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Old Mar 10, 2010, 01:02 PM // 13:02   #21
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Your conclusions are utterly devoid of any practical usefulness, aside from
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(4) There are certain casting patterns to maximize the efficiency of a combination of snares
which is pretty damn intuitive anyway.

Pointless thread is pointless.
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Old Mar 10, 2010, 01:42 PM // 13:42   #22
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Whoa. This is.. impressive.
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Old Mar 10, 2010, 03:23 PM // 15:23   #23
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Quote:
Originally Posted by Revelations View Post
Your conclusions are utterly devoid of any practical usefulness, aside from
which is pretty damn intuitive anyway.

Pointless thread is pointless.
Intuitive or not, this thread reaffirmed such conclusions mathematically, moving beyond impressions and feelings to prove them. Also, I refrained from major conclusions and judgments to minimize my bias in this area. If you, and others, want me to assert more substantial conclusions, I can; my objective in this thread was not to dictate which snare(s) everyone should be using, but rather to point out the efficiency of the snare(s) that one is using. In other words, this thread was for people to explore snares, seeing for themselves which are best - most efficient - rather than me telling them. I have my reasons for doing the latter, which I can further explain, or I can go ahead and explicitly indicate which snare and snare combo are the best, if enough people want me to.
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Old Mar 10, 2010, 03:28 PM // 15:28   #24
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Wooow.... Thats almost scary, but i bet your ag
great midline :P
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Old Mar 10, 2010, 03:42 PM // 15:42   #25
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Congrats for such an effort. But you probably love math anyway
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Old Mar 10, 2010, 04:10 PM // 16:10   #26
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I'm assuming that you will be using this to at least score some extra credit in one of your math based classes.

Also, I suspect that you are an Asura & I will be gravely disapointed if I do not see "Frozzen Ell" as a resident of Rata Sum in GW2.
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Old Mar 10, 2010, 04:22 PM // 16:22   #27
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I'll respond to your questions in (hopefully not more than) two posts. The first part:

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Originally Posted by awry View Post
do you think then that there would be much differences if someone were to play fast cast mesmer?
For mesmer vs ele analysis, reference post #10.

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Originally Posted by Derrick the Nomad View Post
I'm assuming that you will be using this to at least score some extra credit in one of your math based classes.
Nope, just doing this for the fun of it.

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Originally Posted by Derrick the Nomad View Post
Also, I suspect that you are an Asura & I will be gravely disapointed if I do not see "Frozzen Ell" as a resident of Rata Sum in GW2.
Ironically, I'm more of a Charr person myself
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Old Mar 10, 2010, 04:39 PM // 16:39   #28
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Quote:
Originally Posted by Frozen Ele View Post
(Should I add this to the investigation and place it in one of my "extra spaces"?)
For the sake of completeness, yes; discuss the FC Mes option.
It might also be an idea to just check the differences caused by varying your Water Magic rank.

Also, small spelling error - there's no s in l'Hôpital.
Simply dividing both denominator and numerator by n in your limits would have made them much more obvious anyway, negating the need to find derivatives to apply l'Hopital's.

I really don't know what sort of value these calculations have. I don't think they're going to change anything or bring anything new to light, but it's nice that you took the time to push through them.
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Old Mar 10, 2010, 05:08 PM // 17:08   #29
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Originally Posted by Xenomortis View Post
For the sake of completeness, yes; discuss the FC Mes option.
It might also be an idea to just check the differences caused by varying your Water Magic rank.
The factors of the FC mesmer on the efficiencies of the snares are the decrease in duration (for the most part) - tied to the water magic rank, the decrease in casting time - tied to the FC rank, and then the final ratio of the two and the rechare.

Consider Ice Spikes, with 12 in water magic and 15 in FC, the casting time is 1s, the duration is 5s, and the recharge is 10s, so the efficieny would be 5/11. For a water ele with 15 in water magic, the efficiency is 6/12. Although both the numerator and demoninator had 1 subracted from it, the resulting fraction were different, .4545 vs. .5000 respectively. Producing the equations to reflect these factors shouldn't take long, as I just need to modify a few values in each to account for the variances.

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Originally Posted by Xenomortis View Post
Also, small spelling error - there's no s in l'Hôpital.
Simply dividing both denominator and numerator by n in your limits would have made them much more obvious anyway, negating the need to find derivatives to apply l'Hopital's.
James Stewart's Essential Calculus: Early Transcendentals, my main reference book over the course of my investigation, refers to it as "L'Hospital's Rule" (see pg. 188). (I can scan the page and post it here if you want)

Dividng both by "n" would have worked, since the values divided by infinity would converge to zero, but went with L'Hospital's because of its application to instances like this, my familiarity with it, and because of the formal atmosphere of the proofs.

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Originally Posted by Xenomortis View Post
I really don't know what sort of value these calculations have. I don't think they're going to change anything or bring anything new to light, but it's nice that you took the time to push through them.
When preforming this investigation, I didn't set out to radically change snaring as we know it, and the results point to that. Rather, I set out to confirm beliefs mathematically and to produce values which makes snares and snare combos easily comparable. Part of the purpose is that when someone is deciding, "should I use snare X or Y, or X then Y or Y then X," they could look at this investigation and see which of the possibilities is the most efficient and probably the one they'd want to use.

Last edited by Frozen Ele; Mar 10, 2010 at 05:27 PM // 17:27..
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Old Mar 10, 2010, 05:28 PM // 17:28   #30
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Okay, why use 15 water? Snaring is more important in PvP and I'd usually want as much life as possible in there.

What effect does AoE have on the calculations? Some skills can snare multiple opponents like a monk and his linebacker. If Deep Freeze hits two people on occasion, it has to have more value because of it.

Another thing is you didn't take exhaustion into account for mind freeze. If you cast that on recharge you are going to be exhausted pretty quickly. Thus it gradually loses its ability to snare if you don't wait the full 30 seconds for your energy to recover.

Next how do other skills effect your rankings? You've got skills like arcane echo, glyph of swiftness, chilling winds, Gust for 3 seconds of KD, and FC/Mantra of Recovery for Me/Els.

Finally how do water magic snares compare to earth snares?
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Old Mar 10, 2010, 05:29 PM // 17:29   #31
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Quote:
Originally Posted by Frozen Ele View Post
James Stewart's Essential Calculus: Early Transcendentals, my main reference book over the course of my investigation, refers to it as "L'Hospital's Rule" (see pg. 188).
http://en.wikipedia.org/wiki/Guillaume_de_l'Hôpital - meh, there's a section that basically says that's correct.
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Originally Posted by Linked Wikipedia article of Guillaume de l'Hôpital
l'Hôpital is commonly spelled as both "l'Hospital" and "l'Hôpital." The Marquis spelled his name with an 's'; however, the French language has since dropped the 's' (it was silent anyway) and added a circumflex to the preceding vowel.
Fair enough.

I should note I haven't fully checked through your maths, but it seems complete and I can't think of anything you're missing.

As you mentioned, adding in the extra notes shouldn't be too hard (you've already set everything up, it's just a case of altering the numbers).
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Old Mar 10, 2010, 06:07 PM // 18:07   #32
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Originally Posted by Winterclaw View Post
Okay, why use 15 water? Snaring is more important in PvP and I'd usually want as much life as possible in there.
I chose 15 water magic because, to be honest, that's what I run around with. Also, in terms of snare duration, there is no increase in duration from 15 water magic to 16, with the exceptions of Ice Prison/Tenai's Prison, Mind Freeze [E], and Icy Shackles [E], which all have an increased duration by 1 second. Considering one is losing 40hp (major rune vs. superior rune) for an additional 1 second to snares he/she may not be using would be ineffective.

The reason for providing the equations, and not just the charts, is so one can go back through and insert whatever rank of water magic he/she is using and find the efficiency for his/her particular build. Once again, I tailored this investigation towards what I use, but did not prevent anyone else from using in the equations with what they use.

Quote:
Originally Posted by Winterclaw View Post
What effect does AoE have on the calculations? Some skills can snare multiple opponents like a monk and his linebacker. If Deep Freeze hits two people on occasion, it has to have more value because of it.
Regardless of how many foes are affected, the efficiency of the snare against each alone is going to remain constant, with the exception of using an AoE snare against 2+ people then a single target snare on one (here, the efficiency of the snare agains the the AoE only snared person would be the single efficiency of that one snare, whereas with the other person who is hit by both the AoE and single target snares, the efficiency of those snares will be the combination efficiency). How many foes are affected by a snare is something that must be considered individually and as to where an AoE snare or single target snare is better depends on where one's fighting.

Quote:
Originally Posted by Winterclaw View Post
Another thing is you didn't take exhaustion into account for mind freeze. If you cast that on recharge you are going to be exhausted pretty quickly. Thus it gradually loses its ability to snare if you don't wait the full 30 seconds for your energy to recover.
You're right, I completely ignored exhaustion, and on top of that, I made the assumption that you always had more energy than the foe. Without making this assumption, you'd first have to answer the question of who has more energy, which will differ based on who you're fighting and is very case-specific. Instead of having to worry about this, I made the fundamental assumption that you have more energy, so I could side-step the issue and move on to its efficiency.

Yes, as time continues Mind Freeze [E] will become less effective, but I side-stepped the matter of energy within this investigation and is a limitation on any snare combos with Mind Freeze [E].

Quote:
Originally Posted by Winterclaw View Post
Next how do other skills effect your rankings? You've got skills like arcane echo, glyph of swiftness, chilling winds, Gust for 3 seconds of KD, and FC/Mantra of Recovery for Me/Els.
I'll try to answer this in the most broad way possible, to account for all of the cases. If one is using any skills that affect casting, duration, or recharge time, that person can just plug the new modified values into the equations to determine the efficiency. For example, with Chilling Winds, the person needs to multiply the duration of the snare that is affected by chilling winds (probably going to be D1 in the numerator) by how long chilling winds is going to extend the duration. For Glyph of Swiftness, the recharge of the snare(s) affected can be changed in the equations (Recharge would then become .75Recharge) and calculated out. It's important to note that these changes in cast time, duration, and recharge also affect the values one is plugging into the limits of each equation, so the equation one might use would actually be a different one had he/she not used Glyph of Swiftness, etc.

For other skills like Echo and Arcane Echo, the recharge could fundamentally be "zero" for the first few round(s) and then it would be the normal value, meaning you'd have to treat those first n number of rounds distinctly from the continuing rounds.

The values one is plugging into the equations just need to be modified to reflect the changes to the skills and if need be, seperate rounds to evaluate seperately.

Quote:
Originally Posted by Winterclaw View Post
Finally how do water magic snares compare to earth snares?
I'm assuming you just mean snares (Iron Mist, Grasping Earth, Earthen Shackles, and Ward Against Foes) rather than knock-downs. As for the efficiency of earth snares, I can explore that a bit further, although the provided equations would still hold, so one, if they wanted to, could plug in the earth snares into the equations to find out their efficiency. In other words, anyone curious about any snare combination (whether water, earth, or mesmer snares) can just plug the snare(s) into the equation(s).

Reflecting on this, I should have titled the investigation:
"Symbolic and Graphical Investigation of the Efficiency of Snares" with a specific focus on water magic snares.

I will go ahead and churn out the signle snare efficiencies of the earth snares. If enough people want, I can expand this to also include single mesmer snares, and then combinations of mesmer snares, combinations of earth snares, and then combinations of earth and water snares, water and mesmer snares, and earth and mesmer snares.
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Old Mar 10, 2010, 06:39 PM // 18:39   #33
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Hehe, I opened this thread not knowing what to think about the title. Then I saw the formulas and thought I was in Calculus III again . When I did, it made me think how many people actually understand what you are trying to say Frozen. It took me a minute of reading your formulas and abstract thinking, but I got it mostly figured out. But anyway, onto my question, which might actually be answered in your posts that I may have missed. During your investigation of this, did you accomplish what you wanted to? Like was there a goal you were trying to achieve in figuring out the efficiency of them? And if so, what was it? I am extremely interested in hearing your answer
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Old Mar 11, 2010, 11:23 AM // 11:23   #34
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<---- is impressed

When i get this damn school stuff done with, ive got to read this thro more decently.

Go maths
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Old Mar 11, 2010, 04:27 PM // 16:27   #35
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Wow...just wow. My innumeracy is preventing me from enjoying the scope of this, but very well done!
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Old Mar 12, 2010, 03:28 PM // 15:28   #36
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Wow, I thought only I am crazy enough to do mathematical analysis for a game - but you published even a guide

Did I miss something or didn't you take after cast delay into account? But I think that wouldn't make much difference. The efficiency ranking would be the same, but with slightly lower percentages.

After cast delay would also affect the Ele vs Mesmer sestion, because fastcasting reduces cast time but not the after cast - mesmers would sink in efficiency.

Btw: I created an guildwarsguru account only to say this xD
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Old Mar 12, 2010, 03:37 PM // 15:37   #37
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Originally Posted by Mashiyu View Post
Wow, I thought only I am crazy enough to do mathematical analysis for a game - but you published even a guide

Did I miss something or didn't you take after cast delay into account? But I think that wouldn't make much difference. The efficiency ranking would be the same, but with slightly lower percentages.

After cast delay would also affect the Ele vs Mesmer sestion, because fastcasting reduces cast time but not the after cast - mesmers would sink in efficiency.

Btw: I created an guildwarsguru account only to say this xD

Aftercast doesn't alter how long you can keep someone snared, just how long you're immobile (since no recharge is less than 1 second).
It doesn't affect snare uptime, but slightly affects how quickly you can activate a spell combination.
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Old Mar 12, 2010, 03:55 PM // 15:55   #38
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Impressive work.

All I have to add to this is that you need to get out more. There is a world out there.

Now get going.......
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Old Mar 12, 2010, 07:39 PM // 19:39   #39
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WOW very impressive but ..... I would just NUKEM all
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Old Mar 12, 2010, 09:54 PM // 21:54   #40
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I'm sorry, in the context of this game, this thread comes across really really pretentious to me.. We get it, you're good at math. You do realize that 99% of the people reading this thread are really going to have no idea what you are talking about.
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