We’re getting very close to the open beta of our combat log analysis tool (apply for the closed alpha here). We’re taking a fresh approach – we want to make it more inviting to the average person who doesn’t have a math degree. And we also want to provide enough data and analysis that the super hardcore people get what they want out of it too.
The first step was to design an interface that is simpler, less data dense, and highlights the important things. We also want to make sure navigating through the reports is easy, and make sure you always know what you’re looking at.
Top level damage report
Here’s a preview of the top level damage report for a fight. We’re still tweaking a few things, but this is the general idea.
Once you click on a player, you’ll get more information about each ability: crit %, direct damage vs dot damage, etc. Take a look at the screenshot below. The far left shows how many uses and/or hits & ticks you got out of each ability. The middle section has a bar graph to show the relative damage each ability did. The right set of columns has a few extra numbers that some people are interested in, like crit % and uptime.
A lot of the value for tanks will come in our ‘performance analysis’ tool. We’ll try to analyze how efficiently you’re using your defensive cooldowns. Are you using them enough? Are you using them at the right time in each fight? We want to add ways to identify how in danger you were of dying – did you get lucky and live, or did you live because ‘you’re doing it right’ ? Here’s a few general things we’ll cover at launch:
- TMI: We can calculate the TMI, which is a ‘damage smoothness’ metric for tanking, developed by Theck.
- Damage mitigation: we’re giving you a visual way to see how much damage a tank mitigates with blocks and absorbs.
- Resource tracking: we’ll be able to show you how efficiently you’re using resources.
- Death analysis (for all characters) will be really badass. More on that in another blog post.
Healers need a lot of love! Of course we’ll cover the basics, like healing, overhealing and absorbs. But we want to go a lot further than that and help you improve healing on your team. We also want to have a little fun with some new things, like our “Near Death Experience” metric that will show which players almost died but were saved (and by whom).
- Accurately track absorbs: We’ve written special code that tracks them much better, being able to tell exactly what absorbs were used and when. See how we display some of the extra info in tooltips.
- Mana tracking: this allows us to do all sorts of cool things, like help suggest the right amount of spirit, when to use mana regen abilities (like innervate), and so on. Here’s the basic resource view to start with.
- Ability uses vs hit/ticks: this is a big one for HoTs like rejuvenate. We will show how many times you actually cast it (far left column), as well as the number of hits/ticks.
- Healer stat weights: our ultimate goal is to be able to suggest stat weights for healers based on their combat logs. If you use a lot of HoTs you might be best off favoring one stat, vs favoring another stat if you use a lot of your big, direct heal. We will be able to tailor weights to your play style. All with the click of one button
Combat logs that integrate gear & item levels
We’ll also have a feature that takes a snapshot of your gear, talents and glyphs that can be uploaded with the logs. This allows us to do all sorts of pretty cool things. For example, we can help you compare your performance to someone with similar gear levels. Or we can quantify how much more damage someone with +5 iLevels in your raid should be doing than you. And the list goes on! We’re very excited for this feature, so stay tuned as we release more information about it.
We want you to be able to quickly and accurately see what killed not just one person, but your whole raid. In the example below you can see that Garrote contributed a majority of the damage that killed people.
Our goal with the individual 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).
And of course, we let you take a look at the actual death details for those times you need to dig through the actual data.
Coming soon, we’re currently working on those and will have them in the next alpha build.
Want in on the closed alpha?
Sign up here.