Hi, you guys probably know me from my previous data exploits. To avoid cluttering up other people's threads, I decided to make a new thread for this stuff.
The below analysis was based on combatlog parses of all F&I instances that I participated in, since 7/28/2014. Some quick stats:
128 instances
389 unique characters
9679 frozen daggers
1291756 individual actions
A sneak peek:
All the data has been moved to a local SQL server and is out of ACT. Let me know if you have some interesting queries in mind. Enjoy!
Comments
"Without data, you're just another person with an opinion." -- W. Edwards Deming
1st graph: PCT of DPS, after resistances (EncDPS), taken by each player from Frozen Daggers, ordered by decreasing amounts of damage taken (blue/orange/gray/yellow/etc)
2nd graph: Amount of DPS taken, as in 1.
Processing this data was ... complicated ... so there may be some weird outliers. I think they're caused by players DC/SNR-ing, but whatever.
The first graph also looks like a piece of modern art.
My super cool CC build and how to use it.
I don't see graphs any more. I see "blonde", "brunette" ...:cool:
-=-=-=-=-=-(CO in-game handle: @WarCan )-=-=-=-=-=-
"Okay, you're DEAD, what do you do NEXT?"
To ELI5:
1. Lots of blue - your tank done good. Lots of colors - your tank sucks.
2. If your tank takes less than 864 DPS, you're "better than average". Hooray.
How good of a tank are you depends on how much threat you generate (graph 1) as well as how much damage you soak (graph 2). Not either, both.
The trend should be obvious.
So is this telling me "better tanks hold threat and don't take a lot of damage"? u3u
My super cool CC build and how to use it.
Epic Stronghold
Block timing explained
Pretty much.. although in CO threat scaling is broken, so judging someone by aggro management is a bit disingenuous, and Frosty funnels building enough that w/o heavy support or very gimmicky builds one does have to cut their dps/threat gen a good bit in order to live. If a min-maxed dps'er can't keep it in their pants, or get an aggro wipe, or just simply switch targets in this case, its not necc a case of 'bad tank' if they eat daggers for being overzealous.
Also, groups have no role enforcement- ya may get teams w/ no viable tank or support at all, and then yeah its gonna be sloppy (or even impossible w/o a sniper). The inverse is also true- too many tanks trying to taunt Frosty means many stray daggers, and since that's even more random they are even less likely to be blocked or mitigated well. Not a problem w/ preformed teams typically, but I dun think this sampling is largely taken from pre-mades.
- Be safe and have fun, champs - for science!
Yes, I did leave out the HPS component. Would make it too complicated. Also considering damage debuffing, etc.
As far as mechanics such as sniper rifle or "stealth-tanks" ... I'd rather leave them out of the discussion for the moment.
As far as the sample composition: about 50/50 premades/pug. I've tended to do more PUGs in the later dates. Premades are also ... variable in quality.
Top: Success/fails of F&I over time, with average success rate.
Bottom: Average duration of an encounter.
Dotted: 10-period SMA (simple moving average).
Epic Stronghold
Block timing explained
To address this. The results were .. not what I expected.
For the Y-axis, this number is Healing (Inc) from ACT, divided by duration. I excluded sentinel mastery healing for all tanks. Having it in or not doesn't appear to make that much of a difference.
Yeah, the variance is huge. But what this suggests to me is that tanks backed by better support (heals taken) greatly help the team take less damage. Thus here, the support more than anything a good tank makes. But note the Y-axis: tanks with a wide variety of healing requirements can all do fine.
Anyways, will give this topic a rest now. Hope any of this is useful, now or in the future.
Epic Stronghold
Block timing explained
I guess when it comes down to it, anyone can block to sink Ice Dagger's idps a bunch, whereas not many can recover the dmg on a consistent basis.
Its cool to have some data to support otherwise vague assertions, though, so nice work on this, Jim. Were you by chance running Support for most of these runs?
- Be safe and have fun, champs - for science!
Actually, DPS (color me surprised).
Tank: 37
Support: 44
DPS: 76
One of the DPSes is somewhat support-y (SM), but still.
That is my (somewhat counterintuitive) conclusion from a lot of this data analysis. Maybe I should run support more often ...
I'm definitely able to keep up an AOPM tank (for instance) up without much fuss, as long as there isn't too much target switching. On the opposite end (tank with no support), yeah, that's a different story. The builds that can do that can be seen in the lower left corner of the plot. There aren't a lot :rolleyes:
AoRP is easily the best passive for these purposes; +90% damage resistance easily beats +1k hp from AoPM, and stuff that boosts healing isn't that relevant because healing rate doesn't tend to be the limiting factor.
Epic Stronghold
Block timing explained
AoRP is lovely, but its useless for that tank if they don't happen to be on ur UI when everyone loads in. That's partly why I dun field Support for groups much: in Rampages I found that it was a crap-shoot if any given player will actually be in my 'team' to actually get the auras or not. (and this is also partly why Sentinel Mastery and -dmg debuffs can be so nice- they circumvent UI and teaming issues)
- Be safe and have fun, champs - for science!
That's the same strategy I do with Combat Medic.
Hah, nice.
Call Maverick if you need a DPS help, or Combat Medic if you need a healer.
I am known for having extremely good or extremely bad luck with drops.
- Be safe and have fun, champs - for science!