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Old Mar 10, 2010, 02:07 AM // 02:07   #1
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Default Symbolic and Graphical Investigation of the Efficiency of Water Magic Snares

NOTE: All charts, values, and equations are up to date. If there's a part doesn't make sense, please let me know!

TABLE OF CONTENTS
Post 2: Introduction
Post 3: Parameters & Standards/Settings
Post 4: Charts
Post 5: Variables
Post 6: “By Round” Equations
Post 7: Graphical Examples
Post 8: Convergence Equations
Post 9: Proofs of the Convergence Equations
Post 10: Mesmer Fast Casting vs. Elementalist Higher Attributes
Post 11: Conclusions
Post 12: FAQ
Post 13: Outdated Work

Last edited by Frozen Ele; Dec 31, 2010 at 11:55 PM // 23:55..
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Old Mar 10, 2010, 02:08 AM // 02:08   #2
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Default Introduction

INTRODUCTION


This thread is an exploration and evaluation of water magic snares, both solo and in combination. By combination, I mean a chain of snares; casting one and then another snare. The primary point of evaluation is the efficiency of each snare, or the percent of time that a snare is active/affecting a foe. In assessing the efficiency, equations were created to symbolically derive the efficiency, both “by round” and convergence. By “by round,” I mean the time of recharge of the snare – or combination of snares; “by round” is the time it takes to be able to cast a snare, or two, until it has recharged. Convergence would be when the number of “rounds” (time it take to cast the same snare set) approaches infinity. Thus, with the equations of efficiency, one can find the percent of time active of a snare or combination of snares both over a definite period, or over an infinite interval.

In this thread, the equations of efficiency and the convergence values are presented, as well as a few graphical representations of the equations.

NOTE: The equations presented in this study generally work for water magic 9 or more. Below 9 water, Equation Set #1 still holds, as well as the Signle Snare Equations, but Equation Set #2 doesn't always hold (the coefficient of 2 on Set #2 might become 3 or greater, depending on how far below 9 water magic you have).

Also, this study includes investigation on damage output (DPS), energy management (EPS), and the amount of time one would spent casting for sinlge snares and combinations of two snares. Equations for representing DPS, EPS, and percent of time casting were generated, for both "by round" and convergent use.

I have decided to only focus on single snares and a combination of two snares. Focusing on combinations of three snares or more would explode the scope of this investigation - in a combination of two snares, there are only two different orders of snares, whereas in a combination of three, there are six different orders of casting the snares.

With that being said the purpose of the study is as follows:
To present a comprehensive method (be it referencing tables, or using equations) to compare the efficiency, damage output, energy management, and percent of time casting of both single snares and combinations of two snares.

Just a few notes before we move on (not in any particular order):

The highest level of math involved is calculus, although the majority is algebra. The calculus used is lower-level calculus (L’Hospital’s Rule) and the equations and tables are still usable without understanding calculus.

I’ve had the majority of the math done for a while now, but have been too lazy to get around to actually type it up and present it, and have only typed up so much. The scratch work and work to derive the “by round” equations are not posted, nor typed, but if enough people would like to see that work, I’d be up for scanning and posting it.

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.

If you haven’t figured out already, each section in the table of contents is its own post, that way it’s easier to find the section you’re looking for.

I am assuming that anyone who reads this understands what a water magic snare is. If you don’t, look here.

I might end up updating sections here and there, so stay tuned.

Last edited by Frozen Ele; Jun 14, 2010 at 12:52 AM // 00:52..
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Old Mar 10, 2010, 02:09 AM // 02:09   #3
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Default Parameters & standards/settings

PARAMETERS & STANDARDS/SETTINGS


In this investigation, I assumed a few things/used certain settings (in no particular order):
  • Rank 15 water magic was used in the calculations.
  • With Mind Freeze, it was assumed that you had more energy than the opponent.
  • With Freezing Gust, it was assumed that there was no stray water snare affecting the foe.
  • 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.
  • It was assumed that casting and recharge times were not affected (i.e. no HCT or HSR affecting the snares, etc.).
  • With Icy Shackles [E], the values for both the 66% and 90% slow-downs were listed.
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; Jun 14, 2010 at 12:53 AM // 00:53..
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Old Mar 10, 2010, 02:09 AM // 02:09   #4
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Default Charts

CHARTS


Convergence Chart

Here is the chart for both a single hex and a chain of two hexes for convergence efficiency, DPS, EPS, and percent of time casting. By convergence, I mean the efficiency, etc. if you were to keep casting the snare or snare combination continuously for a while. With snare combinations and these convergence values, it doesn't matter which of the two snares is cast first, so long as they are cast in the proper sequence - which is indicated by the reference equation - and for a significant amount of time.

On the other hand, if only casting a few "rounds" of the snare(s) (indicated by the round time in this chart - ex. casting the Deep Freeze + Ice Spikes snare sequence for 34 seconds would be two rounds), refer to the "By Round" Chart (below this chart).

Quick note: if the efficiency is over 100%, it suggests that there is an overlap in the duration of the snare(s); when the snare is cast again, or the second is cast, the duration from the first hex has not expired yet (I can explain this more thoroughly). What this means is that there can be “human error”; the caster doesn’t have to count seconds as much to maximize efficiency.

Hex Combination
Round Time (seconds)
Efficiency
Average Slow-Down Percent
Energy Per Second
Damage Per Second
Percent of Time Casting
Reference Equation
1. Deep Freeze 17.00 58.82% 38.82% 1.47 5.00 16.18% Single Hex Equation
2. Freezing Gust 8.00 75.00% 49.50% 1.25 0.00 21.88% Single Hex Equation
3. Frozen Burst 8.75 91.43% 60.34% 1.71 9.71 17.14% Single Hex Equation
4. Ice Prison 32.00 62.50% 41.25% 0.31 0.00 8.59% Single Hex Equation
5. Ice Spikes 12.00 50.00% 33.00% 1.25 6.67 22.92% Single Hex Equation
6. Icy Shackles [E] 13.00 76.92% 50.77% to 69.23% 0.77 0.00 13.46% Single Hex Equation
7. Mind Freeze [E] 9 .00111.11% 90.00% 0.56 8.89 19.44% Single Hex Equation
8. Shard Storm 11.00 54.55% 36.00% 0.91 7.73 15.91% Single Hex Equation
9. Teinai's Prison 32.00 62.50% 41.25% 0.31 0.00 8.59% Single Hex Equation
10. Winter's Embrace 15.75 38.10% 25.14% 0.63 5.71 9.52% Single Hex Equation
11. Deep Freeze + Freezing Gust 17.00 94.12% 62.12% 2.06 5.00 36.76% Equation #1
12. Deep Freeze + Frozen Burst 17.00 105.88% 66.00% 2.35 10.00 25.00% Equation #1
13. Deep Freeze + Ice Prison 32.00 93.75% 61.88% 1.09 2.66 14.06% Equation #1
14. Deep Freeze + Ice Spikes 17.00 94.12% 62.12% 2.35 9.71 32.35% Equation #1
15. Deep Freeze + Icy Shackles [E] 17.00 117.65% 66.00% to 78.00% 2.06 5.00 26.47% Equation #1
16. Deep Freeze + Mind Freeze [E] 17.00 117.65% 78.00% 1.76 9.71 26.47% Equation #1
17. Deep Freeze + Shard Storm 17.00 94.12% 62.12% 2.06 10.00 26.47% Equation #1
18. Deep Freeze + Tenai's Prison 32.00 93.75% 61.88% 1.09 2.66 14.06% Equation #1
19. Deep Freeze + Winter's Embrace 17.00 94.12% 62.12% 2.06 10.29 25.00% Equation #1
20. Freezing Gust + Frozen Burst 8.75 160.00% 66.00% 2.86 9.71 37.14% Equation #1
21. Freezing Gust + Ice Prison 34.00 94.12% 62.12% 0.94 0.00 18.38% Equation #2
22. Freezing Gust + Ice Spikes 12.00 100.00% 66.00% 2.08 6.67 52.08% Equation #1
23. Freezing Gust + Icy Shackles [E] 13.00 123.08% 66.00% to 81.00% 1.54 0.00 26.92% Equation #1
24. Freezing Gust + Mind Freeze [E] 9.00 177.78% 81.00% 1.67 8.89 38.89% Equation #1
25. Freezing Gust + Shard Storm 11.00 109.09% 66.00% 1.82 7.73 31.82% Equation #1
26. Freezing Gust + Tenai's Prison 34.00 94.12% 62.12% 0.94 0.00 18.38% Equation #2
27. Freezing Gust + Winter's Embrace 20.00 90.00% 59.40% 1.50 4.50 25.00% Equation #2
28. Frozen Burst + Ice Prison 36.75 97.96% 64.65% 1.09 4.63 12.93% Equation #2
29. Frozen Burst + Ice Spikes 12.00 116.67% 66.00% 2.50 13.75 35.42% Equation #1
30. Frozen Burst + Icy Shackles [E] 13.00 163.64% 66.00% to 79.33% 1.92 6.54 25.00% Equation #1
31. Frozen Burst + Mind Freeze [E] 9.00 200.00% 79.33% 2.22 18.33 36.11% Equation #1
32. Frozen Burst + Shard Storm 11.00 127.27% 66.00% 2.27 15.45 29.55% Equation #1
33. Frozen Burst + Tenai's Prison 36.75 97.96% 64.65% 1.09 4.63 12.93% Equation #2
34. Frozen Burst + Winter’s Embrace 22.75 96.70% 63.82% 1.76 11.43 19.78% Equation #2
35. Ice Prison + Ice Spikes 38.00 84.21% 55.58% 1.05 4.21 19.08% Equation #2
36. Ice Prison + Icy Shackles [E] 32.00 93.75% 61.88% to 69.38% 0.63 0.00 10.94% Equation #1
37. Ice Prison + Mind Freeze [E] 39.00 102.56% 77.69% 0.51 4.10 13.46% Equation #2
38. Ice Prison + Shard Storm 37.00 86.49% 57.08% 0.81 4.59 14.19% Equation #2
39. Ice Prison + Tenai's Prison 32.00 125.00% 66.00% 0.63 0.00 10.94% Equation #1
40. Ice Prison + Winter's Embrace 32.00 81.25% 53.63% 0.63 2.81 10.16% Equation #1
41. Ice Spikes + Icy Shackles [E] 13.00 123.08% 66.00% to 81.00% 1.92 6.15 34.62% Equation #1
42. Ice Spikes + Mind Freeze [E] 12.00 133.33% 81.00% 1.67 13.33 37.50% Equation #1
43. Ice Spikes + Shard Storm 12.00 100.00% 66.00% 2.08 13.75 37.50% Equation #1
44. Ice Spikes + Tenai's Prison 38.00 84.21% 55.58% 1.05 4.21 19.08% Equation #2
45. Ice Spikes + Winter's Embrace 15.75 76.19% 50.29% 1.59 10.79 26.98% Equation #1
46. Icy Shackles [E] + Shard Storm 13.00 145.45% 66.00% to 81.00% 1.54 6.54 26.92% Equation #1
47. Icy Shackles [E] + Tenai's Prison 32.00 93.75% 61.88% to 69.38% 0.63 0.00 10.94% Equation #1
48. Icy Shackles [E] + Winter's Embrace 15.75 101.59% 66.00% to 81.00% 1.27 5.71 20.63% Equation #1
49. Mind Freeze [E] + Shard Storm 11.00 145.45% 81.00% 1.36 15.00 31.82% Equation #1
50. Mind Freeze [E] + Tenai's Prison 39.00 102.56% 77.69% 0.51 4.10 13.46% Equation #2
51. Mind Freeze [E] + Winter's Embrace 15.75 104.00% 84.24% 1.27 15.87 31.75% Equation #2
52. Tenai's Prison + Shard Storm 37.00 86.49% 57.08% 0.81 4.59 14.19% Equation #2
53. Tenai's Prison + Winter's Embrace 32.00 81.25% 53.63% 0.63 2.81 10.16% Equation #1
54. Winter's Embrace + Shard Storm 15.75 76.19% 50.29% 1.27 11.11 20.63% Equation #1
Average 21.05 101.13% 61.78% to 63.98% 1.37 6.49 22.51% N/A

“By Round” Chart

Coming soon!

Last edited by Frozen Ele; Apr 07, 2011 at 12:35 AM // 00:35..
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Old Mar 10, 2010, 02:10 AM // 02:10   #5
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Default Variables

VARIABLES


Here’s the list of variables used in the following equations:

Last edited by Frozen Ele; Apr 24, 2010 at 01:10 AM // 01:10..
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Old Mar 10, 2010, 02:10 AM // 02:10   #6
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Default “By round” equations

“BY ROUND” EQUATIONS


These are the “by round” equations. For a single hex, the “by round” equation is:



The following equations are for snare combinations. Notice that there are limits on each equation, so depending on which chain of hex you’re looking at, the equation you’ll use will vary. The variance depends on whether you can cast the second snare twice while waiting for the first to recharge. Here’s the implications of each set:

(#1) This is the most commonly used equation set, where the second snare is cast during the “cool-down” time for the first snare (the time where the snare is not affecting a foe and is recharging; gap between the end of the duration of the snare and until it has recharged), but because of the length of the recharge of the second snare and the shortness of the cool-down for the first, the second snare can only be cast once before the first snare can be cast again. Effectively, this means that one is alternating between two snares: snare one, then snare two, then snare one, etc.

(#2) This is where the recharge of the second snare is shorter than the cool-down for the first, so that the second snare can be cast twice while waiting for the first snare to finish recharging. What this means is that the first snare is cast, then the second is cast, the second is cast again, the first snare is cast, etc.



NOTE: The equations presented in this study generally work for water magic 9 or more. Below 9 water, Equation Set #1 still holds, as well, as the Signle Snare Equations, but Equation Set #2 doesn't always hold (the coefficient of 2 on Set #2 might become 3 or greater, depending on how far below 9 water magic you have).

Last edited by Frozen Ele; Apr 06, 2011 at 02:52 AM // 02:52..
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Old Mar 10, 2010, 02:11 AM // 02:11   #7
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Default Graphical examples

GRAPHICAL EXAMPLES


The following are some examples of the efficiencies of snare combinations over time. Each example, follows a different equation set: Shard Storm + Ice Spikes is from set #1 and Ice Prison + Frozen Burst is from set #2.

Notice how the efficiency is slightly larger when you use the snare with the shorter cast time first, but as the time goes to infinity, they will converge to the same number. (This is because the ratio between the time active and total time will be greater, because the total time is increased less)

Shard Storm + Ice Spikes:


Frozen Burst + Ice Prison:

Last edited by Frozen Ele; Apr 06, 2011 at 03:39 AM // 03:39..
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Old Mar 10, 2010, 02:12 AM // 02:12   #8
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Default Convergance equations

CONVERGANCE EQUATIONS

These are the convergence equations, which is the optimal efficiency should someone keep casting the combination of snares for infinity. For a single hex used repeatedly, the efficiency, DPS, etc. values are listed in the chart above, but here's the convergence equation:



The following equations only deal with the convergent efficiencies, etc. of a chain of hexes. The convergence efficiencies, etc. for all combinations of two hexes are listed in the above chart, so one might not find this section to be too helpful, aside from how I derived the efficiencies, etc.

Each convergence equation corresponds to one of the “by round” equation sets from above:



NOTE: The equations presented in this study generally work for water magic 9 or more. Below 9 water, Equation Set #1 still holds, as well, as the Signle Snare Equations, but Equation Set #2 doesn't always hold (the coefficient of 2 on Set #2 might become 3 or greater, depending on how far below 9 water magic you have).

Last edited by Frozen Ele; Apr 06, 2011 at 02:49 AM // 02:49..
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Old Mar 10, 2010, 02:12 AM // 02:12   #9
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Default Proofs of the convergence equations

PROOFS OF THE CONVERGENCE EQUATIONS

The following are the proofs from how the convergence equations are derived from the “by round” equations. This is the only section with calculus involved and is a crucial section, so one might want to not read it in the interests of time.

Single Snare:


Snare Combination:

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Old Mar 10, 2010, 02:13 AM // 02:13   #10
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Default Mesmer Fast Casting vs. Elementalist Higher Attributes

Mesmer Fast Casting vs. Elementalist Higher Attributes


Quote:
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 mesmers to be more efficient than elementalists at using water magic snares, mesmers must cast the snares with a higher efficiency than elementalists, meaning snare efficiency must be higher for mesmer than elementalists.

It’s important to remember that the maximum rank a mesmer could have in water magic (void of other skills or factors – such as Glyph of Elemental Power, etc.) would be 12. The following is a table comparing the efficiencies of an elementalist casting the snare (rank 15 water magic) compared to a mesmer casting it (rank 12 water magic, rank 15 fast casting):

Hex Combination
Elementalist Efficiency
Mesmer Efficiency
Difference in Efficiencies
Reference Equation for Mesmer Use
Reference Equation for Elementalist Use
1. Deep Freeze 58.82% 62.50% -3.68% Single Hex Equation Single Hex Equation
2. Freezing Gust 75.00% 50.00% 25.00% Single Hex Equation Single Hex Equation
3. Frozen Burst 91.43% 80.00% 11.43% Single Hex Equation Single Hex Equation
4. Ice Prison 62.50% 58.06% 4.44% Single Hex Equation Single Hex Equation
5. Ice Spikes 50.00% 45.45% 4.55% Single Hex Equation Single Hex Equation
6. Icy Shackles [E] 76.92% 61.54% 15.38% Single Hex Equation Single Hex Equation
7. Mind Freeze [E] 111.11% 88.89% 22.22% Single Hex Equation Single Hex Equation
8. Shard Storm 54.55% 45.45% 9.09% Single Hex Equation Single Hex Equation
9. Teinai's Prison 62.50% 58.06% 4.44% Single Hex Equation Single Hex Equation
10. Winter's Embrace 38.10% 31.75% 6.35% Single Hex Equation Single Hex Equation
11. Deep Freeze + Freezing Gust 94.12% 87.50% 6.62% Equation #1 Equation #1
12. Deep Freeze + Frozen Burst 105.88% 106.25% -0.37% Equation #1 Equation #1
13. Deep Freeze + Ice Prison 93.75% 90.32% 3.43% Equation #1 Equation #1
14. Deep Freeze + Ice Spikes 94.12% 93.75% 0.37% Equation #1 Equation #1
15. Deep Freeze + Icy Shackles [E] 117.65% 112.50% 5.15% Equation #1 Equation #1
16. Deep Freeze + Mind Freeze [E] 117.65% 112.50% 5.15% Equation #1 Equation #1
17. Deep Freeze + Shard Storm 94.12% 93.75% 0.37% Equation #1 Equation #1
18. Deep Freeze + Tenai's Prison 93.75% 90.32% 3.43% Equation #1 Equation #1
19. Deep Freeze + Winter's Embrace 94.12% 93.75% 0.37% Equation #1 Equation #1
20. Freezing Gust + Frozen Burst 160.00% 137.14% 22.86% Equation #1 Equation #1
21. Freezing Gust + Ice Prison 94.12% 86.67% 7.45% Equation #2 Equation #2
22. Freezing Gust + Ice Spikes 100.00% 75.00% 25.00% Equation #1 Equation #1
23. Freezing Gust + Icy Shackles [E] 123.08% 92.31% 30.77% Equation #1 Equation #1
24. Freezing Gust + Mind Freeze [E] 177.78% 133.33% 44.44% Equation #1 Equation #1
25. Freezing Gust + Shard Storm 109.09% 81.82% 27.27% Equation #1 Equation #1
26. Freezing Gust + Tenai's Prison 94.12% 86.67% 7.45% Equation #2 Equation #2
27. Freezing Gust + Winter's Embrace 90.00% 76.47% 13.53% Equation #2 Equation #2
28. Frozen Burst + Ice Prison 97.96% 94.81% 3.14% Equation #2 Equation #2
29. Frozen Burst + Ice Spikes 116.67% 109.09% 7.58% Equation #1 Equation #1
30. Frozen Burst + Icy Shackles [E] 163.64% 115.38% 48.25% Equation #1 Equation #1
31. Frozen Burst + Mind Freeze [E] 200.00% 166.67% 33.33% Equation #1 Equation #1
32. Frozen Burst + Shard Storm 127.27% 109.09% 18.18% Equation #1 Equation #1
33. Frozen Burst + Tenai's Prison 97.96% 94.81% 3.14% Equation #2 Equation #2
34. Frozen Burst + Winter Embrace 96.70% 91.57% 5.13% Equation #2 Equation #2
35. Ice Prison + Ice Spikes 84.21% 82.35% 1.86% Equation #2 Equation #2
36. Ice Prison + Icy Shackles [E] 93.75% 87.18% 6.57% Equation #1 Equation #1
37. Ice Prison + Mind Freeze [E] 102.56% 97.14% 5.42% Equation #2 Equation #2
38. Ice Prison + Shard Storm 86.49% 82.35% 4.14% Equation #2 Equation #2
39. Ice Prison + Tenai's Prison 125.00% 116.13% 8.87% Equation #1  
40. Ice Prison + Winter's Embrace 81.25% 74.19% 7.06% Equation #1 Equation #1
41. Ice Spikes + Icy Shackles [E] 123.08% 100.00% 23.08% Equation #1 Equation #1
42. Ice Spikes + Mind Freeze [E] 133.33% 118.18% 15.15% Equation #1 Equation #1
43. Ice Spikes + Shard Storm 100.00% 90.91% 9.09% Equation #1 Equation #1
44. Ice Spikes + Tenai's Prison 84.21% 82.35% 1.86% Equation #2 Equation #2
45. Ice Spikes + Winter's Embrace 76.19% 63.49% 12.70% Equation #1 Equation #1
46. Icy Shackles [E] + Shard Storm 145.45% 100.00% 45.45% Equation #1 Equation #1
47. Icy Shackles [E] + Tenai's Prison 93.75% 87.18% 6.57% Equation #1 Equation #1
48. Icy Shackles [E] + Winter's Embrace 101.59% 82.54% 19.05% Equation #1 Equation #1
49. Mind Freeze [E] + Shard Storm 145.45% 118.18% 27.27% Equation #1 Equation #1
50. Mind Freeze [E] + Tenai's Prison 102.56% 97.14% 5.42% Equation #2 Equation #2
51. Mind Freeze [E] + Winter's Embrace 104.00% 95.45% 8.55% Equation #2 Equation #2
52. Tenai's Prison + Shard Storm 86.49% 82.35% 4.14% Equation #2 Equation #2
53. Tenai's Prison + Winter's Embrace 81.25% 74.19% 7.06% Equation #1 Equation #1
54. Winter's Embrace + Shard Storm 76.19% 63.49% 12.70% Equation #1 Equation #1
Average 101.13% 89.04% 12.10% N/A N/A

Out of all of the sinlge snares, the only snare that could be cast better as a mesmer than as an elementalist was Deep Freeze, primarily because it has a set duration. All other snares cast by a mesmer would have a decrease in efficiency anywhere between 4.44% to 22.22%. As such, for a single snare, it is normally more efficient for an elementalist to cast it rather than a mesmer.

There are only one instance out of the fourty-four different dual snare combinations in which a mesmer casting the combination would be better than an elementalist casting the combination, which is when a mesmer is casting Deep Freeze and Frozen Burst. On average, a mesmer will cast water magic snare (or combination) with a decrease of efficiency of over 10%, causing elementalists to be more efficient at casting water magic snares than mesmers.

Last edited by Frozen Ele; Apr 06, 2011 at 01:09 AM // 01:09.. Reason: Type-o
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Old Mar 10, 2010, 02:13 AM // 02:13   #11
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Default Conclusions

CONCLUSIONS

Just a few final notes and highlights from this investigation:

(1) Winter’s Embrace has the worst efficiency of all the snares.
(2) Any combination of two snares, when executed correctly, has an efficiency of over 75%, many with an efficiency near 100%
(3) If not casting your chain of snares for infinity, it’s more efficient to cast the one with the shorter cast time first (reference the “by round” equations and the graphical examples).
(4) There are certain casting patterns to maximize the efficiency of a combination of snares (reference "by round" equations).
(5) Some hex combinations actually allow for human error to still have 100% efficiency (reference charts).
(6) Elementalists are more efficient at casting water magic snares than mesmers.

Last edited by Frozen Ele; Mar 13, 2010 at 09:52 PM // 21:52.. Reason: Type-o
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Old Mar 10, 2010, 02:14 AM // 02:14   #12
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Default Faq

FAQ

Place for questions and answers, in no particular order:

Quote:
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 against 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, separate rounds to evaluate separately.

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 single 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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Originally Posted by Mashiyu View Post
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.
As Xenomortis brilliantly put it: "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."

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 "convergence" 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 for all 54 total combinations (an average trial time of 200-300 seconds - since you have to perform each combination ~10 times sequentially to reach the "convergence" efficiency), it would take about 56.8 to 85.2 millenniums.

Last edited by Frozen Ele; Apr 06, 2011 at 03:10 AM // 03:10.. Reason: Type-os
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Old Mar 10, 2010, 02:14 AM // 02:14   #13
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Default Outdated Work

OUTDATED WORK

This section holds the old charts, equations, and graphs before certain skill updates. You can use this section to see how much snaring, and this thread, has changed since March 9th, 2010.

Pre-April 23rd, 2010 Charts



Pre-Skill Balance on May 21st, 2010 (Changed Fast Casting)



Pre-Skill Balance on December 9th, 2010 (Changed Freezing Gust)



Pre-Clean-Up on April 5th, 2011


Last edited by Frozen Ele; Apr 07, 2011 at 12:23 AM // 00:23..
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Old Mar 10, 2010, 02:53 AM // 02:53   #14
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Very impressive, but WAY too much work imo. How long did all of this take you? I feel like you could have cured cancer or HIV or someting
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Old Mar 10, 2010, 03:10 AM // 03:10   #15
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Or you could just kill the guy.
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Old Mar 10, 2010, 03:40 AM // 03:40   #16
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I appreciate the work you put into this, but... ah well, who am I kidding. It's a game. I went into battle a few times with water snares and let them do the work for me while enjoying them attempt to chase after me. Quite enjoyable.

But hey, if this is your thing, to analyze all this data and enjoy it, more power to ya, honestly.
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Old Mar 10, 2010, 04:41 AM // 04:41   #17
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I am going to have fun looking through all of this and the math you went through when I wake up tomorrow morning.
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Old Mar 10, 2010, 05:30 AM // 05:30   #18
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Very interesting, it looks like you've put quite a bit of time into this and now you can at least say someone else found your findings worthwhile
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Old Mar 10, 2010, 06:48 AM // 06:48   #19
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very nice work, so did any of it change your strategy while using water hexes? ah do you think then that there would be much differences if someone were to play fast cast mesmer?
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Old Mar 10, 2010, 10:26 AM // 10:26   #20
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Congratulations on getting a masters degree in Water magic ^^ Impressive thread, very usefull and helpfull. Its amazing how some people set their mind to something and expand the existing borders to clarify stuff. Good work
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