Showing posts with label Analysis. Show all posts
Showing posts with label Analysis. Show all posts

Wednesday, 10 February 2010

Lag, gear, raid fillers and poor performance

Its been a while since I posted here and the reason was once again too much work in the way. I have been travelling the last week and I have been having chain meetings the week before. Being exhausted from the whole thing had a sever impact in my performance in guild raids. Granted, I have never been our guilds best healer but sometimes I feel I am just not outputting enough and I am not helping my guild.



So, I have been thinking about what needs to be done, insight to my performance etc. My conclusions? As with anything in Warcraft I sometimes I feel I got the right excuses. Other times that I am just fooling myself, or simply trying to find excuses for being poor. But in any case here is my brainstorm...

Real Life tiredness:

Its probably the most important reason but raiding after a tiresome day or a trip in the Middle East definitely has an impact on performance. I have noticed that after some time my responses are much slower, my anticipation of incoming damage is crap and I generally make poor judgements. What I am optimistic about though is when I fuck up, I know what happened. I just need to fix it. And start getting some sleep before raids. After all I DO raid to relax and get my mind of things so I might as well be more... prepared for it.

Gear:

I must admit I have slacked in getting proper gear. Things of course did not improve by missing a few raids or working on my own on my toon but I have also been reluctant in mix-and-matching new items as they come. In other words I have not been bold enough and thought a bit too much on what items I should have. However, I started tweaking things yesterday and I feel this can be solved easily.

And my favourite subject of all, the grand excuse as I say...

Tech healing vs Nuke healing:

(Check here for differentiation, I often call tech-healing anything that does not involve an HL nuke)

Yes, I know its being used a lot as an excuse but in my case its probably very applicable. I have been closely monitoring my performance on 10-mans and I must admit I have no problems there. In fact I have been doing just fine. I always felt 10-mans are more challenging, there is a lot of player-intervention due to the smaller number of raiders. Simply put, there is more room to heal, dps and make a difference. Now, being a Technical healer since I remember myself I am used to having a `pace' in my healing rotations that accommodates the 10-man damage patterns more than anything. In those scenarios you do not only need to output more, but in the right time. And you need to do that along with your healing peer or peers. That is - in my humble opinion - the ultimate challenge. And I have been feeling that on the healing front 10-mans are much better tuned than 25-men. Or - if its not the raid mechanics themselves - two or three healers of different class work better together than a mixture of 6,7 or 8 classes .

Now, monitoring our raids for the last few days I noticed that nuking paladins make a huge impact. Granted, in some scenarios they can not keep up with aoe-healing classes. But generally speaking the Holy-Light splash seems to work just fine. Only recently I had to adjust my healing to err on that side after some... insight, former guild-mates. Now, call me stubborn or a dinosaur. I just can not do it to the max. I feel its immensely more fun to try to squeeze that Flash of light in the right time. Unfortunately I have to keep up with times. And I have always been a `mainstream' person, hence I am reluctant in going for a proper Flash of Heal build (which needs some fine gear to work properly). I have been therefore constantly trying to pick up my healing output, while not loosing much on awareness and mobility. Although I have had some silly deaths the few recent weeks - 90% of which where because I either tried to do too much of took calculated risks which obviously were not calculated properly :-p - I was always proud of my awareness. But check point 1 and you will see how it all comes together...

At the end of the day though, I have been wondering what is the importance of that person at the bottom of the healing meter list - where I have been ending up quite a bit. Could the raid do without? Well. Probably. But just to give myself a pat on the back - excuses excuses... - it you take that person, the filler as I like to call it - you will most probably crumble. Cause healing is not only about how much. Its also about when. And if that person at the bottom of the list heals in a timed manner, the odd heal might make a difference in dying or being repeatedly healed by different healers. In other words, I'd like to believe I am the one that prevents death, while others just fill up your healthpoints bar...

Unfortunately, Silvermoon server is in a very bad state and lag is more abundant than bones in Icecrown. Lag is definitely not helping us a lot and trying to Tech-heal in such an environment is just impossible. So I end up trying to nuke, which seems not to work as I'd like it to be.

All of the above might be simply an excuse and the real reason of my poor performance is not being able to cut it any more. But, one thing I've got is being stubborn. Extremely stubborn. And I still have not said my last word...

Tuesday, 24 November 2009

Effectiveness VS Efficency

Preamble

Effectiveness is doing the right things. Efficiency is doing things right.

What I am often skeptical about is what `doing' means. Merely 'doing' or actually achieving what you initially set out to do? Cause, if your goals are not achieved... you are definitively not effective, no matter how efficient you tried to be. But if you were effective, where you as efficient as you could be?. So for the sake of argument...

Effectiveness is achieving your goal doing the right things. Efficiency is achieving your goal by doing things right.

With my definition, being rather close to the Greek translation of the word, efficiency implies effectiveness. Nonetheless, effectiveness does not necessarily imply efficiency.


I have started writing a post, a few minutes ago, on guild policies and ethics. Somewhere in the middle of my rumbling I got stuck, re-thinking of what exactly I am trying to put across. You see, I am a fan of efficiency. I like things done in a clear, defined and well documented way. The latter part in particular is essential. Guild ethics and rules do not only have to be clearly defined, they need to be conveyed, particularly by the guild members actions. The obsession with efficiency is probably due to my academic and engineering background, as I do not merely want to make things work, I want to make them work with minimal cost, effort and time.And yes, I know everybody wants that but... bear with me :p

I often see that this efficiency is not desired by those around me. People have different needs and the extend one goes to achieve his or her goals varies. People like to go from A to B in circles, or zig-zag, others in a straight line. People walk, fly, crawl. That variety is definitely part of what makes us human. But it is also the reason we rely on deterministic machines to do a great many things in life. Or the reason anything advanced is often based on standards. Because merely being effective is ok. But being efficient in modern time saves money, time and... keeps the blood pressure down.

World of Warcraft is essentially the same. Its a large shared virtual environment, even larger bearing in mind the community of players as a whole and not specifically that of a class/server/guild or any sub-grouping available. People bring their personalities in-game and although the set of actions that one can perform is far less than that of real life, many observations from our real world apply in Azeroth as well. People in WoW are every bit as ineffective, or far more frequently inefficient as in real life.

Take a guild for example. Whats its purpose? Mainly collaboration. People come together, just as real life associations, to achieve efficiency. Nowadays, more than ever in WoW, one can be merely effective in-game by joining a pug, doing the same instances that everybody else does, albeit in normal modes or a tad later than others. There is of course a group of players that come together to do more things faster, with less resources spent (time is the key here) and with greater ease (that blood pressure mentioned above). Therefore do things with efficiency. And there is a group of players ignorant to the above but we leave those for the wolves to eat...

However, people often confuse those terms and start bending guild rules, become less vigilant in performing their best or completely disregard anything that augments collaboration. They initially are happy with merely being effective and gradually become self-absorbed, self-seeking and self-serving. Shattering any notion of effectiveness, let alone efficiency.

I can not help wondering, why these people stay in a guild. Or even worse, why a guild puts up with them. I appreciate they may have a social value. However, in terms of the guilds' purpose not only they do not add any value but they also affect negatively their peers. Being put aside as reserves is the polite way of dealing with them. I bet you know the non-polite (high)way.

The solution of course to this issue is efficiency. Yes, the very same notion one tries to achieve, is the basis of achieving them. Efficiency in defining and applying guild rules and ethics. Excruciatingly militaristic efficiency, even for the casual-est of casual guilds. Because above all, a guild must preserve its self. It must cater even for the smallest things with great effort, or it will become something else entirely. A collection of inefficient individuals, branded together with no apparent goal. And there is no Escape from that...

Monday, 22 June 2009

Patch 3.2 review - Part 1: On healing meters and forthcoming changes...

First of all, I can not emphasize how good this post, over at World of Matticus is. It is one of the most insightful posts I have seen on healing and how tricky it is to evaluate it. Sometimes, the results of healing deficiency (or not?) are obvious - kind of like the three MT deaths we had in our last raid. However, saying that its just the healers fault is not very meticulous. And even if an RL has not time to deal with such details and he will simply say it to pump its crew, the healing coordinator and his healers have to take it into account.

Nonetheless, my purpose was to review some of the changes on Holy Paladins rumored or announced for patch 3.2. It seems that Napalm healing (as the notorious Ferraro once named it) is taking a heavy hit. No more Holy Light spamming boys and gals. Now we have to think, when, who, for how long etc. Which brings the ball over at the technical healing court. And finds yours truly quite happy as I consider tech healing more challenging.

Now, lets see those changes:


Mana Regeneration: All items that provide "X mana per five seconds" have had the amount of mana they regenerate increased by approximately 25%.

Ok, more is good but obviously something's got to give...

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Replenishment: This buff now grants 1% of the target's maximum mana over 5 seconds instead of 0.25% per second. This applies to all 5 sources of Replenishment (Vampiric Touch, Judgements of the Wise, Hunting Party, Enduring Winter Frostbolts and Soul Leech).

1% over 5sec vs 0.25% over 1. I.e. replenishment ticks with a larger period and returns 0.25% less totally. Personally I find this particular change indifferent, I am more worried about the overall (aggregate) mana return.

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Lay on Hands: The buff from this ability now reduces the physical damage taken by the target by 10/20% instead of increasing the target's armor.

Reduces the physical damage. Indifferent, its a situational spell that its core use is to heal a lot fast at no cost (but with some return when glyphed). So the added effect is not important in my opinion.

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Sacred Shield: When a paladin casts Flash of Light on a target with this buff, they also now place a heal over time effect on the target, healing that target for 100% of the Flash of Light amount over 12 seconds.

Ok, bearing in mind that Sacred Shield is now unique among your group and its usually casted on your primary assignment the hots will give you a `smoothing' mechanic which buys time to heal other targets (with some assumptions suchs as beacons etc) and allows some nice `matching' rotation schemes among healers. Imagine two paladins rotating among themselves flash of lights and the odd holy light.

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Judgment of Light: Now heals for 2% of the attacker's maximum health instead of a variable amount based on the spell power and attack power of the judging paladin.

Ok, JoL now belongs to all paladins, not just the Retry ones. Good for looking good at the meters. Too bad I almost always pick wisdom :p

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Beacon of Light: The healing amount on the Beacon of Light target is now based on the total healing done (including over-healing) instead of the effective healing done. Radius increased to 60 yards. Multiple Paladins can now have this active on the same target. Buff indicating a player is within range of the Beacon target is no longer displayed.

Whoa... hang in there! Beacon becomes very powerful (which means I expect it to be nerfed due to some stupid arena-related reasoning). Over healing does count as effective healing now. Which means that less is wasted, its less risky to off-heal and probably allows for some positioning tricks. Does it stack with JoL, I wonder. Do JoLs on multiple targets add-up? I wonder...

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Divine Intellect: This talent now gives 2/4/6/8/10% increased intellect instead of 3/6/9/12/15%.

Boo, net nerf. Less intellect. Trickier replenishment. Balance between them... unknown but there is always a way...

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Illumination: This talent now returns 30% of the mana cost of the spell instead of 60%.

Boo, net nerf. But... in the grand scheme of things possibly justified. Crit is less important now (but always nice for all sorts of other reasons), mana-per-5 is more important, mindless-spaming of Holy-Lights goes out of the window, Glyph of Holy Light becomes less useful but still there, Fash of light returns imo as the flagship heal and....

... well, overall the requirement for greater awareness crops up. I am not one of the people crying `nerf!!!' when changes like this happened. But I do feel that things need to be `balanced' out somehow and evaluated properly. If trading crit for mana-per-5 produces the same results (ro comparable) in healing output (whatever the latter is :-p) then I see no problems. If however the changes are not overall complementary and properly `matched' then there will be issues. Can't wait for some PTR testing... :p

Well, as with everything related to healing things are not as simple as they seem. The changes seem to follow a trend, which is to make paladin healing a bit more challenging and thoughtful. I am waiting to see the synergy among the changes. People (paladins) have asked for challenge but are bound to complain about it because we (everyone) are intrinsically lazy. I say be careful what you wish for because you might just get it...

Friday, 23 January 2009

Doctorate in Healing: a primer for healing research

Healing metering methods seems to be an aspect of the game that is widely debated. Advocates claim that current healing meters are a reliable method to represent the healing output of a player/team whereas adversaries claim they do not depict important information and often people end up healing for the sake of their meter bar, without using their heads.

Let me tell you one thing. I am a researcher. I worked my butt till I get a PhD in augmented reality and wearable computing. What I found out during my years of research is that any method of measuring, formulating and investigating can have pros and cons. In research there is never black and white. There are opinions, claims, data, evaluations and degrees of truth. Why would a game as complex as World of Warcraft be any different?

Measuring output in an encounter, whether its healing or dps is highly situational and dependant on various aspects. Group composition, available buffs, tactical assignments, exclusivity among abilities (e.g. only one paladin can JoL), encounter mechanics, player individual skill (whatever that is :p), situational and context awareness, means of communication, technical issues (lag etc.) and of course the methods of measuring some of the above.

Analysing the above is usually done with observation and measurement, i.e. qualitative and quantitative methods.

Observation is simply looking around who does what, when and how. Our raid leaders do a formidable job of that - they are often a bit scary on how well they see things. Players, in addition, need to look around and `decipher' the imagery and the sound, monitor their co-raiders etc. The quality of this observation, in the wow context, is dependant on ones experience.

Measurement is done with some sort of metering or reporting add-on. Bearing in mind these are pieces of software, continuously updated to be more accurate, report things better, cover more variables etc we should be aware of their deficiencies before we use them as evidence for further insight. Subsequently we need to understand what those meters mean, more often than not coupled with our observations and our `design' variables (assignments, group compositions, buffs etc)

Only then we will be able to appreciate the amount of information available to us and reach some conclusions on what works and what is broken. But still, we must always keep in our mindset that what we are doing might not be perfectly correct.

Like in research, knowing what you do and why you do it is more than half the battle. Likewise, in something as trivial as analysing Warcraft data, knowing what they mean in the grand scale of things is equally important.


That is in my opinion what makes this game so interesting. Appart from the feeling of immersion that is... :p

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