Monday, February 28, 2011

10-Man Heroic Chimaeron Timings

I've poured over a recent log of our first 5 heroic Chimaeron pulls with an eye on getting a feel for the proper timing in terms of tank rotations. I'd read a few different ways that it could be done and wanted to see if I could work out exactly the order things happen on the fight to work out the pros and cons of each rotation along with how cooldowns could be lined up. It turns out everything happens in a very exact, precise order, so this should be very possible. In particular, the fight can be broken into 30 second chunks each of which follows this exact rotation (with one exception):

Melee Swing -> Melee Swing + Break Application -> Double Attack -> Caustic Slime x2 -> Melee Swing -> Caustic Slime x2 -> Melee Swing + Break Application -> Caustic Slime x2 -> Massacre -> (Feud, maybe)

The exception mentioned above is the very first 30 second chunk. The melee attacks are sped up at the start, likely because of a combination of two reasons. An attack speed debuff isn't applied before the pull, and they changed the encounter a little in a hotfix which forced Chimaeron to reset his swing timer after a massacre. As such, the first rotation has time for an extra melee swing before the massacre, and that swing will always be a double attack. Also, the first rotation can't end in a feud. The first rotation, therefore, is:

Melee Swing -> Melee Swing + Break Application -> Double Attack -> Melee Swing -> Caustic Slime x2 -> Melee Swing + Break Application -> Caustic Slime x2 -> Double Attack -> Caustic Slime x2 -> Massacre

Feud phases work the same way as a normal phase on heroic mode with the exact same rotation except there's no invincible bot up and you're guaranteed to not get back-to-back feuds. An interesting thing that I didn't realize until I looked at the log is Chimaeron actually continues to spew out two Caustic Slimes during the feud phase, so the healing needed is double what I thought it was. Also of note, there's only ever one double attack during the feud. (He does cast it a second time at the end which is certainly scary but it gets cut off by the ending massacre. You may need to maintain your attack speed debuff to make this be true but you better do that anyway.)

So, how do we tank this? When it comes right down to it there are 4 different levels of melee attacks in the fight and 5 different levels of the break debuff and the trick is managing which of the attacks gets eaten by who has which level of debuff. On normal this rotation is pretty trivial since there's only 2 levels of melee attacks:

  • Normal auto-attack which can't kill anyone at more than 10k health. Anyone with a taunt and a healer can tank this regardless of break stacks.
  • Double attack. From the logs it looks like I get hit for about 140k from a base swing, with some variance. (140k is the high end.) You need to remain above 10k from the first swing to live through the second one with the bot buff, so if I have 150k health I'm fine. With 1 stack of break I need 185k health. With 2 stacks I need 220k health which I hope can be seen as clearly right out. I can cool-down that if I need to, but by default I'm dead if I don't avoid one of the swings.
The solution, of course, is to have one 'tank' eat the auto-attacks (which means they get all the break stacks) and one actual tank taunt in and eat the double attacks. As long as they get healed to full before each double attack (you have about 14 seconds to heal up from the massacre) you can't lose a tank. (Well, assuming the 'tank' gets healed over 10k every 4.8 seconds anyway.)

On heroic things get a lot trickier. You have two new classes of attacks to look at:

  • No-bot auto-attack. These hit for 140k, and there are 4 of them to eat. The second one applies a break debuff, so if you're planning on having one tank eat them all you'll be taking a couple of 175k swings as well.
  • No-bot double attack. Even without a break stack you have 280k potential incoming damage so you need to use at least one cool-down here. If you have one break (likely since it was applied not 5 seconds earlier) you have 350k incoming. 2 stacks is 420k. Yikes!
Break lasts a full minute and you could get a feud phase 30 seconds after the last one. This means counting on the same person to accumulate breaks during a feud phase is sketchy to say the least. Doing so could mean eating a no-bot double attack with 3 breaks for a whopping 490k incoming damage. I understand some raids deal with this by rotating Ardent Defender and Guardian Spirit but we have neither a prot paladin nor a holy priest among our main specs. It is possible to heal two tanks up during feud and have one eat the breaks and the other eat the double attacks but this wastes a lot of healer mana if you get any avoids at all. One tank sucking up a break and popping a cooldown rates to save healer mana (the ending massacre wipes out any extra healing above and beyond what is needed).

The rotation we were working with last time and will probably keep going forward is to use a plate DPSer (ret paladin in our case) as the 'main tank'. He eats all the normal auto-attacks and therefore also eats all the non-feud breaks. 'Off-tank 1' (OT1) taunts in to eat all the normal double attacks until the first feud. These are all 0-break botted double attacks so there's no need to use any cooldowns of any kind. During the first feud he takes all 5 hits. This requires using at least a powerful cooldown for the double attack since it's 350k incoming damage and probably using a cooldown for the other hits too if possible. (As a blood Death Knight I can use bone armour for the entire phase for a 20% reduction and icebound fortitude for the double attack for an extra 50% reduction which actually lasts 18 seconds so will hit a couple normal swings too.) Then once the feud phase is over OT1 does nothing else since he has a 2-break. His job is completely replaced by a second tank filling the exact same role. This new tank (OT2) will taunt in for normal double attacks and will tank the second feud phase in its entirety. Note that even if the feud phases come as fast as they can OT2 will be filling the off-tank role for at least a minute and therefore OT1 will have dropped his break stack by the time the second feud has ended. This means he can easily step in and tank double attacks after the second feud phase, restarting the cycle.

The only potential problem here is OT1 may have to tank a feud phase 2 minutes after he last tanked one. Icebound fortitude has a 3 minute cooldown and therefore won't be up. I'll need to use vampiric blood, dancing rune weapon, and the hoping defense to survive. (Possibly get an external cooldown from someone else as well.) I should still have bones on the bone armor, so I should have 20% damage reduction and 15% more health. So I'll be at 222k max health and prevent 20% of the incoming 350k damage. So I'm dead by 58k. Oddly enough, if I got hit by the last melee attack I should have a large enough blood shield to live through this! Probably I should also pop my darkmoon faire trinket for an extra 10k health to make sure the blood shield is good enough...


You can also use the same rotation with a third tank instead of a plate DPSer but this doesn't seem to have a lot of merit. The main tank just screws around with a 4-break stack the whole fight so he's useless at stepping in and doing anything else. Possibly you could run it with no set main tank, and have the old feud tank become the new main tank. This would let you refresh the cooldowns on 3 different tanks for the feud phases which could be important, but would cost you a DPSer during the final burn phase. It does gain you a third speed bump in the burn phase, too, which may be worthwhile. I'll find out when we actually make it to phase 3.

I've also heard it done with 2 tanks. In this case you end up just holding on to the boss after a feud phase until the other tank's break stack drops, which often entails eating normal 3-break double attacks which is pretty sketchy. The guy who claimed to do it this way was the one with the Ardent Defender/Guardian Spirit rotation which makes me think it's doable with the right composition but that it's not worth looking into further for my purposes. We have a ret paladin and a DPS DK who can fill the 'main tank' role here without losing all that much damage in the process.

Tuesday, February 22, 2011

10-Man Heroic Raid Difficulty

We managed to take Nef down last night which opens up all hard modes. We also killed Halfus last week, but that still leaves 11 potential hard modes to try. Where to start? Loot-wise you probably want to hit the bosses with tier tokens, weapons, and trinkets first since those things tend to be in highest demand, or provide the biggest boost, or both. Tier tokens drop from Halfus, Magmaw, Meloriak, Cho'gall, Nefarian, and Al'Akir.

Weapons by use:
Caster dagger - Valiona
Caster dagger - Magmaw
Caster sword - Conclave of Wind
Caster mace - Cho'gall
Caster mace - Nef
Rogue dagger - Omnotron
Rogue sword - Valiona
Rogue dagger - Cho'gall
Rogue axe - Nef
Tanking 1-sword - Maloriak
Melee 1-sword - Conclave of Wind
Melee 1-sword - Magmaw
Melee 2-axe - Cho'gall
Melee 2-mace - Magmaw
Melee 2-sword - Nef
Feral staff - Halfus
Bow - Atramedes
Bow - Valiona

Trinkets:

Caster - Valiona
Caster - Atramedes
Caster - Cho'gall
Caster - Council
Healer - Maloriak
Melee - Chimaeron
Melee - Council
Hunter - Halfus
Hunter - Nef
Tanking - Magmaw
Tanking - Valiona

We can also look at the success or lack thereof from other guilds. I went to Guildox today and pulled out kill stats and average ilvl information for each boss. (Average ilvl is based on both 10 and 25 kills, so not the most useful information.)

Boss10-man Guild Kills25-man Guild KillsAverage ilvl
Halfus27961636352.5
Chimaeron13641104352.7
Maloriak643623354.1
Atramedes522483354.0
Conclave of Wind189429354.5
Omnotron133266355.5
Al'Akir8615358.8
Magmaw69345355.3
Ascendant Council556357.8
Nefarian344359.1
Valiona1121358.1
Sinestra026358.0
Cho'gall043359.8

I guess the Sinestra number shouldn't be a surprise since no one has even killed Cho'gall yet. The boss with all the drops I want (weapon, trinket, and tier piece from one boss!) has only been killed by 69 10-man guilds which is a shame, though the average ilvl is much lower than the end bosses so he may be doable. It certainly seems like Chimaeron is the second most popular heroic to kill though he drops practically nothing in super demand by my arbitrary criteria.

Monday, February 21, 2011

Games Played in Niagara

I spent pretty much three and a half full days playing board games and almost exclusively played new games all weekend. A list of the new games I played:

Age of Empires III: Age of Discovery
Anomia (twice)
Kakerlakensalat
Cyclades
Lifeboats
Mercator (twice)
Magical Athlete
Time's Up: Title Recall
Luna (twice) (Had nothing to do with the game, but I got the song La Luna stuck in my head after playing this.)
Conquest of Planet Earth
Dungeons and Dragons: Wrath of Ashardalon (twice)
Factory Fun (five times)
K2
Niagara
Florenza
Nexus Ops

And old ones:

7 Wonders
Macao (twice)
Le Havre
Power Grid

On top of that I watched quite a few games being played with Antiquity in particular looking like a game I was interested in playing. (And a bunch of Battlestar Galactica games. Watching the game might be even more entertaining than playing in it!)

Tangentially related at best, I got the song La Luna stuck in my head while I was playing the game. Here it is, so it can be stuck in your head too.

Sunday, February 20, 2011

Bridge Match 1 - Board 132

Board 132 – Dealer West – All Vul

My hand: A J T 4 2 J T 8 A 8 6 4 5

West opens 1 club. East responds 1 heart. I double. West bids 1NT, partner bids 2 spades, and East bids 3 clubs. I bid 3 spades which gets passed out. East leads the 3 of clubs.


NORTH
9 8 7 6
Q 9
Q J T
K J 9 7



EAST
3

SOUTH
A J T 4 2
J T 8
A 8 6 4
5


West North East South
1 Pass 1 Double1
1NT 2 3 3
Pass Pass Pass
14-5 Spades, 4 Diamonds?

Interesting alert of my double. I mean, it's what I have almost every time I double but I'd have phrased it as takeout or not alerted it at all.

At any rate, I have 3 spades, 1 club, and 1 diamond. I can set up another 2 diamonds and a heart and a spade with various plays. I have 1 or 2 spade losers, 2 heart losers, 1 club loser, and maybe a diamond loser. If I'm going to make I need to pick up spades for 1 loser and diamonds for no losers.

The club. 3-5-A-7. West shifts to a heart. 2-9-A-8. East shifts to a diamond. I can't see a reason to hop with the A. 7-4-K-Q. Oh well. West cashes the K of hearts. K-Q-3-T. Then a club. 4-K-8-6 of diamonds.

Time to draw trump. If they split 2-2 it doesn't matter how I play the suit but A and out is safest. If East has 3 then finessing is right no matter how the honours split. If West has 3 then finessing can't hurt or help. I should finesse. 9-Q-A-5. Guess I only have 1 spade loser. Down 1.


NORTH
9 8 7 6
Q 9
Q J T
K J 9 7

WEST
K 5 3
K 4 2
K 3 2
A T 4 2

EAST
Q
A 7 6 5 3
9 7 5
Q 8 6 3

SOUTH
A J T 4 2
J T 8
A 8 6 4
5


Professor Jack agrees with me all the way!


At the other table my hand starts with 1 spade but still end up in 3 spades. Declarer finds a way to avoid the diamond loser. Unfortunately for him he gets rid of the diamond loser by just throwing away a club trick. Down 1.

Nick: -100
Jack: -100
IMPs: 0 (-43 total)

Saturday, February 19, 2011

Bridge Match 1 - Board 131

Board 131 – Dealer South – EW Vul

My hand: 9 6 5 T 7 5 K 9 8 3 Q 5 3

West opens 1 club in 2nd seat. East responds 1 diamond. I stay silent and they end up signing off in 5 hearts and then wandering to 6 hearts anyway. Intriguing. Partner leads the A of clubs.

NORTH
A


EAST
Q T
A Q 8 3
A Q T 7 4
J 4

SOUTH
9 6 5
T 7 5
K 9 8 3
Q 5 3


West North East South
Pass
1Pass 1 Pass
1Pass 41 Pass
42Pass 4NT3 Pass
54Pass 5 Pass
6Pass Pass Pass
1Control in Diamonds for Hearts
2Control in Spades for Hearts
3Ace Asking for Hearts
4One Ace

A-4-3-7. T-J-Q-K. Declarer plays a third club. 6-2-Q of hearts-5. And now he draws trump. 3-5-K-4. And now a spade. 4-3-T-5. And now a diamond! A-3-5-2. Q-K-6 of hearts-6. Declarer switches to a club. 8-9-A of hearts-6 of spades. He draws another trump. 8-7-9-2. J-7 of spades-4 of diamonds-T. Man, that was risky of him. If partner had the T of hearts he'd have been down the reckless way he played. He is up now, though.


NORTH
8 7 3 2
4 2
J 6 2
A T 9 2

WEST
A K J 4
K J 9 6
5
K 8 7 6

EAST
Q T
A Q 8 3
A Q T 7 4
J 4

SOUTH
9 6 5
T 7 5
K 9 8 3
Q 5 3


Professor Jack disagrees with my club signal. He wants me to signal with the 5 to show the Q. I only want to show the K with an encouraging signal, so I want to play small. He then disagrees with my diamond signal, where I showed odd instead of even. I didn't see any point in signalling correct count either. I'm lying to declarer more than partner here.


On the replay the auction goes the same up until the very end, which West fails to bump the bid to 6 hearts. North doesn't cash his A of clubs and they end up holding them to 5.

Nick: -1430
Jack: -650
IMPs: -13 (-43 total)

Friday, February 18, 2011

Bridge Match 1 - Board 130

Board 130 – Dealer East – NS Vul

My hand: K J A T 9 7 3 T 9 7 5 4 3

East opens 1 heart. This looks like a terrible unusual NT to me! West jumps to 4 hearts (looks familiar) but East continues with 4NT. West shows 1 ace and East goes to 6 hearts which gets passed out. I think we will set this with my A of diamonds and K of hearts.

I'm on lead. The only way it can be wrong to cash my A is if they're void, and it sets up a pitch, and partner has a trick they can pitch away. Seems unlikely.

WEST
A 9 8 5 4 3
T 6 5
K Q J
6



SOUTH

K J
A T 9 7 3
T 9 7 5 4 3


West North East South
1 2NT1
4 Pass 4NT2 Pass
53 Pass 6 All Pass
1Unusual
2Ace Asking for Hearts
3One Ace

A-J-2-8 of hearts. Ok, two of the bad conditions are true. How is number 3? Declarer cashes the A of clubs. A-3-6-2. Then he shifts to a spade. When can ruffing win? Well, it wins when partner has Qx of hearts. It wins when I can give partner a club ruff too I guess, which again requires the Q or maybe the 9. It loses when declarer has a spade loser which I ruff instead of letting him lose it. But with 2 free pitches sitting on board that can't be possible. I guess I should ruff.

2-J of hearts-3-6. I return the T of clubs. T-5 of hearts-Q-8. Declarer plays a heart and finesses into me. T-2-4-K. I guess that's another win for the ruff, eh? I return another club. 4-6 of hearts-K-J. Declarer is now up. Down 1.


NORTH
Q J 6
9 2
8 6 5 4 2
K Q 2

WEST
A 9 8 5 4 3
T 6 5
K Q J
6

EAST
K T 7 2
A Q 8 7 4 3

A J 8

SOUTH

K J
A T 9 7 3
T 9 7 5 4 3


Professor Jack disagrees with my club signal. Pretty sure declarer makes if I actually signal proper count here, so I'm happy he disagrees. He next disagrees with ruffing. Another happy occurrence for me I guess!


On the replay the auction is different. My hand bids 2 clubs instead of 2NT. This builds a cue-bidding auction that culminates in 6 hearts. My hand leads a club and not the A of diamonds. Declarer wins and draws two rounds of trump, ending in my seat's hand. My seat finally tries to cash the A of diamonds, setting up two tricks for declarer. Declarer using the two pitches to clear out his spades, and then he ruffs a spade to set up 3 more tricks on which to pitch his clubs. Making 6. Bang!

Nick: 50
Jack: -980
IMPs: +14 (-30 total)

Thursday, February 17, 2011

Bridge Match 1 - Board 129

Board 129 – Dealer North – No Vul

My hand: J T 9 8 7 4 A 9 3 Q 4 A 7

Partner opens 1 hearts and East jumps to 2NT showing the minors. I bid 4 hearts which gets passed out. East leads the 5 of clubs.


NORTH
Q 5
Q J T 8 4 2
K 2
K T 2


EAST
5

SOUTH
J T 9 8 7 4
A 9 3
Q 4
A 7


West North East South
1 2NT1 4
Pass Pass Pass
1Unusual

I have 2 clubs and 5 hearts. I can easily set up a diamond and a lot of spades. Unfortunately I have 4 losers. 2 spades and a diamond for sure, and maybe the K of hearts. They're all top tricks except the heart which I can only avoid by finessing for it or dropping it. East has 10 cards in the minors so it's almost inconceivable that West could have a stiff K. I can play a round of spades pretty safely first to find out. I hope the club. 5-A-8-2. I fire out a spade. 4-K-Q-3 of clubs.

Well now. West does have one heart. It's still 1 in 4 that he has the king though, so I should still finesse. He returned a diamond, anyway. 9-K-A-4. East plays another club which I win in hand. 4-7-J-K.

I lead a trump and East covers. Q-K-A-7. Now I just need to manage my entries and I'm good. Actually, I just need to ruff the club and I'm up. So I play a heart to the J, ruff the club back, cash the high diamond and concede a spade. Making 4.


NORTH
Q 5
Q J T 8 4 2
K 2
K T 2

WEST
A K 6 3 2
7 5
9 8 6 5
J 8

EAST

K 6
A J T 7 3
Q 9 6 5 4 3

SOUTH
J T 9 8 7 4
A 9 3
Q 4
A 7


Professor Jack disagrees with ducking the spade. He wants me to play a club instead, probably to ruff a club or maybe to take the heart finesse right away. In retrospect while I gained information by playing the spade it wasn't information I was willing to act on (I was going to finesse even with hearts 1-3) so it was probably wrong.


On the replay the auction and lead are identical. Declarer wins the opening lead in hand and finesses hearts. He doesn't finesse in a way he can repeat though, so he has to play a diamond to try to build another hand entry. It fails. Declarer is forced to hope for a 2-2 heart split and luckily for him it works. Also making 4, but I feel screwed.

Nick: 420
Jack: 420
IMPs: 0 (-44 total)

Wednesday, February 16, 2011

Niagara Boardgaming Weekend

I've taken two days off work and am heading to lovely Niagara Falls for the long weekend. Apparently the temperature is going to spike up near 10 degrees in the middle of February so it should be really nice. And I will hopefully spend the entire time playing board games! Woo!

I don't have a lot of details about what actually goes on. I think it's just a lot of open gaming with no real structure but it should be fun. I certainly have had a board game void recently and need it filled with any and all games. I'm hoping to get a game of Queen's Gambit in and hope to be acquiring a copy of A Brief History of the World which looks pretty great. I'm also taking Dungeon Lords, Factory Manager, and To Court the King by request of Duncan and Sara (who I'm driving down with).

I encourage anyone who may be in the area to show up and play crazy amounts of board games on the weekend at least!