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nastyjman.8207

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Posts posted by nastyjman.8207

  1. Yeah. The more I add games in, the more the win rate increase to the point it's normalizing with the previous spreadsheet I had maintained.

     

    I feel that ANet needs to make more maps like Temple. The thing I like about Temple is that the reversal mechanic is exciting. It also speeds up the game if a team can shut down the losing team with the meditation buffs. But it could also give the losing team a chance if they have the meditation buffs.

     

    I really want to see Capricorn added in the tournament rotation. I'd like to analyze it and see how it stacks up with the other maps in my data.

  2. Hi all, another update. The win rate for the first team to reach 250 is now at 86%. https://docs.google.com/spreadsheets/d/1cJUHQEIGtsmw9dwW8Eg0yx7YhyXdkcBY7fjkxKDY6BU/edit?usp=sharing

     

    I also added the recent UGO Tournament hosted by @"jebro.6370". There are a total of 11 games for that tournament. 10 were won by the first team to reach 250. 1 was a loss, with a point spread of 2 at 250. This reversal was on Game 1 between "Crystal Desert" and "Mad Kings", the match starts at 2:48:24.

     

    And with new matches added, here is the new stats for the deficits:

     

    56.67% Chance of winning with 0 to 50 Point Spread Deficit at 250

    15.63% Chance of winning with 51 to 100 Point Spread Deficit at 250

    2.56% Chance of winning with 101 to 150 Point Spread Deficit at 250

    0.00% Chance of winning with 151 to 200 Point Spread Deficit at 250

    0.00% Chance of winning with 201 to 250 Point Spread Deficit at 250

  3. Make capture points channeled rather than "stood on."

     

    I think it's more satisfying to channel a capture point rather than being idle. It would also shake things up a bit since players are not forced to stand within a circle. With the current meta now with AOEs and splashes, it makes sense to shift the capture mechanic to channel.

     

     

  4. The first 250 can be used for rank or ATs. If a team is lagging behind at or before 250, they can change strategies and hopefully do a reversal. Knowing the spread between teams at 250 would at least give you an idea whether to be comfortable with a win or worried for a reversal.

     

    It also gives players an idea of what their chances are at a specific map.

     

    I feel three cap is an outlier, so I didn't bother tracking it. Of the games I remember, TCG did a three cap on a lopsided game where the opponent had zero points.

     

    It would be interesting to know the win rate for kills, but tracking that would take a lot of time. If anything, I hope ANet would add points breakdown, which shows how many points were attributed to kills, caps and NPCs.

  5. Hey all, spreadsheet is updated once more. I added about 50 games, bumping the total games at 132.

     

    Here's the link: https://docs.google.com/spreadsheets/d/1cJUHQEIGtsmw9dwW8Eg0yx7YhyXdkcBY7fjkxKDY6BU/edit?usp=sharing

     

    I added a new statistic that shows the reversal chances on each map. There are only four maps in the data: Temple, Foefire, Forest and Kyhlo.

     

    I assumed that Temple would have a high reversal rate, but I found out that Forest sits at the top. Here are the stats:

     

    Forest 22.22%

    Temple 19.35%

    Foefire 17.65%

    Kyhlo 6.45%

     

    I believe Forest ranks the top because of the size of the caps and the secondary mechanic. If you look at Forest, you'll notice that the caps are equal in size. Compare this to Foefire where the middle cap is large. Because of AOE pressures, the caps are easily exchanged in Forest. Finally, Forest has the NPC point mechanic. Since the NPCs are out in the open, losing teams are pressured to take advantage of these NPCs. A timed kill steal would put them in the lead or lessen the point spread.

     

    On Temple, it's surprising to learn that the reversal chances are less than Forest. One would assume that this would be at the top because of the meditation mechanics. But the meditation mechanics itself can be used by the winning team and shut down the losing team's comeback. But Temple is fascinating because of tranquility and stillness. Even if a winning team is in a lead, too much commitment to meditations could lead to disasters such as losing their caps and thinning their players.

     

    Foefire is an interesting map. The Lord is a secondary objective, granting teams 150 if they kill the opposing team's lord. This could turn the tide of matches, but it's also risky since your team will be thinned out from caps. But the main thing that sets this map apart from the rest is its huge middle cap. There is no AOE pressure on this, so the middle can become contested for a while or until the end of the match. Because of this, two caps are crucial. If your team took a two-cap first, you have a 76% chance of winning.

     

    Finally, Kyhlo is the map with an abysmal rate for a reversal. If your opponent is first to reach 250 in this map, you have a 6.45% chance of winning. And it's no mystery because there's no point mechanic in here (point buffs or NPCs). This is the map that determines raw team strength.

     

    Hope this helps. I will be continuing updating this spreadsheet, and I plan on including PoF matches in here.

  6. I think having a reversal mechanic make games more interesting. I love Temple because of the meditation buffs, and it gives losing teams a fighting chance if they are behind. Same with Forest and Foefire because of NPC point kills.

     

    I think they need to design more maps with a point mechanic. Capricorn is the latest, but I have yet to spectate a match on that map to determine its reversal chances.

     

    If anything, I hope the data I presented would help players make decisions in game. In a map where there is a strong reversal chances, the losing team should take advantage of it quickly. Because if they are behind more than 100 points at 250, then their chances of winning becomes very slim.

  7. Hey all, I updated the Post-HoT spreadsheet, adding 33 games, making the total 83.

     

    LINK: https://docs.google.com/spreadsheets/d/1cJUHQEIGtsmw9dwW8Eg0yx7YhyXdkcBY7fjkxKDY6BU/edit?usp=sharing

     

    I also added a new statistic that calculates the win chance of a team falling behind the first team with 250 points:

     

    58.82% Chance of winning with 0 to 50 Point Spread Deficit at 250

    13.33% Chance of winning with 51 to 100 Point Spread Deficit at 250

    3.85% Chance of winning with 101 to 150 Point Spread Deficit at 250

    0.00% Chance of winning with 151 to 200 Point Spread Deficit at 250

    0.00% Chance of winning with 201 to 250 Point Spread Deficit at 250

     

    I will working on adding maps on the data set. I want to determine which maps has the highest chance of a reversal. So far, Foefire and Temple are looking like the prime candidates because of its mechanics (Lord Kill and Meditations).

  8. Hey pvpers, I've been maintaining this spreadsheet that tracks the win rates of tournaments. Here is the old spreadsheet pre-HoT: https://docs.google.com/spreadsheets/d/1iXf7RxzjOPi3kEnd2_IfCDsUNPh8AlAFgNpgbq4uR0s/edit#gid=1292434431

     

    After a hiatus and returning to PoF, I am maintaining a new one. However, the new data is for HoT only: https://docs.google.com/spreadsheets/d/1cJUHQEIGtsmw9dwW8Eg0yx7YhyXdkcBY7fjkxKDY6BU/edit?usp=sharing

     

    With the new data, I've noticed that the win rate for the first 250 had decreased from 89% to 82%. I believe this reduction was caused by the meta changing, which is bunkers being driven out.

     

    I am curious as to how PoF will change the win rates. I am thinking of adding team comps to track win rates, but I will need more data for PoF. Currently, there is no tournaments that I can watch in the Spectator's POV.

     

    Let me know what other stats you'd like to see. Currently, I have first kill (which has a win rate of 58%) and first two cap (same rate at 58%).

  9. I like watching GW2 sPvP. Most games are lopsided, but the nail-biters are always fun to watch. Here are some VODs I recommend:

     

    [55 HP Monks vs Chaos Army](

    "55 HP Monks vs Chaos Army")

    [struikenduiken VS Rank 55](

    "Struikenduiken VS Rank 55")

    [invictus VS Drama Police](

    "Invictus VS Drama Police")

     

    But after watching some of these matches, I realized something--floating texts clutters up the screen.

     

    We all know that GW2 has issues with special effects cluttering up the screen, I mean, look at this (http://i.imgur.com/u0mDq0y.jpg). But that’s an exaggeration. sPvP is at least toned down since there is a 10 player limit. However, the mess is still present because of the floating text.

     

    Here are some pics how text clutters a fight:

    > ![](https://imgur.com/HHhE9Q5l.png "")

    > ![](https://imgur.com/HS6FwEpl.png "")

    > ![](https://imgur.com/98eCTaXl.png "")

     

     

    In DOTA2 and LOL as a spectator, floating text doesn’t clutter the screen. But in GW2, you can see the floating text on the focal character and their targets on a single frame. Too much information is being fed that they become meaningless for spectators. The only thing that the spectator needs are positioning and visual cues.

     

    Positioning is already present through the mini-map. Visual cues are already built-in with skill telegraphs and animations.

     

    A bird’s eye view does omit these floating texts. Here are examples:

    > ![](https://imgur.com/mZeWgQTl.png "")

    > ![](https://imgur.com/XsVac5gl.png "")

     

     

    But even if the floating text were taken out, fights may look static. To fix that, damage and healing could be indicated through health bar animation.

     

    In DOTA2 and LOL, when a damage is dealt to a character, their health bars inflate and show the damage done with a faded portion of the health bar. In the Path of Fire Beta, there was a health bar damage animation that, I believe, is currently scrapped ([click here for vid example](

    "click here for vid example")). They could use this health bar animation to show damage done instead of floating text.

     

    The health bars could also be animated for evaded, blocks and interrupts. Evaded could render the health bar invisible. Blocks could turn the health bar’s border to gold. Interrupts could turn the health bar color to purple.

     

    That’s for long-term, at least. But currently, at least give spectators the option to disable floating text.

     

    Though this might not help GW2 esports, it is a small step in the right direction. As a spectator, I enjoy watching great fights, but the floating text is distracting. It inundates the spectator with unnecessary information along with the visual clutter that goes with it.

     

  10. Just wanted to research if there is an unwritten rule of early, mid and late game mindset or strategies.

     

    I did research previously on the win rate for teams reaching 250 first. A team that reaches 250 has a win rate of 88%. I may need to redo this as this rate was back in 2015. Here is the link: https://docs.google.com/spreadsheets/d/1iXf7RxzjOPi3kEnd2_IfCDsUNPh8AlAFgNpgbq4uR0s/edit?usp=sharing

     

    Just curious if there are early, mid and late game mindsets.

  11. > @Kastar.6082 said:

    > > @Keyang.3729 said:

    > > A coward should use Shadow Arts

    > > I used to run your build (Trait for damage, utils for escaping)

    > > Now i (Trait for escaping, util for damage. Binding Shadow, Assasins Signet, Zerk amulet, rune of traveler)

    >

    > I started playing shadow arts/trickery, shadow arts/you name it, but I felt while I had a good time to take position and some surprise attacks I had very low chances to escape when focused.

     

    Best defense is offense. ;) I have to try this next.

  12. I found that DA works well with the spammable Deadeye Mark and how it synergizes with Mug and Improvisation. Haven't tried CS yet, but will try it next.

     

    So far, I've changed the loadout again. I've switched Withdraw with the stealth heal for the cleanse and the target reset.

  13. This is still a work in progress, but I wanted to share a Deadeye D/P variant build that I'm toying with. I posted about a P/P build [here](http://en.gw2skills.net/editor/?vZAQNAqaVn0MB9OhFPBOGDUGjFYCTLBEAyAefh4QbgPZGNB/), which I've found to be a one-trick pony because you're useless against retaliation and reflects.

     

    To work around that, I've switched out P/P with D/P. So far, it's been stellar, but I need more testing to be really confident with it.

     

    **Da' Build: http://gw2skills.net/editor/?vZAQNAoaVn0MBFPhNGDmOBUGjFYCTLBEA2N8Jzo510LNEHaDA-jZBXABaWGI5HBwxnAgnPCAAs/AA**

     

    ---

     

    **Utility Rationale**:

     

    You have three stunbreaks: Haste, Shadowstep and Mercy. Since you do not have an immobilize cleanse, these will get you out of a stun or immob. Shadowstep will get you out of a lopsided fight, then spam Shortbow 5 to further escape.

     

    You have condi cleanses from the Trickster trait and Shadow Return.

     

    Shadow Meld is to hide you from sight when trying to decap far, reset from being targetted or aid your escape.

     

    **Deadly Arts Rationale**

     

    Mug is your soft heal and a bit of spike damage. With Mercy, you can refresh Deadeye's Mark to do another Mug. Because of Withdraw's reduced healing, you will compensate with Mug.

     

    Panic Strike roots your target once they go down 50%. There really is no other trait to choose from, so this will do pig.

     

    I traited Improvisation for the final trait because the stolen abilities really help in fights. Use the first immediately and then use the second when malice stacks to 5. Make sure to use all of it before reusing Deadeye's Mark.

     

    **Trickery Rationale**

     

    Thrill of the Crime buffs you and your allies for team fights.

     

    Trickster is essential for the condi cleanses and the reduced cooldown. Withdraw is great to get you out of immob, but Haste is essential for stunbreak and DPS.

     

    Sleight of Hand is another essential since it stuns your Mark and also reduces the cooldown of your Deadeye's Mark.

     

    **Deadeye Rationale with Dagger/Pistol**:

     

    Since Deadeye's Mark is a ranged Steal skill, you will abuse Shadow Shot as your gap closer. With Withdraw and Shadowstep giving you distance from your target, Shadow Shot is invaluable.

     

    As soon as you Mark someone, do Shadow Shot, stun them with the Unforgiving trait and whittle them down with Be Quick or Be Killed (or BQBK) trait. Iron Sight trait is for added defense against your Mark.

     

    **Deadeye Rationale with Shortbow**:

     

    Since the dawn of time, Shortbow has been abused as the mobility weapon because of Infiltrator's Arrow (Shortbow 5). With Deadeye's Mark, the buffs you get from it pairs well with Shortbow since you are keeping your distance, contrast to Steal where you shadowstep to your target.

     

    The stunlock from Unforgiving and Sleight of Hand keeps your target at bay. Use Shadow Meld to do a Surprise Shot to immobilize them.

     

    If your target starts to reflect projectiles, switch weapons and Shadowshot to close the gap.

     

    ---

     

    There you have it. Please critique! I'd like to improve on this since it's a really fun build to play with.

  14. I'm loyal to my thief, and he's my main since launch. But I do have the other 8 professions. My mesmer and necro are the ones who get some attention from me, the rest are like orphaned children who barely get a wink from me.

     

    I think part of my hesitation to play them is that I have no idea what I've geared them with, what bags they have and what crafting level they are.

     

    I was thinking of creating a spreadsheet and just update my alts with that. My question is, do any of you keep track of your alts? Do you use spreadsheets? Or something else? Do you keep track of them at all?

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