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Thread: ACT question     submit to reddit submit to twitter

  1. #401
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    Ok found a way to make it work thanks!

  2. #402
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    Quote Originally Posted by HitomeOfBismarck View Post
    Are you in Plugins > SpecialSpellTimers > Tickers? Click Import and select the XML file.
    I was using the general spelltimers that comes with overlay plugin, just used some config and made it work like i needed

  3. #403
    Salvage Bans
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    Quote Originally Posted by Ravahn View Post
    Yes, it already does incorporate the SS increase.

    However, every DoT tick has a listed potency per tick, as do most other abilities. To estimate the missing part of the DoT tick amount, the plugin takes all the previous damage hits from a player's other abilities, divides them by their potency, subtracts the effects of buffs from them, and averages them over time to get a measurement of how much damage that particular player should do for each point of potency.

    Pre-3.0, it would then multiply that value by the DoT tick potency and reapply any buffs, to estimate what the tick should be and determine whether the DoT tick is 0-255, 256-512, etc.

    Post-3.0 it works the same way, but the DoT tick is not just affected by known buffs - it is also affected by the player's spell speed. Since spell speed does not affect other skills/abilities, it is unique to DoT ticks, the plugin ideally would account for it so that it can have the most accurate prediction of what the DoT tick should be.

    In practice, the effects of spell speed is just a couple of percent up or down from the pre-3.0 values, so the plugin is still able to determine the correct range for DoT tick values, and it has no effect. We'll see if this holds true as people gear up at level 60, though.
    Have you considered double checking the results with the hate the person generates? I know its not a cureall as it only works if the person is targetting a mob, but its useful data or was a year ago last time I looked at this lol.

  4. #404
    Banned.

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    I've tested ACT just in terms of Fracture and compared it to the threat plugin, they are usually +/- 3% of each other for Skill Speeds between 354 - 650.

    If Skill Speed works anything like Critical Hit I don't think you'll see a noticeable difference until 750 or even higher.

  5. #405
    An exploitable mess of a card game
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    Quote Originally Posted by Ravahn View Post
    Yes, it already does incorporate the SS increase.

    However, every DoT tick has a listed potency per tick, as do most other abilities. To estimate the missing part of the DoT tick amount, the plugin takes all the previous damage hits from a player's other abilities, divides them by their potency, subtracts the effects of buffs from them, and averages them over time to get a measurement of how much damage that particular player should do for each point of potency.

    Pre-3.0, it would then multiply that value by the DoT tick potency and reapply any buffs, to estimate what the tick should be and determine whether the DoT tick is 0-255, 256-512, etc.

    Post-3.0 it works the same way, but the DoT tick is not just affected by known buffs - it is also affected by the player's spell speed. Since spell speed does not affect other skills/abilities, it is unique to DoT ticks, the plugin ideally would account for it so that it can have the most accurate prediction of what the DoT tick should be.

    In practice, the effects of spell speed is just a couple of percent up or down from the pre-3.0 values, so the plugin is still able to determine the correct range for DoT tick values, and it has no effect. We'll see if this holds true as people gear up at level 60, though.
    Is it possible to create an option that parses the combined dot damage rather than individually estimating dot ticks?

  6. #406
    Smells like Onions
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    Has anyone figured out how to install the enmity plugin ver 1.4.0.4? i had previous versions working but this new one has a bunch of folders that weren't present before. everytime i try to use ACT, it keeps telling my i'm using version 1.4.0.2

  7. #407
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    Quote Originally Posted by Yugl View Post
    Is it possible to create an option that parses the combined dot damage rather than individually estimating dot ticks?
    There is already an option to display the combined tick damage - it is the checkbox "(DEBUG) Also show 'Real' DoT Ticks". That will instruct the plugin to record both the estimated and the in-game flying text values for the DoTs.

    However, there's no way to determine which player(s) or effects the combined tick damage amount is allocated to, so the parse it produces is not very useful except for validating the estimates. I use it regularly to do just that.

    When this setting is turned on, the plugin allocates the combined tick damage to a player named 'Unknown'.

  8. #408
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    I can't get my ACT to work at all since HW. I've uninstalled and reinstalled it several times, tried using both the 32 and x86 (I run windows 7 64bit). Run as administrator. Nothing I have tried seems to work.

    The only thing I have changed on my PC is I moved which hard drive FFXIV was on because my old SSD didn't have enough room left, but have uninstalled and reinstalled ACT since then.

    Im not the most tech savvy person around so any help would be greatly appreciated

  9. #409
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    Do you get an error or does it just sit there not doing anything?

  10. #410
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    When I test game connection it comes up fine, and in the banner across the top it changes to what ever zone I'm in, Im just not getting any data come through

  11. #411
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    Try to uncheck parse from network data under the ffxiv plugin settings?

  12. #412
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    So when I uncheck that it gives this message

    MEMORY ERROR: 254|2015-07-01T14:08:01.4741659+08:00|Unable to access network on IP Address [192.168.2.180].
    MEMORY ERROR: 254|2015-07-01T14:08:01.4741659+08:00|Unable to access network on IP Address [127.0.0.1].

  13. #413
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    Ok, for some reason its just started working, cheers for your help

  14. #414
    Sandworm Swallows
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    I guess enmity plugin is broke as well since patch?

  15. #415
    Yoshi P
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    There's a new update to the Rainbowmage Overlay along with an update to the enmity plugin as well (pre-release version but it works). The parser HP overlays seem to be broken though with the new update.

  16. #416
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    Quote Originally Posted by Lokus View Post
    There's a new update to the Rainbowmage Overlay along with an update to the enmity plugin as well (pre-release version but it works). The parser HP overlays seem to be broken though with the new update.
    HP overlay works for me in the enmity plugin, but is there a way to fix the enmity overlay on Focus Target instead of normal target?

  17. #417
    Yoshi P
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    Quote Originally Posted by Ratatapa View Post
    HP overlay works for me in the enmity plugin, but is there a way to fix the enmity overlay on Focus Target instead of normal target?
    All the HP overlays that the parsing plugin brings seemed to have gotten fixed with the update from today.

  18. #418
    Ridill
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    This happening after the update earlier today.

    Spoiler: show

    Looks like every single mob is getting its own encounter entry.

  19. #419
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    Quote Originally Posted by Niiro View Post
    This happening after the update earlier today.

    Spoiler: show

    Looks like every single mob is getting its own encounter entry.
    Are you using the Guildwork beta w/ DX11? For some reason anytime I'm using that, my ACT does the exact same thing, but after I close GW, it fixes immediately.

  20. #420
    Ridill
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    I had tried it out earlier (worked for a bit then started just giving errors so I got rid of it) so I guess that was it.

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