Monday, May 12, 2014

Theorycrafting, part 1: Spell mechanics


From WoWWiki:

"Theorycraft is the attempt to mathematically analyze game mechanics in order to gain a better understanding of the inner workings of the game."

As it applies to World of Warcraft, theorycrafting usually involves analyzing stats and spell rotations to optimize damage output.  In this article, I'll go over the basics of WoW's spell mechanics in order to lay the foundations for more substantial theorycrafting.

Note: Although I'm starting with the basics, this series of articles will culminate with the creation of a simulation program.  Some knowledge of Java might be helpful, but will not be necessary.

Thursday, May 8, 2014

Here, have this program!


I wrote this program a few months back to help me optimize my Bonus Rolls and, well, spend as little time in LFR as possible.  It helped me a bit, so I've decided to make it available to you, my loyal, almost certainly nonexistent readers.  I've added a permanent page to the blog - downloads and a ReadMe are available by clicking "GearWhere" at the top of the page.  Enjoy!

Thursday, April 24, 2014

Effectiveness curves


A few years ago, I took a game design course as a non-major-specific elective.  Many different "curves" were discussed throughout the class: difficulty curves, learning curves, effectiveness curves.  Each of these curves is a theoretical function with arbitrary units which is given a whole lot of thought, despite being unmeasurable.  Weighing my compulsion to quantify things against the difficulty of trying to measure the skill levels of a sufficiently large number of players, I've decided not to get too number-y here.


Thursday, April 17, 2014

Fun facts: A sense of scale and the accidental Rhode Island conspiracy theory


Doctor Horrible's Sing-Along Blog is a three-part musical web series written and directed by Joss Whedon during the writer's strike, starring Neil Patrick Harris, Felicia Day and Nathan Fillion.  If you haven't seen it yet, shame on you.

This morning, I set out to answer some burning questions I had about the scale of our in-game world.  Because that's how I play the game now: I log in, admire the scenery for a while, take a few measurements, maybe give a training dummy a piece of my mind, then admire the scenery again.  And I'm okay with that.  This won't be a technical article at all - more of a list of "fun facts".

Tuesday, April 15, 2014

Gravity on Azeroth, part 2


Because if there's anything that needs a sequel, it's Gravity... right?  Okay.

When we left off, we (read: I) devised two ways to calculate acceleration due to gravity in World of Warcraft.  The first, more basic approach, assumes constant acceleration and uses the relationship

$$a = {{2h_0}\over{t^2}}$$

The second approach assumes that drag (air resistance) functions realistically in-game, and uses a more complex equation with no neat solution.  To reiterate: we will be measuring (directly) the time it takes to fly to an arbitrary height, the time it takes to fall from that height and (indirectly) the total displacement, and then attempting to calculate the acceleration due to gravity and the magnitude of drag.

Monday, April 14, 2014

My WoW wishlist



So what if it's Santa's off-season?  I have needs.  And wants.  Mostly wants.  Blizzard-Claus, if you can hear me, you should know that I've been good all year.  I've hardly slaughtered any colonies of leper gnomes.  And come on, they had it coming.


Saturday, April 5, 2014

Gravity on Azeroth, part 1


You know who's better at guitar than he lets on?  John freaking Mayer.  Let's get started.