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StarCraft 2 Speedrun

Posted 07/28/11 at 4:27 PM by Hamlet
Updated 08/01/11 at 8:51 PM by Hamlet
This is a collection of notes on the Starcraft 2 speedrun I recently posted on Youtube:

Starcraft 2 Speedrun - YouTube

[top]Description


This is a run of the full campaign on Normal difficulty. The total mission time is 2:35:21. Of that time, around 1:14 is on timed missions of fixed length (3 of the 19 missions end on a timer, but they're all quite long). I sped up the videos for these missions quite a bit so that the total amount of video for the run much shorter....
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<Druid Trainer>
Posted in Uncategorized
Comments 0 Hamlet is online now
Old

Theorycraft 101: Haste Breakpoints and Rounding

Posted 07/18/11 at 10:01 PM by Hamlet
Updated 08/09/11 at 3:01 AM by Hamlet
Trying another one of these since I think the mana regen one turned out pretty well. This one is going to be slightly different. Many people have written descriptions of how these work, since it was a clear and interesting new topic. So I'm going to give a pretty terse summary of the basic computation, and then outline one further detail which is missed by most popular write-ups: the exact way the rounding works in-game. With that knowledge, you can compute breakpoints that are exact to a single...
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<Druid Trainer>
Posted in Math , TC101
Comments 7 Hamlet is online now
Old

SAN Redundancy and Round Robin Multipathing

Posted 07/18/11 at 8:44 PM by Zeln
It's just a network
Yes, the N in SAN stands for network. Ethernet networks are not loseless. In a Fabric Channel capable network, you can't loose packets. You just lost data. And when a server thinks the disk has lost data, bad complex things happen. Packet loss in an ethernet network is expected. In a FC SAN, it's bad.

Queue Depth
Queue Depth is a term any knowledgable SAN/Storage administrator knows, but surprisingly often has no idea how the value actually...
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Mr. Sandman
Posted in Hitachi , EMC , NetApp
Comments 0 Zeln is offline
Old

Theorycraft 101: Mana Regen

Posted 07/17/11 at 8:04 PM by Hamlet
Updated 08/09/11 at 3:02 AM by Hamlet
I've always been meaning to do a series of posts where I spell out of basics of theorycrafting. Basically, I see a lot of people who want to help with the analysis of their class mechanics on sites like EJ, but lack the foundation of knowledge of WoW mechanics to be able to easily do so. People often spend time rehashing already done calculations, or trying to figure out exactly how various in-game quantities are derived, before they can get to working on anything meaningful. I want to lay out...
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<Druid Trainer>
Posted in Math , TC101
Comments 1 Hamlet is online now
Old

Fixing Rogues, Part 2: Cooldowns

Posted 07/16/11 at 10:14 PM by Aldriana
The next problem I'd like to address is that of cooldowns - long an iconic part of our class. In vanilla we were defined - particularly in PvP - by our access to many powerful cooldowns, and we've gained more across the patches and expansions since then. Yet in the modern PvE game, they have become as much burden as benefit, and today I'd like to discuss why that is, and how to fix it.

Let us begin with our utility cooldowns, as the problem with them is easier to identify. We have...
Mike Tyson
Posted in Uncategorized
Comments 18 Aldriana is offline