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Tag Archives: Priest

How to break things like a boss

27 Thursday Nov 2014

Posted by abc in Raids, World of Warcraft

≈ 2 Comments

Tags

disc, disc priest, discipline priest, heal, healing, heals, meters, Priest

I work in QA. Yes, I’ve done video games – 4 years for Sony/Playstation, 1 year for Microsoft Game Studio, but I do android/iOS/website now. In any case (haha that’s a pun), I do testing every day, so I figured I’d write up a quick and dirty guide for useful tips and tactics for testing. Every company is different, obviously, so some of this stuff won’t be relevant elsewhere.

Types of testing
There are many types of testing, all with specific goals. I’m going to outline a few, core types here to help make it easier to figure out what you should be doing at a specific stage in a test cycle.

1. Exploratory
This type of testing is basically the run-around-and-try-everything testing. This is when you go through all the commands, trying out weird as heck stuff to break whatever you can. Start with the “good path” (ie, basic user functionality) and then radiate outwards. Advance to common mistakes (typos, inverted command syntax, being in the wrong state) and then finally push the boundaries. Pretend you are drunk, or a 5 year old, or a total newb, and do unexpected stuff.

2. Test casing/Regression testing
This type of testing follows a template of expected results. You are basically ensuring things work when the necessary steps are executed. For example, a test case might include a test to verify that using x command produces y result. You would then verify that passes or fails or is blocked by some other issue.

“Smoke tests” are a sub-genre of this, where you do a quick once-over for core components to make sure stuff is a-ok.

3. Halo/Directed exploratory
This type of testing is a melding of the two above. Using a test case or design specs as a basic template for features to test, you explore around those features and poke at stuff, starting first with the core functionality and then advancing into outlying conditions and circumstances. For example, there might be a skeleton design doc saying that the LEARN command has changed. You would first play with LEARN in a variety of ways, and then try associated stuff, like TEACH or STUDY.

4. Balance testing
This type of testing is an analysis of the content itself, gauging its impact on the game. This is a much more subjective type of testing, with the focus on analyzing the game system and how new changes will integrate into it. Testing in this category should focus on core gameplay and functionality first, and then expand out to consider outlying situations, with a keen eye directed towards things like exploits and overpowered/underpowered balance. Remember that this sort of testing is NOT just about finding OP/UP scenarios, but also about finding core functionality and balance.

Bug Finding

If you find a bug while testing, try to globalize and generalize it. This means don’t just go x thing is broken and step away – instead, consider what facets of the game x thing relates to and analyze those as well. If a pair of lime green boots breaks the game when you probe them, try probing purple boots, try probing lime green pants and try equipping lime green boots. The bug might not be based in the specific circumstances that you found it in, so check related conditions.

Note time stamps. Some bugs are weird and can be tied to time tables, especially if they have to do with things like resetting items/quests.

As mentioned earlier, if you are exploratory testing, don’t just play like a normal player. Play like someone new, or derpy. Try out stuff that YOU know won’t work. Ensure it fails. It doesn’t always.

Don’t pigeonhole – don’t just test on one account, or one platform. Make a newb, play an alt, run another client. Something that works for one character or one client or one device may not work for another. With playstation, I once found a pretty fatal error for Killzone, where the ENTIRE game wouldn’t work with non 6-axis controllers – it’s imperative you test all scenarios that ANY player might encounter, so try stuff out in a variety of situations.

If you have access to code, use echoes to spit out values of variables, tables, etc to help you conceptualize where things are breaking. If I have a script that’s being a bitch, I’ll code in an echo to shout out WORKING #1, 2, 3 etc for each step to help pinpoint where stuff is going bad.

Test limits – outliers are where tons of bugs occur. Min/max, check scaling, investigate weird and cusp situations/numbers. Good numbers to test around: 255; 65,535; 4,294,967,295 and multiples/divisions of those (integer overflow). Iosyne’s order just saw a bug from this in action kill all our shrines when we hit overflow.

Be efficient – you don’t need to test every single condition ever. Analyze what could make bugs, and then test representative samples within each potential condition. Eg, don’t test 1-100 if 1 and 99 are the things that are going to bring the bug up. Just test those boundaries.

Identify patterns. If you see a common element between unrelated bugs, start investigating more. Odds are, there’s something in common – you just haven’t found it yet.

No bug is random. The conditions that make it happen just aren’t known yet.

Testing Tools

Most testing likes bug reports. In these include, if possible, steps to reproduce or an excerpt of your log/screenshot/video illustrating the issue.

Many games now have in-game bug reporting. These often have crash dumps automatically linked to them (crash dumps are a spit-out of all the code that was executing right before the crash) so it can be really helpful to write up a report asap.

When testing, some sort of recording of your methods is highly advised. Automatic logging upon session login, echo commands turned on, and/or fraps are all useful tools. When I exploratory test at work, I write up charters – this is a document that declares what I am doing to test, and then journals each step I’ve taken. You’d be surprised how hard it can be, sometimes, to remember the precise steps you’ve taken, so ensure you are documenting what you do for easier reproduction.

Google doc spreadsheets are great for collaborative, on-the-fly test casing software.

Have fun – testing is all about enjoying problem solving! You’re a code detective and enjoying the investigation is paramount to doing it well!

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Disc Priesting for Tier 15 (part 2)

05 Thursday Sep 2013

Posted by abc in Gaming, Raids, World of Warcraft

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Tags

disc, disc priest, discipline priest, heal, healing, heals, mists, mists of Pandaria, mop, Priest, raid, raiding

So I’ve turned into a bit of a raidlogger these past few months. I’ve been busy diving back into Aetolia lately, and the type of immersion and engagement you get in a roleplay-focused game with a much more intimate community…is heady. The new patch looming has drawn me back, and I feel like I should finish this post just for completeness! Enjoy a beautifully moody song that’s only tangentially related!

 

 

So, here’s the last third of Throne of Thunder’s fights from a disc priest perspective.

10. Iron Qon

Man, what is it with Blizz and their love for tornadoes this expansion? I get that the tech to throw people around is new, but….ugh, I hate this as someone who runs a pretty low-end computer. The tornado effects in general are very unforgiving for those with latency, and this fight features a double whammy of invisible ground effects on low settings (I won’t get into a rant about graphics settings). Anyways!

If you have decent DPS, you can push a lot (or all) of the first phase with only a single group stacking in melee. This goes for heroic as well (although the damage is going to be a LOT higher). The basic mechanic here is somewhat similar to the Majordomo from Firelands, with increased amounts of damage being taken by the stacked group in periodic bursts, so open with a spirit-shell fairly quickly (I usually do a holy fire and a smite or two to get an archangel charge or three) to get the CD rolling on that – it’ll be back up off CD when the damage is getting nasty again. Directly bubble the individual members of the stacking group and if you are running power infusion, feel free to use it as needed during this phase. Feel free to go WILD with your mana – there is a lot of upcoming downtime and you can completely regen to full. I tend to pop a shadowfiend at the transition on Iron Qon himself then slip in a hymn of hope – if you hymn while shadowfiend is out, it raises your max mana pool, remember, and shadowfiend is still coded to regenerate based on a % of your mana, so you get like an extra 2 or 3k mana a tick.

I belieeeeve we can fly....it only toooook fifty wiiiipes.... (totally unrelated, I know, but it's preeeetty)

I belieeeeve we can fly….it only toooook fifty wiiiipes…. (totally unrelated, I know, but it’s preeeetty)

Spirit shell should be back by the early part of phase 2 (be careful in heroic with timing, as the dogs vanish at 25% health! I kept forgetting this and was using CDs thinking I had until they got to 0 for a phase transition). Tossing a shell out on your team right before the wind storm is a great way to help mitigate that damage everyone is going to be eating, as heals do essentially nothing while inside the radius of the storm. Sidenote – a fun trick you can do if you have a warlock: drop a warlock portal at the stack point for windstorm and one outside of the storm’s area. Hop through the portal and lifegrip the tank to you for basically zero downtime on boss control (having the tank go through the portal makes him unable to taunt for 6 seconds, so you gripping him makes him instantly ready to tank the dogs).

Basically sit and do your nails and atone until the last phase. Very little going on here if people do mechanics right. On heroic, the damage is high, but not insanely so. Get a feel for who’s taking damage and shell as appropriate or just use FDCL procs to shell the tank.

Final phase – shell in the first or second fist smash so it’ll be off CD for the later smashes, which increase in pain the longer the final phase goes for. Gauge your DPS’s potential here to asses how long this phase will go for to help you with the timing.

11. Twin Consorts

This fight is insanely boring as a healer. It’s really a facile fight in general (unless you kill blue before red comes out. Don’t kill blue before red comes out, oh god). I pretty mindlessly atone for the majority of it, using spirit shell before tidal force. If you wanna heal snipe, use bubbles/shells on ranged before cosmic barrage. One thing to actually pay attention to – use bubbles on your tanks! Direct heals give a debuff which sometimes kills inattentive healers, but absorbs don’t give you that debuff!

 

Let the bodies hit the floor. So....so many bodies.... :(

Let the bodies hit the floor. So….so many bodies…. 😦

 

12. Lei Shen

This fight is actually fairly low on healing demands if your team pulls off the mechanics right – that’s a big if, though, so be prepared for lots of heavy and random spot healing. Atonement + FDCL shines here, as smart healing and flash heal procs give you a nice coverage and instant casting as needed.

This isn’t really a big glaring spiritshell! fight, so just kinda weave it in where you want. If you want to game numbers, toss it out at the very start to absorb the first thunderstruck and stagger use from there, or use it before each transition to a new platform to absorb the raid damage. After the first intermission, shell can be good if you preblanket the raid before ball lightnings are formed. For phase 3, you can pretty much use it whenever as the raid takes fairly constant damage, but I like to save it as a tank CD option if things are getting hairy.

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