I think that’s a good idea, though before we do that, I think we ought to run a little thought experiment:
What’s the worst we can screw up this process, with/without video?
For instance, let’s say I take my Frenzy Barb into a 120, which I can usually beat within 7 minutes. For the first 2 minutes, I just stand there, not doing anything. After that, I start to actually play the rift. It’s a great Festering, with easy elites and swarms. About 4 minutes in, I find a Conduit, but as soon as I trigger it, I just run away from the mobs again, and it doesn’t kill anything. When the Pylon runs out, I go back to killing the mobs, spawning the boss at around 9 minutes. I fight the boss till they are at about half health (~20 seconds, tops), then run away again, and just wait till the 13 minute mark to finish the kill.
So, how would we evaluate this dumpster fire of a run, either with or without video, and what conclusions would we draw in either case?
That’s a serious question. But, what I’m kind of suggesting is that there are cases where the input doesn’t really work with this analysis, and other cases where the output either doesn’t work, or is kind of irrelevant.
I think the analysis is really only worth doing for clears that are on the leaderboard. And the higher they are on any particular board, the better the analysis will work. Anything that is close to “rank 1” of any sort (overall, for class, for build, below X paragon, etc) will kind of inherently filter out a lot of the dumb garbage I included in my silly example. So, looking just at “leaderboard examples” kind of cleans up the input.
And, in terms of output, I think this analysis won’t really provide any worthwhile info about speed runs. I mean, the way we value speeds is based on consistency, and all this analysis can show us is that, in one particular case, maybe that player could go 3 tiers higher, while still falling below the time limit of whatever we consider “speeds”. And, that’s basically useless info. For pushing, though, it’s generally all about the single great clear. A set of 5 results of 20:00, 20:00, 20:00, 20:00, 4:37 is not just better than results of 13:00, 13:00, 13:00, 13:00, 13:00, even though the total time is higher in the first case, it is enormously better.
I know that, in a sense, there is no difference between pushing and speeds, but here we kind of come back to the leaderboard. A random 120 completed in 4:37 contains a huge amount of variables. It was probably done in one key, and the maps/mobs/pylons/boss might be good, bad, or some good, some bad… we just have no idea. 150 in 4:37 has to be the product of a long endeavor- many keys spent, and most of the conditions refined to a state of near-perfection. Because otherwise, somebody else would have done better.
I’m laying this all out there in the hopes of trying to steer back towards my original intent, which was to wind up with a tool that helps us analyze and differentiate good clears. I don’t think that analysis needs to be (and, it obviously cannot be) perfect, in order to still be useful.
More and more of the leaderboard has gotten crammed into 150, and some foolish people will treat any two builds that can do 150, under any conditions, as having the same power. Obviously, that’s very dumb, but even those of us who are a bit more “with it” kind of have our eyes glaze over when it comes to looking at pages and pages of 150 clears.
I mean, we all kind of have a “gut sense” for the difference between a GR 142 clear and a GR 145 clear. And, at this point, most of us understand that to go up each GR level, if you add 17% damage, and 2.3% toughness, the next level will play basically the same as the one before it.
But, what’s the difference between 150 in 9:32 and 150 in 7:44? My gut doesn’t have a damn clue.