from Shattrath straight to the summoning stone is removes a lot of the wait, leaving more time for actually playing the instances.

    Intellect Boosting Mana Regen from Spirit

    While I don’t play any classes which rely on spirit and the 5-seconds rule as part of their normal routine, this will be huge for priests, druids but also mages. Other classes will spend less time drinking, which equates to less downtime. Now if it would only affect MP5 while casting too…

    Faster Weapon Skillups from 1 to 295

    Anyone who ever had to skill up a neglected weapon by even a mere 100 skill points will immediately remember what a pain in the nether regions this is. Less mindless killing for skillups? Yes please. The only thing unclear to me is whether it actually applies to weapon skill below 295 or players below level 60. If it’s the latter, the change will be, unfortunately, not noticed by level 70 toons, which would immediately remove this paragraph from the sexy additions to the “badly thought out” list.

    Daily Quest Amount Raised to 25

    Not that I’d care too much since I rarely do more than 3 dailies (never managed to unlock Ogri’La on the paladin). Still, more choice is always a good thing in my book.

    Multi-Target Abilities no longer hit CCed NPCs

    I have a bit mixed feelings about this one, actually. It certainly lowers the skill requirements in instances and participates in the dumbing down of the playerbase. On the other hand, it also means less wipes when running with people who lack the most basic CC management skills. An interesting side-effect, though: people who no longer care how they position CC relative to tanks will actually find running with a tankadin more difficult than before if their CC ends up in the Constant Consecration area. Since the Flavour of the Month in terms of 5-men tanks remains firmly in tankadin hands, the dumbing down may result in a couple of unexpected and hilarious wipes. Then again, good tankadins don’t really need CC in the first place.

    Mana Cost Reduction on Regrowth

    I don’t play a drood but from what they tell us, this is a very nice change, which actually gives them more variety in their spell casting rotations. As a recovering healadin, having just one single heal which makes up most of your casting routine (at least there’s cleansing and protecting to break the monotony) is something which gets pretty dull. More tools to keep your party or raid group alive, more varied gameplay? Yes please.

    Avenger’s Shield Won’t Hit Critters Anymore

    I love this one. Imagine the following pull: 3-mob group to the left, another group farther back on the right. The closest mob of the left-hand group stands at the right side of that group. Your tankadin positions himself and pulls with Avenger’s Shield on the closest mob of the left group, expecting all three mobs to have a good does of front-loaded threat on them.

    Unfortunately, there’s a pesky critter sitting, unnoticed, between the left and right group, and Avenger’s shield actually bounces over it to hit the closest mob of the right-hand group. Your group now has to deal with 6 mobs instead of 3, 4 of them without any frontloaded threat.

    Sounds familiar? Won’t happen again. Win.

    Turn Undead Rank 3+ working on demons

    Makes sense. Though why not Rank 1 and 2 escapes me. Then again, I think the last time I’ve ever used Turn Undead was on my level 26 alliance paladin desperately trying to survive an unexpected meeting with Morladin in Duskwood while bubble was on cooldown. And that was before TBC got released. So it’s a sexy but pointless change for the sake of consistency.

    Partial Vanish Debugging

    There’s been various abilities which would leave a rogue stealthed when using plain normal stealth but break vanish. Bug fixing is always nice in my book, and vanish has been plagued by bugs for a long time now.

    New Stormstrike Icon

    I’m kidding. Shamans get little love in this patch, and one of the more jaded shammies out there once commented on a message board “it will be changed to a middle finger Blizzard is pointing at shamans”. ‘Nuff said.

    BG Honour calculation changes

    There’s no more diminishing returns per kill until an opponent dies 51 times, and honour gets awarded on the spot. If it helps diminish the AFKing in the peace cave, I’m all for it.

    Horde AV starting point moved back

    This is a change for the better, and will help balance the map. In the same spirit, actually mirroring the whole map perfectly would definitely remove any claims of map imbalance and make it all about teamwork and tactical skill. This has been suggested for much longer than I’ve been playing AV and should come back.

    In the same vein, joining AV as a group is something I have very mixed feelings about. If the group is 5 or 10 friends joining together, I rather like it. But with the extremely soft matchmaking happening, getting steamrolled by a 40-men preform AV for 0 honour (which you probably never will be allowed to join if you don’t have 350+ resilience, which you won’t be able to get in a hurry because the bloody AV premades kill you over and over for 0 honour) is going to be utterly detestable.

    Warsong Gulch changes to Flag Carriers

    In a valiant effort to shorten the pat situations where both sides could have been hiding with the opposing flags for ages, Flag Carriers will now appear on the map within 45 seconds and will get a 50%/100% damage increase debuff after 10/15 minutes. I like it but I still don’t think it goes far enough. Add reinforcements like in AV, each cap and kill taking off from the enemy reinforcements, and you could pretty much guarantee much more action-packed games lasting 15-20 minutes tops, and perhaps even kill the mindless HK farming which happens way too often. One can always hope…

    And that takes up to 16 changes. There’s actually more to be highlighted, but Cosmo said 16, so 16 it is.

    On Similar Matters

    Damage Meters Benchmarking: Recount Maintainer Feedback

    Elsia, the current maintainer of the benchmarked Recount, took the time to post extensive feedback both on general accuracy considerations and on the pet damage discrepancies noted with the now outdated version I used during the first part of the series:

    1) It’s a very widely held believe that WWS is most accurate and establishes a correct base line.

    This believe is not correct for healing. WWS only has as information what the combat log provides, whereas online damage meters have extra information such as the actual current health level and max health of a player. This information is not present in the combat log. It’s important to note that the combat log does not report overhealing.

    In game overhealing is calculated from the difference of current max health minus health before the heal landed compared to the incoming heal. If the incoming heal is larger than that difference the remainder is overhealing.

    WWS does not have this information, so instead it estimates overhealing by taking the incoming damage number and comparing it to the incoming healing number. If there is more heals than damage that’ll be calculated to be overhealing. This algorithm will lead WWS to underestimate overhealing and overestimate actual healing.

    In general for healing volume and overhealing stats in-game damage meters (if not subject to bugs) are more accurate than WWS.

    In general one can expect WWS to underestimate overhealing and overestimate healing. This is what you saw in your test.

    As a side-remark, the same holds for damage. If a mob has 20 health and is hit by 2000 damage all damage meters online and offline that I know will count the full 2000 damage, whereas actually this should be 20 damage and 2000 over-damage. We don’t really do this because mana-preservation isn’t such a longevity issues as it is for healers. Hence in this department WWS and online damage meters tend to agree very much, because they just calculate total damage done as displayed in the combat log.

    In retrospect, I realize that I quite simply stated that WWS would be used as a baseline without positioning its own limitations. Guilty as charged, and Elsia clarified the limitations of both types of measuring (online and combat log parsing) very eloquently. Indeed I should have cautioned somewhere that in this particular case, WWS does not serve as a baseline for absolute accuracy due to its own limitations, but more simply as a trendline which has two advantages, the first one not being actually benchmarked and the second one the trust it enjoys from the player community.

    What is certainly remarkable nonetheless is that in each of the exercises so far we have seen a clear and firm majority result which was consistent through different tools as well as the offline measuring offered by WWS. Which speaks quite highly for the huge amount of work produced for each of the addons by their respective authors, small discrepancies notwithstanding. Something I haven’t acknowledged so far.

    2) Recount: I have since made various changes and improvements to recount, specifically to pet handling. The current version of recount will properly track pet healing, overhealing on pets, damage done to pets. With 2.4 Recount will also get the pet handling rewritten and I hope that the discrepancy you reported here will be removed by then.

    Finally with 2.4 I’d expect the accuracy between meters to normalize. “Parsing” is straight forward, and certain issues that each meter may have handled differently will be unified.

    Which is of course excellent news for each addon’s userbase, and provided that every of the surveyed meters gets transitioned over to the new method, users will be able to pick the addon based on the feature set he wants without compromising with accuracy. As the mini-review in the first part of the benchmarking has hopefully hinted at, there is a vast choice available today and each of the tools bring their own unique design and data display to the table.

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    AddOns in Review: Damage Meters Benchmark III, solo Warlock

    This will be a lot shorter than the other benchmarks as I wanted to verify the low-level hunter results. I tested a level 60 lock with lolguard in HFP for a while, all tested meters are consistent with each other and match WWS, with the exception of DamageMeters, which simply cannot account for the felguard’s Intercept Stun damage, and thus misses some of the pet’s DPS.

    All other abilities are recorded properly, whether it is damage or healing output, not a single surprise anywhere. Next week I’ll try to produce some group results.

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    AddOns in Review: Damage Meters Benchmark II, solo Hunter

    As we saw in the previous benchmark in our series, the surveyed Damage Meters get level 70 character solo play right. Before that one I ran a test series with my level 13 hunter, though, and the picture starts getting differentiated.

    Here is the summary table:

    Hunter Figures

    The black squares indicate where I forgot to screenshot the data (/em slaps self). It was actually the first series I ran, though, and my mind wasn’t entirely settled on what I wanted to measure at that time.

    Regarding Assessment’s Damage Done, it doesn’t show the pet separately in the total damage dealt, and rounded the figure at 11200 (hence the italics). The figure displayed above is obtained by substracting the pet damage from the drilldown view from 11200.

    Recount’s pet damage started lagging below the others pretty early in the series and the gap tended to grow over time. There’s no practical mean to account for the loss of healing done tracked by either Assessment or Recount.

    And then there’s DamageMeters, who was struggling on several counts:

    • Despite having the correct setting, it didn’t take the pet into account before a manual dismiss & call pet. At that point, the difference in pet damage was 156 (one fight). The gap never stopped growing fight after fight
    • In the detailed view, DMM doesn’t identify Gore 2 by name, but instead attributes some Autoshot damage to the pet, 291 damage to be precise.

    Recap, SW Stats and Violation all tracked overhealing which WWS didn’t recognize, but the figures remain consistent both accross these three, and the sum of effective healing + overhealing matches the WWS total. DamageMeters got the healing figures right for that matter.

    This concludes the solo play with pet for a low level toon. Due to the various troubles, I’ll run a test on my level 60 warlock next as a complement.

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