Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Hall of Knowledge > The Campfire > Elementalist

Notices

Reply
 
Thread Tools Display Modes
Old May 01, 2011, 02:50 AM // 02:50   #1
Jungle Guide
 
Frozen Ele's Avatar
 
Join Date: Jul 2009
Guild: Mirror of Reason [SNOW]
Profession: E/N
Advertisement

Disable Ads
Default An Investigation of Water Magic Snares’ Ability to Increase AoE

Abstract (Summary)

This thread quantifies the increase of damage-over-time AoE (AoEDoT; just referred to as “AoE” throughout) efficiency by using snares. In Hard Mode, the average AoE efficiency of using a water snare is 168.36%. Knowing that the AoE will coincide with the duration of the water snare (“guaranteed”), the average efficiency is 187.54%. Casting AoE without knowing if the water snare is in effect or not (“happenstance”), the efficiency is 149.18%.

Compared to other traditional snares (cripple, knockdowns, body-blocking with minions), the average AoE efficiency is greater with water snares than any other measure. In other words, water snares are the best method to increase AoE efficiency by increasing the number of hits foe(s) will take. Other methods to increase AoE efficiency, however, include increasing the damage per hit and the number of foes hit, both of which largely do not apply to snares.

This thread also provides:
  • The AoE efficiency of different single water snares and water snare combinations (both “guaranteed” and “happenstance”).
  • The equations, and their subsequent explanations, to calculate AoE efficiency and the increase of efficiency by using a snare.
  • The effectiveness of “guaranteed” over “happenstance” and the associated equations.
This investigation is a continuation of the “Symbolic and Graphical Investigation of the Efficiency of Water Magic Snares.”

Last edited by Frozen Ele; May 01, 2011 at 03:46 AM // 03:46..
Frozen Ele is offline   Reply With Quote
Old May 01, 2011, 02:55 AM // 02:55   #3
Jungle Guide
 
Frozen Ele's Avatar
 
Join Date: Jul 2009
Guild: Mirror of Reason [SNOW]
Profession: E/N
Default

Introduction

We all know snaring makes AoE (area of effect skills, especially damage-over-time ones) more efficient; it slows down foes, making them take longer to leave the area. The questions remains, however, exactly how much does snaring increase AoE efficiency and can we quantify this increase? These questions frame this investigation and answers to both will be explored.

This study is an extension of the “Symbolic and Graphical Investigation of the Efficiency of Water Magic Snares” and as such, there are some common elements:
  • A “snare” in the context of this investigation will be a Water Magic spell that induces decreased movement speed in an enemy(ies). Despite this nomenclature, other traditional “snares” (i.e. cripple, knockdowns, etc.) will be considered later in the study and all equations will relate to these “snares” as well. For more on traditional “snares,” see the wiki article here.
  • I’ve again focused on single snares and two-snare combinations (a chain of snares; casting one and then another snare). Focusing on combinations of three snares would explode the investigation and as indicated by the previous one, are largely unnecessary.
  • The highest level of math involved is algebra.
Some of the elements of my previous investigation (primarily snare efficiency) will be used in this thread, so understanding their origins might be useful; it might be beneficial to brush up on my old work.

Constructive feedback/criticism is always welcome; if I made a mistake, let me know. After I modify/fix a section, I’ll post with the critic’s suggestion in quotes, saying what section I modified.

This investigation was done, to be honest, for me; when I did this investigation, I didn’t have the original intention of posting my findings, but decided that other people might be interested/benefit from it. As such, I have no problem removing any of the material, so if there are plenty of trolls, I will delete my posts. I don’t expect this to happen, but I want to give a fair warning.

Last edited by Frozen Ele; May 01, 2011 at 03:43 AM // 03:43..
Frozen Ele is offline   Reply With Quote
Old May 01, 2011, 02:58 AM // 02:58   #4
Jungle Guide
 
Frozen Ele's Avatar
 
Join Date: Jul 2009
Guild: Mirror of Reason [SNOW]
Profession: E/N
Default

Parameters and Assumptions

In this investigation, I assumed a few things/used certain settings (in no particular order):
  • All values in the charts are Hard Mode based, while the necessary values for calculating the AoE efficiency increase for Normal Mode are provided.
  • AoE with a sufficiently long duration was assumed to have been used.
  • Rank 15 water magic was used in the calculations.
  • With Mind Freeze, it was assumed that you had more energy than the opponent and the effects of exhaustion were ignored.
  • With Freezing Gust, it was assumed that there was no stray water snare affecting the foe; Freezing Gust acts as a snare.
  • It was assumed that casting and recharge times were not affected (i.e. no HCT or HSR affecting the snares, etc.).
  • It was assumed that in a combination of snares, a snare was cast in the last seconds of while the other was active (i.e. casting Ice Spikes when there were 2 seconds left of Deep Freeze being active); efficiency was maximized.
  • With Icy Shackles [E], the values for both the 66% and 90% slow-downs were listed.
  • The effects of stripping the snare were ignored.
If I think of any more standards, then I’ll post them. If you have any questions concerning the standards (including one that I might have forgotten), I’ll update this section.

Last edited by Frozen Ele; May 01, 2011 at 03:39 AM // 03:39..
Frozen Ele is offline   Reply With Quote
Old May 01, 2011, 02:59 AM // 02:59   #5
Jungle Guide
 
Frozen Ele's Avatar
 
Join Date: Jul 2009
Guild: Mirror of Reason [SNOW]
Profession: E/N
Default

Variables

Here’s a list of all of the variables used in the study and a brief description of each:


There should be a hyperlink to my previous investigation with the first variable. The hyperlink is here.

Last edited by Frozen Ele; May 01, 2011 at 03:39 AM // 03:39..
Frozen Ele is offline   Reply With Quote
Old May 01, 2011, 02:59 AM // 02:59   #6
Jungle Guide
 
Frozen Ele's Avatar
 
Join Date: Jul 2009
Guild: Mirror of Reason [SNOW]
Profession: E/N
Default

AoE Efficiency

Three factors affect AoE efficiency: the number of foes hit, the number of hits (how many ticks/packets of damage dealt), and the damage per hit. Multiplying these factors yields the total damage of the snare:


The problem with this method is that each foe can have a different armor value or be hit a different number of times, causing the damage per hit and the number of hits to differ by foe. Thus, we can look at the total damage of a snare as the sum of the damage dealt (number of hits times damage per hit) to each foe:


Whichever method you choose to evaluate AoE damage depends on the assumptions you want to make and that you’re comfortable making. Regardless of the method, AoE efficiency can be expressed as the actual damage the AoE deals over the theoretical maximum it can do:



-OR-


Snares primarily affect the number of hits. Aside from the damage dealt from the snare, the snare doesn’t increase the damage per hit. As for the number of foes hit, using snares with initial agro can help to control enemy movement and ball them better, however, this usually requires another mechanism to fully achieve (i.e. minions, EVAS, etc. to deter the foes). Because snaring can’t usually increase the number of foes hit alone, its potential ability to improve this factor will be ignored.

Since the number of foes and damage dealt per hit remains constant, the number of assumptions required to use former method to assess AoE efficiency decreases. The only assumption remaining is that this method assumes the foes will all be hit the same number of times (the foes are at the same location within the AoE). This assumption can be sidestepped by using average values: the average hits for foes within AoE at a given AoE range size.

The AoE efficiency from a snare can be expressed as the AoE efficiency with the snare over the AoE efficiency without the snare:


We can simplify this result to:


This result has powerful implications:
  • AoE efficiency increase is only dependent on the additional hits gained by snaring, as the average hits without snaring will be constant at a given AoE size.
  • Snaring will never decrease AoE efficiency; the “additional hits” term will always be positive since snaring doesn’t speed up the foe.

Last edited by Frozen Ele; May 01, 2011 at 03:40 AM // 03:40..
Frozen Ele is offline   Reply With Quote
Old May 01, 2011, 03:00 AM // 03:00   #7
Jungle Guide
 
Frozen Ele's Avatar
 
Join Date: Jul 2009
Guild: Mirror of Reason [SNOW]
Profession: E/N
Default

Additional Hits and Hits Without Snaring

Now that the AoE efficiency increase has been isolated to two variables, we can examine these more closely:

Hits Without Snaring

The average number of times an AoE skill will hit a foe varies based off the AoE size (“adjacent,” “nearby,” “in the area”), mode difficulty, and the location of the foe(s) within the AoE. The empirically derived hits without snaring are:

AoE Range
Hard Mode
Normal Mode
"Adjacent" 2.39 3.54
"Nearby" 2.58 3.82
"In the Area" 2.77 4.09

Additional Hits

Snaring increases hits by causing foes to move slower. By moving slower, the time it takes them to escape the AoE range increases, allowing the AoE to hit more times. As such, the additional hits gained from snaring depend on how many times slower the foe is moving than normal, the normal amount of time to leave AoE, and the time per hit.

We can express the number of times slower than normal the foe is moving as:


The empirically derived normal AoE escape times are:

AoE Range
Hard Mode
Normal Mode
"Adjacent" 0.39 0.54
"Nearby" 0.58 0.82
"In the Area" 0.77 1.09

Multiplying the number of times slower and the normal AoE escape time yields the total time that a foe will take to leave the AoE under the snare. To get to the additional hits caused by the snare, we’re only interested in the additional time the foe stays in AoE, so from this total time, we must subtract out the time that it would normally take the foe to leave AoE. Thus, the additional time the foe is in AoE is:


Taking advantage of the time per hit, we can convert the additional time into additional hits:


Almost all AoE have a period of one second (one second per hit) although there is the occasional Meteor Shower (three seconds per hit). Ignoring the rare cases like Meteor Shower, the additional time will equal the additional hits:


Substituting this general expression for the additional hits into the AoE efficiency equation yields:


All components of this equation have been flushed out except for one parameter, P. P will be explored in the next post.

Last edited by Frozen Ele; May 01, 2011 at 03:20 AM // 03:20..
Frozen Ele is offline   Reply With Quote
Old May 01, 2011, 03:00 AM // 03:00   #8
Jungle Guide
 
Frozen Ele's Avatar
 
Join Date: Jul 2009
Guild: Mirror of Reason [SNOW]
Profession: E/N
Default

Guaranteed vs. Happenstance

P is the slow-down percentage that the foe experiences. This value could be the actual percentage listed in the skill description or it could be an average percentage based off the efficiency of the snare. How do we know when to use each?

Guaranteed

If we can guarantee that the AoE will be active while the snare is up, we know exactly what percentage the foe will be moving at – the percentage listed in the skill description:


This usually means that we’re timing our snares and making sure that they coincide with the AoE, either by calling or micro-ing. Here, we know when exactly the AoE will be cast to we can ensure overlap between the snare and AoE. Examples include: using a snare to call AoE, micro-ing heroes to use AoE/snare at the right time, etc.

Happenstance

Sometimes, however, we don’t know exactly when the AoE will be cast or where it might even be coming from. If this is the case, then sometimes the snare will be up when AoE is up and sometimes not. We can arrive at the average slow-down percentage by multiplying the percentage listed in the skill description by the efficiency of the snare (percent of time the snare is active):


This usually means that we’re not timing AoE or micro-ing, but letting our teammates and possible other allies act by their own pace and cast the AoE whenever.

Now that we’ve grappled with all of the variables affecting AoE efficiency, we can calculate the AoE efficiency with a snare active:

Last edited by Frozen Ele; May 01, 2011 at 03:22 AM // 03:22..
Frozen Ele is offline   Reply With Quote
Old May 01, 2011, 03:01 AM // 03:01   #9
Jungle Guide
 
Frozen Ele's Avatar
 
Join Date: Jul 2009
Guild: Mirror of Reason [SNOW]
Profession: E/N
Default

Guaranteed

***From these charts, the average “guaranteed” additional hits is 2.30 and the average “guaranteed” AoE efficiency is 187.54%.***

Remember, here we know that the AoE will be cast while the snare is up; we can guarantee the snare’s effect.

General efficiency equation:


Being “guaranteed,” we know:


So the “guaranteed” equation for AoE efficiency becomes:


As such, the equation for the additional hits becomes:


Here’s the chart for the “guaranteed” additional hits while a single snare or snare combination is in effect:

Hex Combination
Average Slow-Down Percent
Average Times Slower
Additional Hits: "Adjacent"
Additional Hits: "Nearby"
Additional Hits: "In the Area"
Deep Freeze 66.00% 2.94 0.76 1.13 1.49
Freezing Gust 66.00% 2.94 0.76 1.13 1.49
Frozen Burst 66.00% 2.94 0.76 1.13 1.49
Ice Prison 66.00% 2.94 0.76 1.13 1.49
Ice Spikes 66.00% 2.94 0.76 1.13 1.49
Icy Shackles [E] 66.00% or 90.00% 2.94 or 10.00 0.76 or 3.51 1.13 or 5.22 1.49 or 6.93
Mind Freeze [E] 90.00% 10.00 3.51 5.22 6.93
Shard Storm 66.00% 2.94 0.76 1.13 1.49
Teinai's Prison 66.00% 2.94 0.76 1.13 1.49
Winter's Embrace 66.00% 2.94 0.76 1.13 1.49
Deep Freeze + Freezing Gust 66.00% 2.94 0.76 1.13 1.49
Deep Freeze + Frozen Burst 66.00% 2.94 0.76 1.13 1.49
Deep Freeze + Ice Prison 66.00% 2.94 0.76 1.13 1.49
Deep Freeze + Ice Spikes 66.00% 2.94 0.76 1.13 1.49
Deep Freeze + Icy Shackles [E] 66.00% or 90.00% 2.94 or 10.00 0.76 or 3.51 1.13 or 5.22 1.49 or 6.93
Deep Freeze + Mind Freeze [E] 90.00% 10.00 3.51 5.22 6.93
Deep Freeze + Shard Storm 66.00% 2.94 0.76 1.13 1.49
Deep Freeze + Tenai's Prison 66.00% 2.94 0.76 1.13 1.49
Deep Freeze + Winter's Embrace 66.00% 2.94 0.76 1.13 1.49
Freezing Gust + Frozen Burst 66.00% 2.94 0.76 1.13 1.49
Freezing Gust + Ice Prison 66.00% 2.94 0.76 1.13 1.49
Freezing Gust + Ice Spikes 66.00% 2.94 0.76 1.13 1.49
Freezing Gust + Icy Shackles [E] 66.00% or 90.00% 2.94 or 10.00 0.76 or 3.51 1.13 or 5.22 1.49 or 6.93
Freezing Gust + Mind Freeze [E] 90.00% 10.00 3.51 5.22 6.93
Freezing Gust + Shard Storm 66.00% 2.94 0.76 1.13 1.49
Freezing Gust + Tenai's Prison 66.00% 2.94 0.76 1.13 1.49
Freezing Gust + Winter's Embrace 66.00% 2.94 0.76 1.13 1.49
Frozen Burst + Ice Prison 66.00% 2.94 0.76 1.13 1.49
Frozen Burst + Ice Spikes 66.00% 2.94 0.76 1.13 1.49
Frozen Burst + Icy Shackles [E] 66.00% or 90.00% 2.94 or 10.00 0.76 or 3.51 1.13 or 5.22 1.49 or 6.93
Frozen Burst + Mind Freeze [E] 90.00% 10.00 3.51 5.22 6.93
Frozen Burst + Shard Storm 66.00% 2.94 0.76 1.13 1.49
Frozen Burst + Tenai's Prison 66.00% 2.94 0.76 1.13 1.49
Frozen Burst + Winter Embrace 66.00% 2.94 0.76 1.13 1.49
Ice Prison + Ice Spikes 66.00% 2.94 0.76 1.13 1.49
Ice Prison + Icy Shackles [E] 66.00% or 90.00% 2.94 or 10.00 0.76 or 3.51 1.13 or 5.22 1.49 or 6.93
Ice Prison + Mind Freeze [E] 90.00% 10.00 3.51 5.22 6.93
Ice Prison + Shard Storm 66.00% 2.94 0.76 1.13 1.49
Ice Prison + Tenai's Prison 66.00% 2.94 0.76 1.13 1.49
Ice Prison + Winter's Embrace 66.00% 2.94 0.76 1.13 1.49
Ice Spikes + Icy Shackles [E] 66.00% or 90.00% 2.94 or 10.00 0.76 or 3.51 1.13 or 5.22 1.49 or 6.93
Ice Spikes + Mind Freeze [E] 90.00% 10.00 3.51 5.22 6.93
Ice Spikes + Shard Storm 66.00% 2.94 0.76 1.13 1.49
Ice Spikes + Tenai's Prison 66.00% 2.94 0.76 1.13 1.49
Ice Spikes + Winter's Embrace 66.00% 2.94 0.76 1.13 1.49
Icy Shackles [E] + Shard Storm 66.00% or 90.00% 2.94 or 10.00 0.76 or 3.51 1.13 or 5.22 1.49 or 6.93
Icy Shackles [E] + Tenai's Prison 66.00% or 90.00% 2.94 or 10.00 0.76 or 3.51 1.13 or 5.22 1.49 or 6.93
Icy Shackles [E] + Winter's Embrace 66.00% or 90.00% 2.94 or 10.00 0.76 or 3.51 1.13 or 5.22 1.49 or 6.93
Mind Freeze [E] + Shard Storm 90.00% 10.00 3.51 5.22 6.93
Mind Freeze [E] + Tenai's Prison 90.00% 10.00 3.51 5.22 6.93
Mind Freeze [E] + Winter's Embrace 90.00% 10.00 3.51 5.22 6.93
Tenai's Prison + Shard Storm 66.00% 2.94 0.76 1.13 1.49
Tenai's Prison + Winter's Embrace 66.00% 2.94 0.76 1.13 1.49
Shard Storm + Winter's Embrace 66.00% 2.94 0.76 1.13 1.49
Average 72.86% 4.96 1.54 2.30 3.05

Here’s the chart for the “guaranteed” AoE efficiency values while a single snare or snare combination is in effect:

Hex Combination
AoE Efficiency: "Adjacent"
AoE Efficiency: "Nearby"
AoE Efficiency: "In the Area"
Deep Freeze 131.68% 143.64% 153.96%
Freezing Gust 131.68% 143.64% 153.96%
Frozen Burst 131.68% 143.64% 153.96%
Ice Prison 131.68% 143.64% 153.96%
Ice Spikes 131.68% 143.64% 153.96%
Icy Shackles [E] 131.68% or 246.86% 143.64% or 302.33% 153.96% or 350.18%
Mind Freeze [E] 246.86% 302.33% 350.18%
Shard Storm 131.68% 143.64% 153.96%
Teinai's Prison 131.68% 143.64% 153.96%
Winter's Embrace 131.68% 143.64% 153.96%v
Deep Freeze + Freezing Gust 131.68% 143.64% 153.96%
Deep Freeze + Frozen Burst 131.68% 143.64% 153.96%
Deep Freeze + Ice Prison 131.68% 143.64% 153.96%
Deep Freeze + Ice Spikes 131.68% 143.64% 153.96%
Deep Freeze + Icy Shackles [E] 131.68% or 246.86% 143.64% or 302.33% 153.96% or 350.18%
Deep Freeze + Mind Freeze [E] 246.86% 302.33% 350.18%
Deep Freeze + Shard Storm 131.68% 143.64% 153.96%
Deep Freeze + Tenai's Prison 131.68% 143.64% 153.96%
Deep Freeze + Winter's Embrace 131.68% 143.64% 153.96%
Freezing Gust + Frozen Burst 131.68% 143.64% 153.96%
Freezing Gust + Ice Prison 131.68% 143.64% 153.96%
Freezing Gust + Ice Spikes 131.68% 143.64% 153.96%
Freezing Gust + Icy Shackles [E] 131.68% or 246.86% 143.64% or 302.33% 153.96% or 350.18%
Freezing Gust + Mind Freeze [E] 246.86% 302.33% 350.18%
Freezing Gust + Shard Storm 131.68% 143.64% 153.96%
Freezing Gust + Tenai's Prison 131.68% 143.64% 153.96%
Freezing Gust + Winter's Embrace 131.68% 143.64% 153.96%
Frozen Burst + Ice Prison 131.68% 143.64% 153.96%
Frozen Burst + Ice Spikes 131.68% 143.64% 153.96%
Frozen Burst + Icy Shackles [E] 131.68% or 246.86% 143.64% or 302.33% 153.96% or 350.18%
Frozen Burst + Mind Freeze [E] 246.86% 302.33% 350.18%
Frozen Burst + Shard Storm 131.68% 143.64% 153.96%
Frozen Burst + Tenai's Prison 131.68% 143.64% 153.96%
Frozen Burst + Winter Embrace 131.68% 143.64% 153.96%
Ice Prison + Ice Spikes 131.68% 143.64% 153.96%
Ice Prison + Icy Shackles [E] 131.68% or 246.86% 143.64% or 302.33% 153.96% or 350.18%
Ice Prison + Mind Freeze [E] 246.86% 302.33% 350.18%
Ice Prison + Shard Storm 131.68% 143.64% 153.96%
Ice Prison + Tenai's Prison 131.68% 143.64% 153.96%
Ice Prison + Winter's Embrace 131.68% 143.64% 153.96%
Ice Spikes + Icy Shackles [E] 131.68% or 246.86% 143.64% or 302.33% 153.96% or 350.18%
Ice Spikes + Mind Freeze [E] 246.86% 302.33% 350.18%
Ice Spikes + Shard Storm 131.68% 143.64% 153.96%
Ice Spikes + Tenai's Prison 131.68% 143.64% 153.96%
Ice Spikes + Winter's Embrace 131.68% 143.64% 153.96%
Icy Shackles [E] + Shard Storm 131.68% or 246.86% 143.64% or 302.33% 153.96% or 350.18%
Icy Shackles [E] + Tenai's Prison 131.68% or 246.86% 143.64% or 302.33% 153.96% or 350.18%
Icy Shackles [E] + Winter's Embrace 131.68% or 246.86% 143.64% or 302.33% 153.96% or 350.18%
Mind Freeze [E] + Shard Storm 246.86% 302.33% 350.18%
Mind Freeze [E] + Tenai's Prison 246.86% 302.33% 350.18%
Mind Freeze [E] + Winter's Embrace 246.86% 302.33% 350.18%
Tenai's Prison + Shard Storm 131.68% 143.64% 153.96%
Tenai's Prison + Winter's Embrace 131.68% 143.64% 153.96%
Shard Storm + Winter's Embrace 131.68% 143.64% 153.96%
Average 163.63% 188.98% 210.02%

Last edited by Frozen Ele; May 01, 2011 at 03:49 AM // 03:49..
Frozen Ele is offline   Reply With Quote
Old May 01, 2011, 03:02 AM // 03:02   #10
Jungle Guide
 
Frozen Ele's Avatar
 
Join Date: Jul 2009
Guild: Mirror of Reason [SNOW]
Profession: E/N
Default

Happenstance

***From these charts, the average “happenstance” additional hits is 1.29 and the average “happenstance” AoE efficiency is 149.18%.***

Remember, here we don’t know that the AoE will be cast while the snare is up; the snare’s effect is happenstance.

General efficiency equation:


Being “happenstance,” we know:


So the “happenstance” equation for AoE efficiency becomes:


As such, the equation for the additional hits becomes:


Here’s the chart for the “happenstance” additional hits while a single snare or snare combination is in effect:

Hex Combination
Efficiency (seconds)
Average Slow-Down Percent
Average Times Slower
Additional Hits: "Adjacent"
Additional Hits: "Nearby"
Additional Hits: "In the Area"
Deep Freeze 58.82% 38.82% 1.63 0.25 0.37 0.49
Freezing Gust 75.00% 49.50% 1.98 0.38 0.57 0.75
Frozen Burst 91.43% 60.34% 2.52 0.59 0.88 1.17
Ice Prison 62.50% 41.25% 1.70 0.27 0.41 0.54
Ice Spikes 50.00% 33.00% 1.49 0.19 0.29 0.38
Icy Shackles [E] 76.92% 50.77% to 69.23% 2.03 or 3.25 0.40 or 0.88 0.60 or 1.31 0.79 or 1.73
Mind Freeze [E] 111.11% 90.00% 10.00 3.51 5.22 6.93
Shard Storm 54.55% 36.00% 1.56 0.22 0.33 0.43
Teinai's Prison 62.50% 41.25% 1.70 0.27 0.41 0.54
Winter's Embrace 38.10% 25.14% 1.34 0.13 0.19 0.26
Deep Freeze + Freezing Gust 94.12% 62.12% 2.64 0.64 0.95 1.26
Deep Freeze + Frozen Burst 105.88% 66.00% 2.94 0.76 1.13 1.49
Deep Freeze + Ice Prison 93.75% 61.88% 2.62 0.63 0.94 1.25
Deep Freeze + Ice Spikes 94.12% 62.12% 2.64 0.64 0.95 1.26
Deep Freeze + Icy Shackles [E] 117.65% 66.00% or 78.00% 2.94 or 4.55 0.76 or 1.38 1.13 or 2.06 1.49 or 2.73
Deep Freeze + Mind Freeze [E] 117.65% 78.00% 4.55 1.38 2.06 2.73
Deep Freeze + Shard Storm 94.12% 62.12% 2.64 0.64 0.95 1.26
Deep Freeze + Tenai's Prison 93.75% 61.88% 2.62 0.63 0.94 1.25
Deep Freeze + Winter's Embrace 94.12% 62.12% 2.64 0.64 0.95
Freezing Gust + Frozen Burst 160.00% 66.00% 2.94 0.76 1.13 1.49
Freezing Gust + Ice Prison 94.12% 62.12% 2.64 0.64 0.95 1.26
Freezing Gust + Ice Spikes 100.00% 66.00% 2.94 0.76 1.13 1.49
Freezing Gust + Icy Shackles [E] 123.08% 66.00% or 81.00% 2.94 or 5.26 0.76 or 1.66 1.13 or 2.47 1.49 or 3.28
Freezing Gust + Mind Freeze [E] 177.78% 81.00% 5.26 1.66 2.47 3.28
Freezing Gust + Shard Storm 109.09% 66.00% 2.94 0.76 1.13 1.49
Freezing Gust + Tenai's Prison 94.12% 62.12% 2.64 0.64 0.95 1.26
Freezing Gust + Winter's Embrace 90.00% 59.40% 2.46 0.57 0.85 1.13
Frozen Burst + Ice Prison 97.96% 64.65% 2.83 0.71 1.06 1.41
Frozen Burst + Ice Spikes 116.67% 66.00% 2.94 0.76 1.13 1.49
Frozen Burst + Icy Shackles [E] 163.64% 66.00% or 79.33% 2.94 or 4.84 0.76 or 1.50 1.13 or 2.23 1.49 or 2.96
Frozen Burst + Mind Freeze [E] 200.00% 79.33% 4.84 1.50 2.23 2.96
Frozen Burst + Shard Storm 127.27% 66.00% 2.94 0.76 1.13 1.49
Frozen Burst + Tenai's Prison 97.96% 64.65% 2.83 0.71 1.06 1.41
Frozen Burst + Winter Embrace 96.70% 63.82% 2.76 0.69 1.02 1.36
Ice Prison + Ice Spikes 84.21% 55.58% 2.25 0.49 0.73 0.96
Ice Prison + Icy Shackles [E] 93.75% 61.88% or 69.38% 2.62 or 3.27 0.63 or 0.89 0.94 or 1.32 1.25 or 1.75
Ice Prison + Mind Freeze [E] 102.56% 77.69% 4.48 1.36 2.02 2.68
Ice Prison + Shard Storm 86.49% 57.08% 2.33 0.52 0.77 1.02
Ice Prison + Tenai's Prison 125.00% 66.00% 2.94 0.76 1.13 1.49
Ice Prison + Winter's Embrace 81.25% 53.63% 2.16 0.45 0.67 0.89
Ice Spikes + Icy Shackles [E] 123.08% 66.00% or 81.00% 2.94 or 5.26 0.76 or 1.66 1.13 or 2.47 1.49 or 3.28
Ice Spikes + Mind Freeze [E] 133.33% 81.00% 5.26 1.66 2.47 3.28
Ice Spikes + Shard Storm 100.00% 66.00% 2.94 0.76 1.13 1.49
Ice Spikes + Tenai's Prison 84.21% 55.58% 2.25 0.49 0.73 0.96
Ice Spikes + Winter's Embrace 76.19% 50.29% 2.01 0.39 0.59 0.78
Icy Shackles [E] + Shard Storm 145.45% 66.00% or 81.00% 2.94 to 5.26 0.76 or 1.66 1.13 or 2.47 1.49 or 3.28
Icy Shackles [E] + Tenai's Prison 93.75% 61.88% or 69.38% 2.62 or 3.27 0.63 or 0.89 0.94 or 1.32 1.25 or 1.75
Icy Shackles [E] + Winter's Embrace 101.59% 66% or 81.00% 2.94 or 5.26 0.76 or 1.66 1.13 or 2.47 1.49 or 3.28
Mind Freeze [E] + Shard Storm 145.45% 81.00% 5.26 1.66 2.47 3.28
Mind Freeze [E] + Tenai's Prison 102.56% 77.69% 4.48 1.36 2.02 2.68
Mind Freeze [E] + Winter's Embrace 104.00% 84.24% 6.35 2.08 3.10 4.12
Tenai's Prison + Shard Storm 86.49% 57.08% 2.33 0.52 0.77 1.02
Tenai's Prison + Winter's Embrace 81.25% 53.63% 2.16 0.45 0.67 0.89
Shard Storm + Winter's Embrace 76.19% 50.29% 2.01 0.39 0.59 0.78
Average 101.13% 63.89% 3.21 0.86 1.29 1.71

Here’s the chart for the “happenstance” AoE efficiency values while a single snare or snare combination is in effect:

Hex Combination
AoE Efficiency: "Adjacent"
AoE Efficiency: "Nearby"
AoE Efficiency: "In the Area"
Deep Freeze 110.35% 114.26% 117.64%
Freezing Gust 115.99% 122.04% 127.25%
Frozen Burst 124.83% 134.20% 142.29%
Ice Prison 111.46% 115.78% 119.52%
Ice Spikes 108.04% 111.07% 113.69%
Icy Shackles [E] 116.74% or 136.82% 123.26% or 150.78% 128.52% or 162.45%
Mind Freeze [E] 246.86% 302.33% 350.18%
Shard Storm 109.18% 112.65% 115.64%
Teinai's Prison 111.46% 115.78% 119.52%
Winter's Embrace 105.48% 107.55% 109.34%
Deep Freeze + Freezing Gust 126.76% 136.87% 145.59%
Deep Freeze + Frozen Burst 131.68% 143.64% 153.96%
Deep Freeze + Ice Prison 126.48% 136.48% 145.11%
Deep Freeze + Ice Spikes 126.76% 136.87% 145.58%
Deep Freeze + Icy Shackles [E] 131.80% or 157.74% 143.80% or 179.84% 153.79% or 198.56%
Deep Freeze + Mind Freeze [E] 157.85% 179.70% 198.56%
Deep Freeze + Shard Storm 126.76% 136.87% 145.58%
Deep Freeze + Tenai's Prison 126.48% 136.48% 145.11%
Deep Freeze + Winter's Embrace 126.76% 136.87% 145.58%
Freezing Gust + Frozen Burst 131.68% 143.64% 153.96%
Freezing Gust + Ice Prison 126.76% 136.87% 145.59%
Freezing Gust + Ice Spikes 131.68% 143.64% 153.96%
Freezing Gust + Icy Shackles [E] 131.80% or 169.46% 143.80% or 195.74% 153.79% or 218.41%
Freezing Gust + Mind Freeze [E] 169.57% 195.84% 218.51%
Freezing Gust + Shard Storm 131.68% 143.64% 153.96%
Freezing Gust + Tenai's Prison 126.76% 136.87% 145.59%
Freezing Gust + Winter's Embrace 123.87% 132.89% 140.67%
Frozen Burst + Ice Prison 129.85% 141.12% 150.85%
Frozen Burst + Ice Spikes 131.68% 143.64% 153.96%
Frozen Burst + Icy Shackles [E] 131.80% or 162.76% 143.80% or 186.43% 153.79% or 206.86%
Frozen Burst + Mind Freeze [E] 162.63% 186.28% 206.69%
Frozen Burst + Shard Storm 131.68% 143.64% 153.96%
Frozen Burst + Tenai's Prison 129.85% 141.12% 150.85%
Frozen Burst + Winter Embrace 128.78% 139.65% 149.03%
Ice Prison + Ice Spikes 120.42% 128.13% 134.78%
Ice Prison + Icy Shackles [E] 126.36% or 137.24% 136.43% or 151.16% 145.13% or 163.18%
Ice Prison + Mind Freeze [E] 156.82% 178.28% 196.80%
Ice Prison + Shard Storm 121.70% 129.90% 136.97%
Ice Prison + Tenai's Prison 131.68% 143.64% 153.96%
Ice Prison + Winter's Embrace 118.87% 126.00% 132.14%
Ice Spikes + Icy Shackles [E] 131.80% or 169.46% 143.80% or 195.74% 153.79% or 218.41%
Ice Spikes + Mind Freeze [E] 169.57% 195.84% 218.51%
Ice Spikes + Shard Storm 131.68% 143.64% 153.96%
Ice Spikes + Tenai's Prison 120.42% 128.13% 134.78%
Ice Spikes + Winter's Embrace 116.51% 122.74% 128.12%
Icy Shackles [E] + Shard Storm 131.80% or 169.46% 143.80% or 195.74% 153.79% or 218.41%
Icy Shackles [E] + Tenai's Prison 126.36% or 137.24% 136.43% or 151.16% 145.13% or 163.18%
Icy Shackles [E] + Winter's Embrace 131.80% or 169.46% 143.80% or 195.74% 153.79% or 218.41%
Mind Freeze [E] + Shard Storm 169.57% 195.84% 218.51%
Mind Freeze [E] + Tenai's Prison 156.82% 178.28% 196.80%
Mind Freeze [E] + Winter's Embrace 187.22% 220.16% 248.58%
Tenai's Prison + Shard Storm 121.70% 129.90% 136.97%
Tenai's Prison + Winter's Embrace 118.87% 126.00% 132.14%
Shard Storm + Winter's Embrace 116.51% 122.74% 128.12%
Average 136.16% 149.82% 161.56%

Last edited by Frozen Ele; May 01, 2011 at 03:48 AM // 03:48..
Frozen Ele is offline   Reply With Quote
Old May 01, 2011, 03:02 AM // 03:02   #11
Jungle Guide
 
Frozen Ele's Avatar
 
Join Date: Jul 2009
Guild: Mirror of Reason [SNOW]
Profession: E/N
Default

Snares vs. Cripple/Knockdowns/Minions (Body-Blocking)

So far, we’ve been able to quantify the AoE efficiency with a snare, ~149% for happenstance and ~188% for guaranteed, averaging to ~168% between the two. How does this AoE efficiency compare to the use of other “traditional snares,” like cripple, knockdown, and to an extent, minions?

Cripple

The glaring problem with cripple is its slow-down percentage; it’s only 50%. A 66% snare can cause the foe to move about three times slower, but crippling the foe only yields two times slower. With this decreased percentage, crippling the foes will result in a significantly lower AoE efficiency. Assuming a 100% efficient cripple (it’s guaranteed the foes will be crippled with the AoE is in effect; the “guaranteed” AoE efficiency), the average AoE efficiency against Hard Mode foes is 122.20%. This “guaranteed” efficiency is drastically lower than either of snaring’s average efficiencies; snaring’s “happenstance” efficiency is greater than crippled’s “guaranteed” efficiency.

Knockdowns

Knockdowns have the ability to completely immobilize a foe for a standard time of two seconds. This means that there is a 100% slow-down percentage for two seconds. If placed perfectly when the foes begin to move, knockdowns will trap foes in the AoE for an additional two seconds, translating to an average AoE efficiency of 177.80%. This is knockdowns’ average “guaranteed” AoE efficiency. Comparing this to snaring’s average “guaranteed” AoE efficiency (187.54%), we see that between a guaranteed knockdown and guaranteed snare, snaring is better.

In terms of “happenstance” efficiency, most knockdowns, especially Elementalist ones, have such a long recharge that their efficiency becomes extremely low. For example, Meteor is only 6.25% efficient and Earthquake is only 11.11% efficient. Therefore, using happenstance knockdowns to increase AoE efficiency will yield poor results. The average “happenstance” AoE efficiency for Meteor is 101.48% and 102.77% for Earthquake. Such efficiencies pale in comparison to snaring’s 149.18%.

Minions (Body-Blocking)

Spirits, pets, and minions have the ability to body-block, increasing AoE efficiency by prevent foes from moving. The primary use of body-blocking in PvE is minions. The AoE efficiency increase from minions is incredibly difficult to quantify precisely and accurately because of the variability in the efficiency increase. If there are too few minions, too many foes, foes too spread out, etc., then minions cannot adequately body-block. Additionally, you can’t control minion movement. Minions can body-block the wrong foes (you’re using AoE on the casters when all of the minions are surrounded around the melee, etc.), yielding no efficiency increase. Because snares are controllable and reliable, they are better suited to increase AoE efficiency.

Last edited by Frozen Ele; May 01, 2011 at 03:40 AM // 03:40..
Frozen Ele is offline   Reply With Quote
Old May 01, 2011, 03:03 AM // 03:03   #12
Jungle Guide
 
Frozen Ele's Avatar
 
Join Date: Jul 2009
Guild: Mirror of Reason [SNOW]
Profession: E/N
Default

Conclusions

Here are some highlights of the investigation:
  1. Hard Mode AoE efficiency with a Water Magic snare or snare combination is 168.36% on average.
    • Knowing for certain that the snare will be active during the AoE, Water Magic snares have an average Hard Mode AoE efficiency of 187.54%.
    • Casting AoE without knowing if the snare is in effect or not, Water Magic snares have an average Hard Mode AoE efficiency of 149.18%.
  2. Water Magic snares are the best mechanism for increasing the number of times an AoE skill hits:
    • Water Magic snares increase AoE efficiency more than crippling, both “guaranteed” and “happenstance.”
    • Water Magic snares increase AoE efficiency more than knock-downs, both “guaranteed” and “happenstance.”
    • Water Magic snares are better than using minions to increase AoE efficiency because of snares’ increased reliability and controllability.

Last edited by Frozen Ele; May 01, 2011 at 03:29 AM // 03:29..
Frozen Ele is offline   Reply With Quote
Old May 01, 2011, 03:03 AM // 03:03   #13
Jungle Guide
 
Frozen Ele's Avatar
 
Join Date: Jul 2009
Guild: Mirror of Reason [SNOW]
Profession: E/N
Default

Equations Catalog

These are the equations used in the study:

General Equations:


“Guaranteed” Equations:




“Happenstance” Equations:




Here are other equations that relate to this investigation, though I decided not to include them in the body of the study:


Last edited by Frozen Ele; May 01, 2011 at 03:33 AM // 03:33..
Frozen Ele is offline   Reply With Quote
Old May 01, 2011, 03:04 AM // 03:04   #14
Jungle Guide
 
Frozen Ele's Avatar
 
Join Date: Jul 2009
Guild: Mirror of Reason [SNOW]
Profession: E/N
Default

FAQ

Place for questions and answers, in no particular order:

Quote:
AoE “hits” are discrete – AoE hits 0, 1, 2… times, never 2.77 – why is everything here continuous? Shouldn’t the additional hits, etc., all be discrete as well?
AoE hits certainly are discrete, but the reason to use continuous mathematics is to reflect the fact that everything here are averages.

Quote:
Originally Posted by Jeydra View Post
However, of course, theory always pales in comparison to experiment.
I'm not here to start a theory vs. experiment discussion, but I just wanted to point out that theorizing can save massive amounts of resources and time, especially with this study.

For an example, if you wanted to experimentally derive the efficiency percentages for all single and snare combinations and be 99% confident that all of the experimental efficiencies were within 0.01% of the true efficiencies, you'd have to perform about 166 million trials for each snare combination. Doing this will take millenniums.

Last edited by Frozen Ele; May 01, 2011 at 03:34 AM // 03:34..
Frozen Ele is offline   Reply With Quote
Old May 01, 2011, 03:04 AM // 03:04   #15
Jungle Guide
 
Frozen Ele's Avatar
 
Join Date: Jul 2009
Guild: Mirror of Reason [SNOW]
Profession: E/N
Default

Outdated Work

If I change any aspects of this investigation, the older work will be posted here so you can see how the study has progressed.

Last edited by Frozen Ele; May 01, 2011 at 03:34 AM // 03:34..
Frozen Ele is offline   Reply With Quote
Old May 01, 2011, 03:05 AM // 03:05   #16
Jungle Guide
 
Frozen Ele's Avatar
 
Join Date: Jul 2009
Guild: Mirror of Reason [SNOW]
Profession: E/N
Default

Extra Space

Last edited by Frozen Ele; May 01, 2011 at 03:35 AM // 03:35..
Frozen Ele is offline   Reply With Quote
Old May 01, 2011, 04:26 AM // 04:26   #17
Krytan Explorer
 
Join Date: Nov 2010
Guild: Social Darwinism [SaD]
Profession: A/W
Default

Dude, I don't even like doing this stuff for REAL data, why are you doing this for GW?
ErrantVenture is offline   Reply With Quote
Old May 01, 2011, 04:55 AM // 04:55   #18
Krytan Explorer
 
Kojima's Avatar
 
Join Date: Sep 2010
Location: Home
Guild: En Caligne Veritas [DARK]
Profession: R/Rt
Default

Quote:
Originally Posted by ErrantVenture View Post
Dude, I don't even like doing this stuff for REAL data, why are you doing this for GW?
That was really comprehensive though.

But my head hurts just looking at the formula....
Kojima is offline   Reply With Quote
Old May 01, 2011, 05:00 AM // 05:00   #19
Academy Page
 
subman247's Avatar
 
Join Date: Dec 2007
Location: Smalltownville USA
Guild: OWEN
Profession: D/A
Default

O.o

So snares are good...Right?
subman247 is offline   Reply With Quote
Old May 01, 2011, 05:00 AM // 05:00   #20
Krytan Explorer
 
Join Date: Oct 2007
Guild: Jay To Much [SrE]
Profession: Me/N
Default

What grade did you get for this lab report? And did your professor give you any witty remarks?
noneedforclevernames is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 06:36 PM // 18:36.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("