class struggle in Warsong Gulch

March 24, 2009

If we take some of the battleground stats from the armoury and use them as “performance indicators”, we can get a measure of class performance, as well as individual performance. There are some problems with this, as we’ll see in a minute, but the results are interesting nevertheless.

The performance indicators I like best are killing blows per game and deaths per game, since these give some indication of the performance of the character or class, as opposed to the performance of the team. (Of course they are not completely independent variables. For example an effective team may try to protect the squishies and the healers who should then have a lower death rate.)

Here we take a sample of level 19 WSG players with more than 100 games played.  We can chart these two indicators to give a view of the effectiveness of each class. In this graph I use the inverse of deaths-per-game, so that the sense of each axis is the same. Basically – the further away from the origin the better, along both the x- and y-axes.

This is what we get:

class-effectiveness-level-19-warsong-gulch-100-filter

Class performance, 19 WSG.

There are a few interesting things here. The first is that there a clear grouping of classes in the top lefthand corner (around priests) whose role is not primarily individual combat. Priests heal, Druids CC, heal and do the bear flag run thing. What surprises me is to see Paladins so close to this group. Does anybody know why that might be? What do pallies do in WSG at 19?

Out along the bottom right, you see the attack classes – they die a lot more than the druid/priest/pally set, but they do a lot more damage too. The most unexpected thing here is the power of the much-maligned warlock. Although they are the squishiest class (closest to the origin on the y-axis is bad, remember) they can certainly dish it out – more than rogues. The stand-out class is the hunter – significantly more a damage dealer than the rogue, for basically the same death rate. I suspect that a lot of players don’t know that, since the rogue seems to be the most popular choice amongst the serious WSG player at level 19.

The division between attack classes and “support classes” (perhaps an unfair term since running the flag is a bit more than “support”) helps explain the observation I made in the last post – that there is not a high correlation between killing blows and deaths. Several classes are doing something other than killing.

Before we leave this subject, I want to show that these averages are interesting and informative, but they must be taken with the proverbial grain of salt. Averages tend to be influenced by outliers, and to abstract from the fact that the better players (or the richer twinkers perhaps…) can get a good performance from most classes. If we take three classes that are close to each other on the above chart – mages, warlocks and warriors – and plot the individual values used to form the averages, then we get a different picture:

mage-warlock-warrior-individual-effectiveness

Character performance.

You can see that a lot of players have similar performance and the averages tend to be skewed in one direction or another by smaller groups of outliers. On the other hand, the averages do provide some real insight since you can see that mages have no strong killers at all and that must reflect something about the class as well as something about the player.

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5 Responses to “class struggle in Warsong Gulch”

  1. Terr Says:

    Very interesting stuff, like always. I’m amazed by the decent performance of the warriors.

    While they’re (or we’re) only good for one thing, namely killing, warrior PVP performance has been a highly debated subject of late

  2. Mearis Says:

    Zardoz, I had a few questions to ask you about armory data mining, specifically with regards to some stats I was interested in arena.

    Could you get a hold of me somehow?

  3. zardoz Says:

    No problemo, I’ve sent you an email.

  4. Nath Says:

    > You can see that a lot of players have similar performance

    I read this: The argument “in twink pvp, skill matters more” is totally void.

  5. zardoz Says:

    I’d like to say more about arguments like skill vs gear, but I’m reluctant to make too many judgements using to data I’ve got so far. These highly aggregated numbers can hide as much as they show, unfortunately.


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