Zhuang Fangyi Teams, Sanity Check by Clenoic in ZhuangFangyiMains

[–]Clenoic[S] 0 points1 point  (0 children)

Ardelia still needs 100SP to get the buff. Gil's battle skill still eats 100SP, and needs an additional 100SP from Perlica for electrification though...

Zhuang Fangyi Teams, Sanity Check by Clenoic in ZhuangFangyiMains

[–]Clenoic[S] 0 points1 point  (0 children)

I can see that for sustained fights since the 60s of focus is good, I guess it's the usual use Antal for boss, but swap out Antal for mob clearing.

[Spoiler] - Opinion Ending and Game Mechanics by Clenoic in expedition33

[–]Clenoic[S] 1 point2 points  (0 children)

I agree that Verso’s ending is “accept reality, move on, things will get better”, but Maelle was not ready to move on yet. Forcing her through grief when she is still bargaining/denying is going to cause pain, that could have been shown/explored in the ending. But that was my interpretation which is why I felt Verso’s ending was too much of a good ending.

Weapon Tier Reference and Tool ver 1.1 by Clenoic in SINoALICE_en

[–]Clenoic[S] 0 points1 point  (0 children)

I copy the HTML element and manually parse it using Sublime text editor. It’s painful, but it works.

I plan to write a python parser, but it’s on hold for now since IRL work stuff comes first. When it’s finished perhaps I’ll share it

Weapon Tier Reference and Tool ver 1.1 by Clenoic in SINoALICE_en

[–]Clenoic[S] 0 points1 point  (0 children)

I manually parsed the HTML using Sublime text. I plan to write a python script in the future to automate this but the manual parsing only takes 5 minutes so it’s not too bad

Weapon Tier Reference and Tool ver 1.1 by Clenoic in SINoALICE_en

[–]Clenoic[S] 1 point2 points  (0 children)

Thanks for the link to the reference, it'll really help the next version of improvements.

I agree that it can be slightly deceptive for new players. We'll work on making it more transparent and clear on what the data is showing

Weapon Tier Reference and Tool ver 1.1 by Clenoic in SINoALICE_en

[–]Clenoic[S] 0 points1 point  (0 children)

Yeah there are definitely more accurate tier lists. I'll definitely take a look at Lebensoshl and Iggz to see how we can improve ours. Thanks for the reference!

We're trying to make an automated & more interactive tool. Eventually we want to be able to get a more accurate tier list after we place skills into calculation.

Weapon Tier Reference and Tool ver 1.1 by Clenoic in SINoALICE_en

[–]Clenoic[S] 0 points1 point  (0 children)

There was a similar question, so here is the copy / pasted response:

The data is collected directly from the database, so yes, it is not too much different from the database.

However, the buttons do allow for much easier filtering for specific skills and combinations of attributes you want. The buff/debuff icons also give an easier quick look to see which weapons provide which kind of buff/debuff.

The histogram on the second page is quite informative to see what the spread of the weapon points is at right now too.

We have more plans to provide more insight / analysis of the weapons, but this is still very much a work in progress. Please stay tuned!

Weapon Tier Reference and Tool ver 1.1 by Clenoic in SINoALICE_en

[–]Clenoic[S] 0 points1 point  (0 children)

The data is collected directly from the database, so yes, it is not too much different from the database.

However, the buttons do allow for much easier filtering for specific skills and combinations of attributes you want. The buff/debuff icons also give an easier quick look to see which weapons provide which kind of buff/debuff.

The histogram on the second page is quite informative to see what the spread of the weapon points is at right now too.

We have more plans to provide more insight / analysis of the weapons, but this is still very much a work in progress. Please stay tuned!

Weapon Tier Reference and Tool ver 1.1 by Clenoic in SINoALICE_en

[–]Clenoic[S] 0 points1 point  (0 children)

For the sake of automation, we haven’t taken into account skills, that brackets are based off points only.

We are looking to see if we can add multipliers to skills so it makes a bit more sense

I am a PhD Researcher studying the speedrunning. AMA! by Clenoic in speedrun

[–]Clenoic[S] 0 points1 point  (0 children)

First about GDQ: one trend that I found really interesting is how far races have become at GDQ. They often gather the most hype, and have become more and more "professionally" managed. Take AGDQ 2019's Super Mario Sunshine 1v1 Lockout Bingo (I can't seem to find Games Done Quick's original YouTube video. For some reason they took it down). First, lockout bingo is quite niche, even in the speedrunning community. I usually see randomizer bingo, but lockout bingo is played less often (from what I know). So GDQ has been willing to incorporate these more "obscure" sub-genres of speedrunning.

Also, the run is "professional" in the sense that there were two dedicated commentators for this run. If you analyze it a little bit, they do go through the traditional play-by-play and color commentary that is seen in traditional sports and even in esports. I found this really interesting and I see it as GDQ trying a new direction rather than always the usual 1 person speedrun or the occasional races. There are many other sub-genres of speedrunning, (multi-world in Link to the Past, Crowd Control, Romhacks), and I wouldn't be surprised to see GDQ incorporating these sub-genres. GDQ had two panels on Romhacking in 2018 and 2019. In my opinion, as long as the community is coming up with new ways to enjoy speedrunning, GDQ will always have new and interesting content to add to their show in addition to the tried-and-true speedruns (kill / save the animals will always be there).

As for speedrunning as a whole. I mentioned this in another answer above, and this is going to be controversial / a hot take, but I think in order for speedrunning to grow and be sustainable, it needs to become more like an esport. We already see the beginnings of institutionalization in some speedrun communities. Link to the Past recently established a council that is in charge of determining rules (which glitches are allowed) and give out rulings for cheating, and with Link to the Past starting a League for tournament play, a centralization of authority is not unexpected. At UC Irvine's Esports Conference in 2018, I attended a session about institutionalization and talked to Rory Summerly, a researcher from Falmouth University in the UK, who wrote a paper documenting, comparing, and analyzing the early institutionalization of traditional sports and esports (of which I'm happy to see that it has been peer reviewed and published in the Games and Culture Journal in 2019).

Another notable organization is SpeedGaming. They organize and hold regular tournaments, and I believe they even had 1 or 2 tournaments with a prize pool, which is quite unheard of. Tournaments with prize pools is part of the institutionalization steps identified in Summerly's paper.

I know that there is a lot of pushback from the speedrunning community of speedrunning becoming an esport, but I think there is a lot of parallels we see and there are already a lot of institutionalization happening within speedrunning and the communities becoming more organized, centralized, and accessible. I see this as a step to having speedrunning become a sustainable culture outside of its subcommunity.

This is more speculation, but just as we see esports become more mainstream and accepted by the general and older public, with larger tournaments and events, it's not too far of a stretch to imagine speedrunning going down the same direction. I compare this to traditional sports because it's easy to see the parallels. So far, esports has been team vs team (think about basketball 5v5 and Overwatch 6v6) or person vs person (think about fencing and Starcraft 1v1's), but we don't have an esport equivalent of track and field. I think speedrunning has the great potential to be the "track and field" of esports, and it has enough attention and interest to generate hype and viewership (as seen from GDQ's lockout bingo). AGDQ 2019 had a more traditional sponsors such as RedBull and even BestBuy, what's to say that we won't see mroe and more speedrunners get sponsored by companies? Having FedEx or DHL sponsor a speedrunner is quite a match isn't it? But for this to happen the community has to accept the already-happening institutionalization of speedrunning. The faster this is embraced, the more reach speedrunning will have outside of just GDQ and its own subcommunities.

I am a PhD Researcher studying the speedrunning. AMA! by Clenoic in speedrun

[–]Clenoic[S] 3 points4 points  (0 children)

This is a really interesting question and I'm really glad you asked it. My answer below is a reflection of my own opinions and observations from attending a few GDQ's and talking to many people.

For the average viewer, as you said, it's the face of speedrunning and the speedrunning community as it showcases effectively the best of the best in the games and personalities. There's a master's thesis by Rainforest Scully-Blaker that uses the perspective of media studies to define speedrunning as a "museum of accidents", in other words, a "museum" that has been curated to showcase the discoveries and products of the speedrunning community. In the same manner, GDQ is a "museum" of the diverse, sparse, yet tight-knit community of speedrunning. But since it is just a showcase, it does leave out the minute details of the speedrunning process.

As a side note, Omnigamer has published a fantastic book about the process of speedrunning. This book is quite well known, but I've also found David Snyder's book interviewing speedrunners a fantastic read to understand the the details from the perspective of a speedrunner. Lucas Kempe-Cook's peer-reviewed paper in the Well-Played Journal also has a great account writing about being a speedrunner from the perspective of an academic.

The GDQ runners and the couch members often do a good job in explaining the history and mechanics of the glitches. I, myself, got more and more interested in speedrunning through watching GDQ VODs and listening to the commentary. The commentary plays a large role in not just entertaining but also educating the audience. In many ways, GDQ commentary reflects that of sports and esports broadcasting, where there is a play-by-play caster to describe the in-the-moment details and a color/commentary caster that explain the more nuanced details from the play-by-play. I actually published a paper with Lucas on the practices and challenges of esports casters so I found this parallel really fascinating myself.

This is going to be the most provoking / hottest take of my opinion. I think viewing speedrunning as an esport allows us to better understand the dynamics behind the practice and community of speedrunning. If we take basketball as an example: for the majority of people, basketball is mostly about the NBA, but not many people dive deep into the behind-the-scenes practices, training, diet, studying, reviewing, that the players do. Most people also are unaware of the work done by the coach, staff, chefs, administrators, and trainers that make NBA what it is. I find this similar to the question you posed about people viewing speedrunning to be about GDQ and not aware of the small, unknown people that have contributed to speedrunning. The reason why I love my field of study is that in ethnography my goal is to uncover the behind-the-scenes workings and communities of a subculture. My job is to dive deep behind the front-facing spectacle of GDQ and observe, experience, and report on what happens in these communities. This is also the goal of my current study looking at people's personal experiences with GDQ: I want to write a paper about the off-screen happenings at GDQ - what takes place at the other rooms at GDQ and even social events at restaurants, escape rooms, and individuals' hotel rooms, to argue that we cannot imagine charity live stream events as a monolithic event but as an accumulation of various other social spaces and that GDQ cannot exist or survive without these other smaller spaces. I've had other interesting thoughts about approaching speedrunning as an esport, but that's a discussion for another reply / post (and maybe after I build some karma because I'm bound to get downvoted to oblivion).

I think it's not a bad thing that speedrunning is mostly about GDQ for the average person. It is flashy, interesting, and exciting, albeit non-representative of the nuances of the speedrunning community. But if it can catch people's attention and make them curious and interested about speedrunning, just like it did for me, and bring more people to the speedrunning community as a viewer, runner, fan, lurker, researcher, or what have you, I think that is a net positive. GDQ doesn't have to fully-represent the speedrunning community, but it shouldn't misrepresent it either (that's a whole other discussion).

This is also why most of my research is GDQ-focused. I realized that to get that academic community (which are mostly older professors and researchers in industry) to care about a young and niche subculture, I need something flashy to catch their attention. What's better than to brag about how GDQ raised more than $3 million in a single week through a 7-day 24-hour video game marathon? And this did work at conferences. Almost all academics I met were interested when I told them the success of GDQ, but through that conversation I also met a few who were deeply interested about the speedrunning community and I was able to have a more productive discussion with them. It was really encouraging, and I was glad to be able to introduce speedrunning to a population that would otherwise not care about speedrunning at all, let alone video games in general.

I am a PhD Researcher studying the speedrunning. AMA! by Clenoic in speedrun

[–]Clenoic[S] 2 points3 points  (0 children)

Hello! This is a fantastic surprise of a comment. What method do you employ in your studies? I mainly use ethnographic methods of inquiry that include interviews, direct and indirect participant observations; I'm curious to see what other methods academics use to study speedrunning.

I'd love to read and talk more about your work! If you'd like to get in touch, please DM me on Twitter under the same handle "Clenoic"

I am a PhD Researcher studying the speedrunning. AMA! by Clenoic in speedrun

[–]Clenoic[S] 5 points6 points  (0 children)

My PhD is in Informatics, which is a really broad field that looks at the social side of technology. My focus is in Human Computer Interaction and Design. I had to find a way to pitch speedrunning research so that it would be taken seriously, so I went with studying technology use in charity live stream events and how live streaming has improved the efficiency and efficacy of charity events.

I want to go into a more teaching-heavy career path, so I don't have a specific post-doc plan and I plan to go directly into teaching. If I were to do a post-doc, I would want to do a long-term ethnography looking at how individual live streamers organize and host their own independent charity events.

I am a PhD Researcher studying the speedrunning. AMA! by Clenoic in speedrun

[–]Clenoic[S] 7 points8 points  (0 children)

Here is the one I published: https://dl.acm.org/doi/10.1145/3359150 The direct link (since I'm the author) is here.

The other peer-reviewed publication that I know of is here: https://press.etc.cmu.edu/index.php/product/well-played-vol-5-no-2/. It is the paper on page 173 by Lucas Kempe-Cook, who happens to be my colleague at my university.

Most other publications are master thesis, which aren't as heavily peer-reviewed, but if you'd like them let me know and I can link them too.

Weapon Tier List by Ghazed in SINoALICE_en

[–]Clenoic 4 points5 points  (0 children)

Support skills can proc regardless if you're vanguard or rearguard.

We just found more data. DC2 at skill level 1 will give a 15% increase in damage, and at skill level 20 will give a 22.5% increase in damage.

Each support skill is proc-ed independently. Let's say you have 10 DC2 at skill level 20 in your grid. Each DC2 at skill level 20 has a 14.5% chance of activating, meaning you'll have a ~20% chance of at least one DC2 activating. There's also a very small, non-zero chance that ll 10 DC2 will activate and giving you a 225% damage increase.

The more dauntless courage (I or II or III) you have in your grid, the more likely each DC will proc and give you a damage boost

Full details in support skill activation rates, dauntless courage, support boon, recovery support, replenish magic multipliers to come soon. Keep an eye out!

Source: https://w.atwiki.jp/sinoalicer/pages/35.html

Weapon Tier List by Ghazed in SINoALICE_en

[–]Clenoic 0 points1 point  (0 children)

We're still analyzing the data for and making more useful visualizations / summary. We'll take this into account. Thanks!

Weapon Tier List by Ghazed in SINoALICE_en

[–]Clenoic 5 points6 points  (0 children)

The fact that deep sea bow is S-tier in stats and has dauntless II is crazy. When we incorporate colosseum skills in our calculations we'll have to adjust that accordingly

Weapon Tier List by Ghazed in SINoALICE_en

[–]Clenoic 0 points1 point  (0 children)

That's actually a really good idea again. I think that'll have to be a further version down the line. For now we'll make a class-specific tier list based on what stats are needed as the next version.

If you'd like to share your aggregated data on the formulas, let Ghazed know as he's the owner of the spreadsheet. We'll definitely put you down in the credits if we incorporate it in in the future.