Socialism
09-01-2009, 04:25
Hi.
Wake of Fire is so damn cool, and I really like it because of its nifty animation and application to targets. Damage, unfortunately, is the core of the issue. It's really, really small. Not only that, but '4-frame nextdelay' adds insult to injury by ignoring a good chunk of the actual fire waves, so not all of them hit - in fact, generally speaking, less than half will hit.
Damn you, Blizzard developer responsible for game balance.
This thread uncovers optimal Wake of Fire trap laying speeds in an attempt to work around 'nextdelay', maximizing potential Wake of Fire damage per second (the tiny amount of it there is). Gogo Excel.
Note: Yet another 'signature' long read. Skip to the end for scientifical conclusions.
Dissected a recording of Wake of Fire I made, frame by frame (VirtualDub (http://virtualdub.com/) is superbestawesome).
Animation Analysis
The total duration of a Wake of Fire trap is either 136 frames [when graphical 'remnants' of trap become solid] or 144 frames [last frame of the dead trap's shrinking light radius].
Wake of Fire animation sequence
Frame 1: the moment the trap graphic appears after casting
- Frame 2-26: Trap Delay
Frame 27: trap pivot animation
Frame 28: Flame1 graphic appears
- Frame 29-44: Trap Delay
Frame 45: Flame2 graphic appears
- Frame 46-61: Trap delay
Frame 62: Flame3 graphic appears
- Frame 63-78: Trap Delay
Frame 79: Flame4 graphic appears
- Frame 80-95: Trap Delay
Frame 96: Flame5 graphic appears
- Frame 97-112: Trap delay
Frame 113: Trap break animation begins
Frame 136: Trap break animation ends
Frame 137: Trap light radius shrink begins
Frame 144: Trap light radius shrink ends
-----------------------
General assumptions, or making methods of experimentation scientitious
*Note: "Volley time" is calculated from the time the first trap laid appears until the last trap laid begins its break animation.
Assumptions
1. I'm laying five Wake of Fire traps
2. with maximized synergies and +12 to trap skills (arbitrary, reasonable endgame estimate)
3. without interruption (i.e. holding down the right mouse button to lay all 5 traps)
4. to isolate trap laying 'speed' (FPA = frames per action/attack) as the only variable.
Damage, for purposes of this analysis
Fully synergized skill level 32 Wake of Fire does 634-722 fire damage; ~678, rounded to 680 for convenience.
At 9FPA, the fastest trap laying speed possible, only 13 of the 25 total 'waves' are outside the nextdelay cancellation periods.
So at 9FPA, for every ~149 frames (end of break animation of the last trap in a 5-trap Wake of Fire volley) or 5.96 seconds,
A. Your average damage is 680 x 13 = 8840 damage
B. Which means you do roughly 8840 / 5.96 = 1483 damage per second
Still, each wave only does ~680 average damage; this means you have no chance of stunning anything in a 2+ player Hell game. That. Sucks. Ok. Fine.
-----------------------
Some handy Excel sheeting results
9 FPA: 13 of 25 are unaffected by nextdelay (outside of 4 frames). Total volley time: 149 frames.
Damage per second: (13 x 680) / (149/25) = ~1483 damage per second
10 FPA: 16 of 25 are unaffected by nextdelay (outside of 4 frames). Total volley time: 153 frames.
Damage per second: (16 x 680) / (153/25) = ~1778 damage per second
11 FPA: 19 of 25 are unaffected by nextdelay (outside of 4 frames). Total volley time: 157 frames.
Damage per second: (19 x 680) / (157/25) = ~2057 damage per second
12 FPA: 19 of 25 are unaffected by nextdelay (outside of 4 frames). Total volley time: 161 frames.
Damage per second: (19 x 680) / (161/25) = ~2006 damage per second
This is where it gets kinda interesting, because I'm not sure how/when nextdelay applies.
I don't know if "4 frame nextdelay" follows Scenario A or Scenario B:
Scenario A
Frame 1 Attack hits, nextdelay counter: 1
Frame 2 nextdelay counter: 2
Frame 3 nextdelay counter: 3
Frame 4 nextdelay counter: 4
Frame 5 Attack hits, nextdelay counter: 1
etc., etc.
In this scenario:
13 FPA: 23 of 25 are unaffected by nextdelay (outside of 4 frames). Total volley time: 165 frames.
Damage per second: (23 x 680) / (165/25) = ~2370 damage per second
Scenario B
Frame 1 Attack hits
Frame 2 nextdelay counter: 1
Frame 3 nextdelay counter: 2
Frame 4 nextdelay counter: 3
Frame 5 nextdelay counter: 4
Frame 6 Attack hits
Frame 7 nextdelay counter: 1
etc., etc.
In this scenario:
13 FPA: 15 of 25 are unaffected by nextdelay (outside of 4 frames). Total volley time: 165 frames.
Damage per second: (15 x 680) / (165/25) = ~1546 damage per second
14FPA: 15 of 25 over 169 blah blah I don't care, not optimal.
15FPA: 15 of 25 over 173 blah blah I don't care, not optimal.
16FPA: 11 of 25 over 177 blah blah I don't care, not optimal.
17FPA: if you're here, don't bother casting more than one Wake of Fire at a time with the 'no interruption' method; 4 of your 5 traps are rendered completely useless.
---
This 13-frame-optimization 'discovery' begs the question: when does nextdelay actually start?
Conclusions
Here you go. This is for you, dear reader, who so desperately wants to use Wake of Fire, but always gets put off by the ostensibly low damage output. In any event, perhaps this will help optimize the "Nova" of our trap skills.
If '4 frame nextdelay' Scenario A applies, you want to be laying traps at 13FPA against monsters.
If '4 frame nextdelay' Scenario B applies, 11FPA is your most damaging trap lying speed.
Cheerio,
Socialism
-achieving Rockstar status, one day at a time.
Wake of Fire is so damn cool, and I really like it because of its nifty animation and application to targets. Damage, unfortunately, is the core of the issue. It's really, really small. Not only that, but '4-frame nextdelay' adds insult to injury by ignoring a good chunk of the actual fire waves, so not all of them hit - in fact, generally speaking, less than half will hit.
Damn you, Blizzard developer responsible for game balance.
This thread uncovers optimal Wake of Fire trap laying speeds in an attempt to work around 'nextdelay', maximizing potential Wake of Fire damage per second (the tiny amount of it there is). Gogo Excel.
Note: Yet another 'signature' long read. Skip to the end for scientifical conclusions.
Dissected a recording of Wake of Fire I made, frame by frame (VirtualDub (http://virtualdub.com/) is superbestawesome).
Animation Analysis
The total duration of a Wake of Fire trap is either 136 frames [when graphical 'remnants' of trap become solid] or 144 frames [last frame of the dead trap's shrinking light radius].
Wake of Fire animation sequence
Frame 1: the moment the trap graphic appears after casting
- Frame 2-26: Trap Delay
Frame 27: trap pivot animation
Frame 28: Flame1 graphic appears
- Frame 29-44: Trap Delay
Frame 45: Flame2 graphic appears
- Frame 46-61: Trap delay
Frame 62: Flame3 graphic appears
- Frame 63-78: Trap Delay
Frame 79: Flame4 graphic appears
- Frame 80-95: Trap Delay
Frame 96: Flame5 graphic appears
- Frame 97-112: Trap delay
Frame 113: Trap break animation begins
Frame 136: Trap break animation ends
Frame 137: Trap light radius shrink begins
Frame 144: Trap light radius shrink ends
-----------------------
General assumptions, or making methods of experimentation scientitious
*Note: "Volley time" is calculated from the time the first trap laid appears until the last trap laid begins its break animation.
Assumptions
1. I'm laying five Wake of Fire traps
2. with maximized synergies and +12 to trap skills (arbitrary, reasonable endgame estimate)
3. without interruption (i.e. holding down the right mouse button to lay all 5 traps)
4. to isolate trap laying 'speed' (FPA = frames per action/attack) as the only variable.
Damage, for purposes of this analysis
Fully synergized skill level 32 Wake of Fire does 634-722 fire damage; ~678, rounded to 680 for convenience.
At 9FPA, the fastest trap laying speed possible, only 13 of the 25 total 'waves' are outside the nextdelay cancellation periods.
So at 9FPA, for every ~149 frames (end of break animation of the last trap in a 5-trap Wake of Fire volley) or 5.96 seconds,
A. Your average damage is 680 x 13 = 8840 damage
B. Which means you do roughly 8840 / 5.96 = 1483 damage per second
Still, each wave only does ~680 average damage; this means you have no chance of stunning anything in a 2+ player Hell game. That. Sucks. Ok. Fine.
-----------------------
Some handy Excel sheeting results
9 FPA: 13 of 25 are unaffected by nextdelay (outside of 4 frames). Total volley time: 149 frames.
Damage per second: (13 x 680) / (149/25) = ~1483 damage per second
10 FPA: 16 of 25 are unaffected by nextdelay (outside of 4 frames). Total volley time: 153 frames.
Damage per second: (16 x 680) / (153/25) = ~1778 damage per second
11 FPA: 19 of 25 are unaffected by nextdelay (outside of 4 frames). Total volley time: 157 frames.
Damage per second: (19 x 680) / (157/25) = ~2057 damage per second
12 FPA: 19 of 25 are unaffected by nextdelay (outside of 4 frames). Total volley time: 161 frames.
Damage per second: (19 x 680) / (161/25) = ~2006 damage per second
This is where it gets kinda interesting, because I'm not sure how/when nextdelay applies.
I don't know if "4 frame nextdelay" follows Scenario A or Scenario B:
Scenario A
Frame 1 Attack hits, nextdelay counter: 1
Frame 2 nextdelay counter: 2
Frame 3 nextdelay counter: 3
Frame 4 nextdelay counter: 4
Frame 5 Attack hits, nextdelay counter: 1
etc., etc.
In this scenario:
13 FPA: 23 of 25 are unaffected by nextdelay (outside of 4 frames). Total volley time: 165 frames.
Damage per second: (23 x 680) / (165/25) = ~2370 damage per second
Scenario B
Frame 1 Attack hits
Frame 2 nextdelay counter: 1
Frame 3 nextdelay counter: 2
Frame 4 nextdelay counter: 3
Frame 5 nextdelay counter: 4
Frame 6 Attack hits
Frame 7 nextdelay counter: 1
etc., etc.
In this scenario:
13 FPA: 15 of 25 are unaffected by nextdelay (outside of 4 frames). Total volley time: 165 frames.
Damage per second: (15 x 680) / (165/25) = ~1546 damage per second
14FPA: 15 of 25 over 169 blah blah I don't care, not optimal.
15FPA: 15 of 25 over 173 blah blah I don't care, not optimal.
16FPA: 11 of 25 over 177 blah blah I don't care, not optimal.
17FPA: if you're here, don't bother casting more than one Wake of Fire at a time with the 'no interruption' method; 4 of your 5 traps are rendered completely useless.
---
This 13-frame-optimization 'discovery' begs the question: when does nextdelay actually start?
Conclusions
Here you go. This is for you, dear reader, who so desperately wants to use Wake of Fire, but always gets put off by the ostensibly low damage output. In any event, perhaps this will help optimize the "Nova" of our trap skills.
If '4 frame nextdelay' Scenario A applies, you want to be laying traps at 13FPA against monsters.
If '4 frame nextdelay' Scenario B applies, 11FPA is your most damaging trap lying speed.
Cheerio,
Socialism
-achieving Rockstar status, one day at a time.