Category: Technology (page 1 of 2)

Global Network Progress

A huge thanks to those of you already signed up. And lots of love goes out to those of you who aren’t but are reading this because you are interested.

I will be posting status updates here, so you can see how big of a difference you are making. I don’t know if it has sunk in yet, but your help will make sure everyone has instant access to the most accurate gear rankings, for free! The results of this ‘stat weight’ project are made available to everyone who visits the site, including free users.

If you’re reading this and wondering what this whole Global Network thing is about, head on over to read about it here. Continue reading

AMR Update Nov 16, 2016 at 12:15AM

Here’s our latest update:

  • iLevel updates to Trial of Valor and Legendary items
  • Hotfixes to classes (like surrender to madness for shadow priests) are live in the simulator
  • Mythic+ gearing strategies for DPS specs are available in the ‘gearing strategy’ (stat weight) picker
  • Update to the optimization algorithm which should be mostly invisible to users, but will fix up a couple of bugs people have reported (like equipping 2 of the same legendary ring). This will also make stat caps work nicer (the caps will be obeyed more rigidly)
  • NPS reporting tweaks (how it splits damage mitigation up between abilities). This is a reporting view change only, it doesn’t affect stat weights.
  • Addon is updated to auto-log Trial of Valor

NPS Blog Post is now up.

Combat Log Announcement

We will not be continuing our combat logs for Legion. I’m not saying ‘never’ – but they definitely aren’t on our current plans. Keep your eyes peeled for cool collaboration projects between us and Warcraft Logs.

The types of tools we build

We like to give you tools to optimize your character. The gear optimizer and ranked gear lists are a clear winner. We wanted to build other tools around the gear picture.

So we brought gear into the combat log picture for Warlords of Draenor. As you remember, no one had offered that before (or during the entire expansion).  Continue reading

A new take on Warcraft Simulation

A wiki-style simulator

A wiki-style simulator

Dear Theorycrafters,

We’re developing some tools for you.

Ask Mr. Robot is developed and maintained by 3 people, and we spend a lot of time theorycrafting. But we take a broad approach that spans across all classes, as you may have noticed. For example, we have been using back end tools that integrate with our site and SimC in order to auto-generate stat weights for every spec. While we are experts at theorycraft, techniques, and systems, we are (clearly) not experts for every spec. With 30+ specs, that’s no surprise.

Over the past year, we’ve really worked on reaching out to you, theorycrafters, to include your stat weights on our site, update trinket estimations, and all of the usual things that you lend advice on. We want to keep building on these relationships. Your expertise, and the work you do helps pretty much every person who plays Warcraft. And the pool of theorycrafters keeps getting smaller. We want to support all of you by making your jobs easier and hopefully attract new theorycrafters. So we’ve been working on a project that relies on what we do best: making powerful tools.

We started out as a simulator, and we’re bringing it back

Some of you may remember, way back in the day, our first project was a Death Knight and Druid simulator. We launched it in 2009 to try and win a Silverlight comeptition. The project quickly caught on but we didn’t build a system that was easily maintainable for every spec. At the same time, reforging became a huge deal, so we focused on the gear optimizer.

I mentioned that we’ve written several tools for our own use that interface between our site and SimC. But some things were just not possible with the current version of SimC, so we thought we could help work on the core of the code. The original author is gone and there’s a lot of legacy code we dug into, which took quite a bit of time. There have also been several bugs around for years that we thought we could help fix – another huge time sink. After this initial investigation, we decided it would be faster and easier to just start from scratch.

So last year we started testing out an idea for a super-maintainable and totally transparent simulator. After a few iterations, we’re confident we have a system that can be maintained by any theorycrafter (not just programmers). And its transparency makes it easy to double check for accuracy. The entire system is based off a wiki-style format that gets dynamically generated into code.

What makes our simulator different?

Besides our internal code name, Simnado, you mean? We take wiki-style pages and compile them into code that runs simulations. This is all on-demand, so any changes you made are immediately updated in the simulator. Simulations can be run on our servers or on your own computers. It’s very flexible.

Wiki style rotation editor / creator tool.

Wiki style rotation editor / creator tool.

Wiki-Style gives access to non-programmers

Probably one of the biggest changes is that we’ve designed the simulator around the idea of a wiki. You update spell information, boss scripts, and spell rotations on wiki style pages. You need to understand basic logic (if/then), conditions, and excel-type formulas, but you don’t need to know how to write code.

This style of page also makes it very readable (we hope) to the general population. You can also write comments on pretty much anything you do. So if you want to explain each step of a spell rotation, you can do that.

Wiki transparency

Since everything will be on the wiki, all information is incredibly transparent from spell rotations to game mechanics. Nothing will be buried in code. This makes it easier for theorycrafters to update, for class experts to verify for accuracy, and for anyone to easily find spell data.

Super Powerful

Building a simulator this late in the game allowed us to learn from all of the past pain points. The system is incredibly flexible and built on a lot of requests you theorycrafters have had for a long time.

  • Boss scripts: easily edit or create a  boss script, so you can test out any talent or rotation setup for each boss. Different scripts can even be added for different roles in a fight.
  • Multi target: we created a system that handles multiple targets with ease.
  • Human timing: we have “anticipation” logic that acts a lot more like a human. We put a lot of care into modeling the timing of how the game queues actions, and how humans make decisions. In SimC you usually had to code this yourself in your rotations by using “react” conditions, and not everyone used these consistently. We want to take this burden off the rotation author, so we created an automatically consistent timing model. We’ll explain the details of this and we will be looking for feedback!
  • Dev support: if you find yourself writing some crazy workaround for a spell rotation or boss script, stop. Then let us know what you’re trying to do so we can build it into the simulator. We found a lot of cases just playing with a few classes, and I’m sure there will be more. We want to make this really easy for you – and if you find a case that needs a workaround, other people will have the same problem. We’d rather make it easy by adding in the necessary feature right into the simulator.

Saving you compute-time

When you’re running a bunch of simulations to test out a theory, it’s not uncommon to kick off a batch overnight, since they can take a long time to run. Our client program will allow you to seamlessly run simulations across multiple computers.

Note: the client program isn’t available yet, but will be very soon. So for now, you can run everything on the web. We’ll be scaling up our servers to accommodate your needs during this testing phase.

Updating with patches

We have a few different built-in versions of the simulator: live, ptr, alpha, personal. This means game data can be tied to the PTR, for example, then pushed to live when it launches. We’ll also keep a history of all updates, so you can compare a spell that just got buffed (or nerfed) to a previous version.

We will maintain tight controls on the public versions of the data (PTR, live, etc). That way, we can be confident that theorycrafters like you are controlling the content, and some troll (or well-intentioned, but misinformed do-gooder), doesn’t override your work.

In addition to this, the personal versions of the data allow you to change anything you want, at any time, and have it immediately compiled into the simulator code. So you don’t have to wait for anyone, you can make changes quickly and test the results immediately. It’s all automatic!

Coming Soon: stat weight generation

Currently, SimC calculates stat weights using a delta method and small number of data points. I know a lot of you have your own methods for calculating weights to share with the general public. And some of you might know that we built a system for our own use that iterates through different sets of real gear.

We wanted to make stat weights easier and more accurate for everyone. So we’ll be providing a technique that uses at least an order of magnitude more data points to give you much better predictive power. We plan to have that ready VERY soon.

The general user

We hope having a web-based simulator that runs with the click of a button, encourages more players to use it. And we honestly don’t want their main use-case to be stat-weight generation. We want it to be experimentation.

If a warlock is trying to decide between 2 talents, maybe she sees that there are 2 different spell rotations from her favorite theorycrafter, one for each talent. She can look at those rotations and decide if she likes one better. Then simulate each one, with their respective talents to determine the DPS difference.

We’re also making it really easy to share any simulation setup. So you can have several profiles linked in a guide that talk about different talents or spell rotations. We hope this makes proving your points around the internetz easier, especially things you find yourself having to repeat.

Trinkets

The simulator does one really nice thing for us too: helps us rank trinkets better. We try to rank trinkets as best as possible, we really do. We built a program that interfaced with SimC, figured out DPS differences, then assigned a value of a corresponding stat. Then it could be ranked by stat weights. Despite our best efforts, we realized we just couldn’t realistically, automatically rank trinkets with just stat weights. This simulator allows us to actually rank trinkets, per boss too!

What’s the timeline

  • Closed beta: Thursday, May 5, around noon PST. A workshop/walkthrough at Noon PST Thursday and 7pm PST Thursday. Might try to do a Twitch stream for screen sharing purposes.
  • We’ll be launching with some WoD classes filled in as completely as possible (but as experts, you might find something missing, so tell us). The idea here is to be able to use the tool on the current version of the game to verify that everything works.
  • Next, we’ll be adding in Demon Hunters, then other Legion specs and information. While we’ll be filling this in, you can also do it on the wiki if you want your class done sooner (or want to test it out to see how easy / hard it is, and provide feedback).
  • Client program will be coming soon. In the meantime, we’ll ramp up our web servers for you to do testing on.

Closed Beta

We want you to test out the system and tell us what you think. To do that, contact us on twitter, discord, or email (feedback -at- askmrrobot dot com) and tell us why you’d be a good beta tester. I will need your email to set up your account.  We’ll be available in our Discord channel to answer questions (via chat and voice).

 

 

-Team Robot

Yellowfive (developer)
Swol (UX design & theorycrafter)
Zoopercat (people handler & other stuff)

Tank Metrics

What should a tank look at as a simple metric on a combat log?  Damagers have DPS, healers have HPS, tanks have… what?

Our logs will give you three easy numbers, and this post described how useful they might be.

Damage Taken

Total damage taken seems like a natural way to compare or rank a tank.  Unfortunately it doesn’t work so well for a variety of reasons:

  • Most fights require tank swapping or different jobs for each tank, which can lead to big differences in total damage taken.
  • Some tank classes just take more damage by design.

So while not a useless number… it isn’t all that helpful either.

TMI

This is a metric created by some theorycrafters, and you can read full detail about it here.

TMI was created primarily as a theoretical metric to be used in simulation and mathematical modeling to help determine the relative value of different stats on gear.  We use TMI and simc to help us create our tanking stat weights on AMR and find it to be very cool and useful.

We calculate it on combat logs… but it is of pretty limited value on logs.  In theory it should tell you how spiky your damage is — do healers see your health bouncing all over the place and go into panic mode, or is it steady and predictable?  Good concept and metric, but the numbers you see on combat logs don’t translate into actionable information usually.

At lower difficulties where the damage spikes just aren’t that dangerous (basically anything below Mythic), the metric can be skewed and give a number that is hard to interpret.  Even at Mythic difficulty, you only really want to use the number as a relative comparison of tanks on the same fight and probably of the same class.  You don’t want to use TMI as an absolute metric where value X is “good” and value Y is “bad”.

New!  Healing Required / Second

We have created a new metric with our latest log update. We just call it “healing required per second.” It’s THIS easy: when a tank is “main” tanking a boss, how much healing does he require outside of what he can do on himself?

This is NOT a one-size-fits all algorithm, trying to smush each fight into a metric. We code each boss individually so you are only looking at what’s important for tanks in each fight. Every boss is customized 🙂

This metric is live for NEW logs. Go to the Damage Taken report to see it. If you want to test it out with a log you’ve already uploaded, you can change the file name and upload it again. NOTE: It will show duplicate logs if you do this though.

HRPS

How it’s Calculated:

  1. For each boss encounter, we define what constitutes “main” tanking.  The goal isn’t to necessarily capture every point in a fight where a tank is taking damage, but instead to define the “main” and more consistent parts.  For example, on The Butcher both tanks are considered “main tanking” for the entire fight.  On Mar’gok, a tank is only considered “main tanking” when Mar’gok is hitting them.  A tank will certainly take damage from the different adds in the intermission phases of Mar’gok, but it is highly variable depending on which adds and what kind of strategy your team uses.  So we cut it out for the purposes of this metric.
  2. For the time where a tank is “main” tanking, we total up how much damage they took, and subtract self-healing and self-absorbs.
  3. What you are left with is how much healing your healers would have to do to keep the tank alive during the more consistent tank damage phases of each fight.

This metric does not tell the whole story of course, just as HPS does not tell the whole story for healers.  But we think that it is far more useful than total damage taken and for more practical than TMI when looking at a log.

Here are a few potential uses for this metric (assuming it works out over the next couple weeks, we’ll be keeping an eye on the log data):

  • Rankings.  We think this number is a decent candidate for tank rankings and percentiles.
  • Actionable Benchmark.  A damager can look at DPS on a fight and try to improve it the next time he does the fight.  We think this number can function similarly for a tank: try to reduce it each time she does the fight.  In general a tank who uses active mitigation and times cooldowns will take a lot less damage during these main tank phases.
  • Adjust Tank Assignments.  If you notice that one of your tanks is requiring a lot more healing than another on a fight, but they are of equal gear and skill… it is a good indicator that maybe your strategy for the fight is off.  Maybe a more even tank swap would result in a better damage split?  Depends on the fight.

Want to see a log of it in action? Any log uploaded in the past 2 weeks shows it. And here’s an example from our raid’s mar’gok’s attempts last night: http://www.askmrrobot.com/wow/combatlog/3d037a7d-e380-4430-b905-ad78db6dd5cd/report/12#v=0,d=2

Premium user update for 6.0.2 and WoD

First, a HUGE thanks for being a premium member. We really hope you’re enjoying the fun features we’ve built over the past couple of years. And we hope you’ll like the new ones we’re launching in Warlords of Draenor. /thanks from Team Robot -Yellowfive (developer of awesome) -Swol (designer and theorycrafter badass) -Zoopercat (social butterfly)

Update: Oct 22

We are working around the clock, fueled by a little extra caffeine, to get the premium features ready. We’re close… so VERY close.

  • Best in Bags: ready on patch day!
  • Upgrade finder: Ready on 10/22: Bonus rolls, burdens of eternity, SoO zone ranked lists, and item upgrades. Ready later tonight (on 10/22): world bosses.
  • Robocouncil: this is getting a huge feature overhaul and will be revamped for Warlords launch or shortly after.

Use Best in Bags on Tuesday!

premium_BiB_lAll of your gear will return to its pre-reforged state. Hit & expertise caps are gone. Stats are squished. Lots has changed. That means much of your equipped gear might not be the best gear anymore, and something hiding in your bags could be better. So your best option to optimize on Tuesday is first run your character through Best in Bags. That will give you a new starting point, and you can equip all of the best gear that you own. After that, feel free to do the regular ol’ optimizing 🙂 Also, if you want to help your non-premium friends, let them know that we will reset everyone’s 1-week free trials on Tuesday. So they can use Best in Bags for the next week 🙂

In case the Armory doesn’t work for your character:

We have a workaround that uses our addon. Make sure you have the latest version from curse OR our website (in the main drop down menu at the top of the page). Then follow the steps on this guide (some screenshots may be out of date, as we updated the addon, but the idea stays the same). NEW! In the past, our armory workaround only worked if your character already had been loaded on our site, and all it needed was updating. NOW you can load ANY character, whether it’s been loaded on our site in the past, or not.

Coming in Warlords of Draenor

Live Loot Ranking! The basic part of this feature will be free. But we have some awesome sauce to pour on it for premium users. It will let you save a list of gear (like a wish list) and send it to the in-game addon. Then, whenever a boss drops loot on your list, Mr. Robot pops up and lets you know you might want to roll. We’re really excited for this feature and hope to have it out with Warlord’s launch. Combat log analytics The basic part of this feature will also be free. In addition, we’re working on some features that will automatically dig through the data for you and pull out what’s interesting to help you improve – which is the special fancy schmancy stuff you get as a premium user. This feature will come later, after we have enough raid data to start analyzing.

Top Things to Know for Patch 6.0.2

Gear Changes for Patch 6.0.2:

  • Official patch notes
  • Stat squish: all of your stats have been ‘squished’ in the patch.
  • Reforging is gone. All gear returns to its pre-reforged state.
  • Hit and Expertise are gone
  • Dodge and parry aren’t really ‘good’ anymore. Crit now gives some classes and specs parry (like with Riposte for Warriors, which now makes crit give you parry)
  • Agility and Intellect no longer give Critical Strike
  • Profession bonuses to combat no longer give bonuses. For example JC gems now give the same amount of stats as a regular gem.
  • Gear upgraded with Valor stays upgraded. You can still upgrade MoP gear, but you use 50 lesser charms per upgrade instead of Valor.
  • New level 550 gear from the updated level 90 Upper Blackrock Spire!
  • Mr. Robot’s “Best in Bag” feature will be free for a week, starting on Tuesday. Think of it like Best in Slot, but for items found in your bags and bank.

Mr. Robot’s status: Live on Tuesday, Oct 14!

We’re releasing our Warlords site on Oct 14 as a beta on our live site. The beta will start with Level 90 characters, since none of us will be 100 yet, and we want the site to be usable in this ‘in between’ period. The goal is the make the site work for 6.0.2, while focusing the majority of our efforts on perfecting everything for level 100 in WoD.

Take a sneak peek at the new UI launching with 6.0.2:

Some notes from Mr. Robot:

  • Stat weights: we will be adjusting them to get them in the ballpark. We’ve done the first round of research to achieve this. As we get closer to WoD, we’ll have more thorough research and input from theorycrafters.
  • Gear: In preparation for WoD, we’ve removed gear some of the lower level 90 gear from the ranked lists. We will still be ranking everything from timeless isle or higher, including SoO, legendary, world boss drops, timeless isle, anything from a vendor that’s 476+, anything epic and crafted 476+, any epic quest rewards 476+. Gear from the new level 90 Upper Blackrock Spire has been added. event has been added in. Warlords gear will be added in later.
  • Trinkets: Take all level 90 trinket estimates with a grain of salt, a lot of things have changed on them, and our estimates are ‘rough’ and haven’t been vetted like they usually are. We’re focusing efforts on ranking WoD trinkets. The amplification trinkets now have a static estimate (instead of dynamic like before), but your stats will calculate correctly at the end. We did this because amp trinkets are being removed in WoD, so we didn’t re-write the complicated code for it (sorry!)
  • Set Bonuses: These will not be perfect, we’re taking a guess during this transitional phase. After that, they will be irrelevant.
  • Socket Bonuses: We will fudge socket bonuses a bit, instead of complicated code for level 90 gear, we’re just going to cheat a bit since new gear won’t have socket bonuses. The optimizations will still work, but we will not be guaranteeing the optimal solution during this transitional phase.
  • Meta gems & Legendary: we are hard coding the best gem for each class for this interim period.
  • Tolerance: the ‘interim’ optimizer will be less tolerant of silly human things, like setting 0 for all of your weights (it’s happened). We are focusing efforts on making it awesome for WoD instead of ‘silly human’ proofing it.
  • PvP optimization will be VERY rough.

What happens to optimizations?

We will still optimize you! We’re adjusting stat weights to get them in the ballpark, while we do our normal fine-tuning as people reach level 100. And remember, you can always edit them yourself. One thing you will notice right away: without hit and expertise in the game, all of those caps are gone. So stats will likely move around on gems and enchants.

With reforging gone, is my gear bad?

The problem here, is that many of us have reforged so much gear, and made it so customized, that the original items might not actually be very good for us. Mr. Robot’s “Best in Bags” feature will search through all of your gear and find you the best setup.

And because we think Best in Bags will be so helpful, we’re making it free for a week, starting Tuesday. The free trials are reset. So on Tuesday, just click the “Best in Bags” button and your free trial will automatically start. No credit card is ever collected for a free trial, because that’s just shady, and we don’t like shady.

And here’s what we up to for Warlords!

Game Specifics for 6.0.2 (With a few Warlords Tidbits)

The special bonuses you used to get from professions, like extra gem slots for Blacksmiths, special enchant slots for enchanters, shoulder inscriptions, etc, are removed.

Enchanting

  • Old enchants that have hit and expertise have been converted to other stats.
  • Old enchants can’t be applied to items higher than iLevel 600. However, you can still apply MoP enchants to your legendary cloak, even if it’s upgraded past 600. I tested this again on 10/9/14.
  • New enchants (in Warlords) will only cover neck, cloak, rings and weapons. You can also modify the appearance of the weapon enchants. (WoD)

Jewelcrafting

  • Existing (old) gear will keep sockets and bonuses. Existing gems will keep their original stats (including primary stats), with the exception of hit and expertise, which are converted to other stats.
    – Hit is converted to crit on old gems. Rigid River’s heart is +20 crit, for example. Precise Wild Jade should be +10 crit and +10 crit, but is wrong, verify!
    – Expertise is converted to haste on old gems. Precise Primoridal ruby is +20 haste, for example. Verify wicked vermillion is correct (10 haste / 10 haste)
    – Accurate Imperial Amethyst used to be +160 Hit and +160 Expertise. It is now +10 Crit and + 10 Haste.
  • JC Gems (Serpent’s Eyes) can still be crafted, but they have the same value as a regular blue quality gem now, since professions no longer give additional combat bonuses. For example, Brillaint Serpent’s Eye is now +10 Int, and a Brilliant Primordial Ruby is also +10 Int.
  • Stat squish drops old blue quality gems down to 10 for primary stats and 20 for secondary.
  • In WoD, there will not be new hybrid gems, and new gems no longer give primary stats. Gem socket colors and bonuses will also be gone for new gear. (WoD)
  • Here’s a list of the new gems, they are much simpler. They come in 2 qualities right now: +16 for regular and +20 for greater. They also require 5x of various herbs to make, along with a taladite gem. (WoD)
    Critical Strike Taladite
    Haste Taladite 
    Mastery Taladite
    Multistrike Taladite
    Stamina Taladite
    Versatility Taladite

Alchemy

  • Flasks and potions increase primary stats in Warlords! There are 4 types of flasks that affect agility, strength, intellect and stamina. The regular ones give 200 stats, and greater give 250 stats. (WoD)
  • Potions will affect primary stats as well, among other things. (WoD)

Cooking:

  • New recipes in Warlords increase secondary stats (as opposed to primary stats in MoP). (WoD)
  • The number of ‘servings’ you get increase with your cooking skill (new to WoD).

Engineering, Blacksmithing, Leatherworking and Tailoring

  • In Warlords, each profession can make new 630 and 640 iLevel gear that is BoE and has a random stat. The random stats can be ‘rerolled’ with special essences. Those crafted items can also be upgraded twice with special ‘items’ as follows:
    – 630 iLevel gets upgraded to 640 and 655
    – 640 iLevel gets upgraded to 655 and 665

Herbalism, Mining, and Skinning:

They can all be done without any required skill level in Warlords. As you get a higher skill level, you get better stuff when picking flowers, mining nodes or skinning wildlife.

Increased Drop Rates for 6.0.2!

Garrosh heirloom drop rate significantly increased. If you don’t have an heirloom yet, you have a 100% chance to get a spec-appropriate item when killing garrosh on normal or higher. http://us.battle.net/wow/en/blog/14014199/siege-of-orgrimmar-changes-in-patch-60-and-warlords-of-draenor-5-5-2014

 50 WoD Facts Countdown

For more information, check out our countdown post with lots of facts!

 

Battle.net OAuth Login Integration

Blizzard now allows fansites to integrate with their logins. It uses that same technology that the Facebook logins use 3rd party sites. This opens up a lot of cool options for us and other fansites.

How does this work?

Click the ‘load character’ button on our site and the normal character selection window will open. Click on the far right tab ‘my characters.’ You’ll see the battle.net login button.

BattleNetLoginWhen you click it, you are redirected to battle.net. You login on Blizzard’s webpage – the credentials are never entered into our site. Then you are given the option to let us see various battle.net information. Right now, we can get a list of characters, but Blizzard plans to allow for more things, like which Blizzard games you own, etc.

Once our site gets the ‘ok’ from battle.net, we are given a random token that we can use to get that data. The token can only be used to get the data battle.net allows us to get. So there is no way for us (or anyone else) to get your account name, password, or any other information that is not allowed.

I mentioned these use the same technology that Facebook logins use, but unlike Facebook, the battle.net permissions don’t give out personally identifiable information (no name, no geo-location, etc). So no one has to worry about that at all!

Why is this cool?

Right now, we will list out all of the characters you own on the ‘load character’ menu. We can do a lot of interesting things once we can verify the WoW characters you own:  here’s a few things we have planned (they are not currently implemented):

  • Combat logs: we can provide you a list of logs that any of your characters show up in, no need to search or anything.
  • Offspec gear: right now, people can only view the gear for your active spec (same with on the armory). Once we know which characters you own, we can show your offspec setup to anyone who loads your character (not just you).
  • Gear preferences: You’ve probably changed at least a few settings on our site to get your character to gear how you want (stat weights, item level thresholds, etc). But when someone else loads your character, they don’t see what you see – they see the default, non customized version. Once we know you OWN that character, we can keep your settings and show that setup to anyone else who loads your character.
  • Robocouncil: For those of you playing around with Robocouncil for loot – this will allow us to link someone’s stat weights and preferences to their Robocouncil profile, no more relying on the defaults.

Our Warlords of Draenor Plans

We have a lot of cool features to build for Warlords, and we’ll be able to make use of this API as well.

There’s a lot more we can do, we are pretty excited for this feature. So give it a try and let us know what you think 🙂

 

 

 

 

Combat Logs: Deaths, Resources & The Kitchen Sink

To continue with our mission to make combat logs easier to understand, we’ve ironed out a few more report views. Hopefully this help make the data actionable, so everyone can improve in their raids.

Twitter_CombatLog1

Deaths

Our goal with the death report is to have you quickly understand what happened, and how to prevent it. The death report starts with a few key metrics:

  • The time it took you to die (measured from the last time you were at 90% health to death)
  • The last time you were healed (did you receive no heals for 2 seconds before death? Or were you healed a split second before death?)

The next most important piece of information is how much total damage you took (from the last time you were at 90%), what ability actually killed you, and how much total healing you received in that time frame.

After that, we want to show any defensive buffs that you used (or were used on you). You can see that I used Barkskin in the example below. But there’s something interesting to note: I went from 90% to death in 4.4 seconds, but Barkskin was only up for 2.2 seconds. That’s because I cast it as I saw my health drop, but then I died.

The last, but not least, we show how much damage you took from each source, and how much healing you received (and from what abilities).

DeathZoopercat

Death Detail View

We hope that most of the information you want is contained the regular death report – we don’t want you spending 30 minutes looking for the info you need. However, sometimes you want to look through death events in greater detail, so we provide a detailed view. And to make it as easy as possible, we give you some filters on the left so you can find exactly what you’re looking for.

DeathEvents

Resources

We track your mana, rage, energy (and so on) to help you understand how you manage them. Here’s some views for a healer’s mana (top) and a tank’s rage (bottom).

Resources

Interrupts

Want to know how well the team interrupted specific abilities? You can get it all with one quick report view:

Interrupts

Dispells

Along the same lines as interrupts, how well did the team dispell those dreaded debuffs, like Shadow Word: Bane on The Fallen Protectors? We even tell you the average time from debuff application to dispell 🙂

Dispells

 Tooltips

Tooltips are finally here! We wanted to provide extra information so you don’t have to leave the report view if you don’t want to. If you think we left any important information off, let us know!

The player tooltip gives you more information on their gear, which is captured at the start of each boss attempt.

Tooltip

Damage taken tooltips are pretty awesome, if I am allowed to compliment my own site! Take a look at the example below, you’ll see a clear breakdown of damage taken, the blocks and absorbs.

Tooltip_Tank

Healing tooltips show a breakdown of healing that was done as absorbs (hi Disc Priests!) and overhealing.

Tooltip_Healer

Up Next

We’re currently working on the graphing system and will have that ready for our next alpha update. Stay tuned! To see past feature highlights, check out this blog article.

Want in on the closed alpha? Fill out this form with your email.

 

 

Combat Logs: RL Screenshots

How many times can I say the alpha is close before it’s here?! ONE MORE TIME! I’m on the final stages of testing. And I’m sending screenshots back of logs I test. Not nearly as fun as playing with the alpha on your own, but we’re VERY CLOSE!

I’ll be posting screenshots as I get to them. If you want to participate I need:

  • A link to your log (raw text file) on dropbox or some other file sharing service
  • The region and realm of the person who made the log
  • A specific boss you’re interested in (I am only doing screenshots from 1 boss at a time)
  • Your character name (so I know who to focus on in the screenshots)

Screenshots:

 

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