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  1. #21
    Sea Torques
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    I'd be really interested in measuring guards kicks and counters on top of critical hits, critical taken, etc. For guard and kicks the client knows about it since it is animated etc but doesn't show on log, don't know if it would be possible to get it.

    Along the lines of the mages request, it might be too much work but you could calculate the overlap of job abilities over the data, like berserk, focus, counterstance, etc. Then you could flag the data (e.g., every hit, dmg taken, miss, etc) with any of those flags, so you could then filter it if you wanted to ask things like "what was the acc rate of all hits when focus was off, vs when it was on", etc.

    Also I am sure for crafters having logs of results recorded under time day and moon phase (maybe even direction but probably not so important since you'd already pick the ideal one) would be interesting too.

  2. #22
    Smells like Onions
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    wouldnt it be pretty much impossible to tell double attacks with weapons that attack more then 1 time, such as joyuse and ridill... you would basically double attack every single time.

  3. #23
    Yoshi P
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    Quote Originally Posted by Damian
    wouldnt it be pretty much impossible to tell double attacks with weapons that attack more then 1 time, such as joyuse and ridill... you would basically double attack every single time.
    Seems like it. Unless there's a difference in attack speed between attacking more than once because of a weapon, or because of your Double/Triple Attack trait. E.g. if delay between swings is 500 milliseconds for Ridill multi-hit, and 800 milliseconds between swings for DA/TA trait, you coudl tell. Granted, you'd have to account for lag somehow.

  4. #24
    Cerberus
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    I will be a happyman if you allow it to parse debuff procs ect omg ._...

  5. #25
    Relic Shield
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    Quote Originally Posted by divisortheory
    Quote Originally Posted by Damian
    wouldnt it be pretty much impossible to tell double attacks with weapons that attack more then 1 time, such as joyuse and ridill... you would basically double attack every single time.
    Seems like it. Unless there's a difference in attack speed between attacking more than once because of a weapon, or because of your Double/Triple Attack trait. E.g. if delay between swings is 500 milliseconds for Ridill multi-hit, and 800 milliseconds between swings for DA/TA trait, you coudl tell. Granted, you'd have to account for lag somehow.
    meh since double attack dosen't stack with these weapons does it really matter? I mean, whats the diffrence? the only time when it would even matter what your double attack rate is would be WS since these weapons have no effect on that proc rate.

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  6. #26
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    Quote Originally Posted by divisortheory
    Wouldn't it be better to use TP return as a calculator of DA/TA rather then timed intervals?
    a) people use different weapons, no way to know what weapon is being used.
    b) fractional TP exists, so you might see weird fluctuations every few hits.
    (edit) c) TP isn't available in the chat log

    seems easier to just check if two messages happen in a certain time interval. miss>miss, miss>hit, hit>miss, or hit>hit
    You said your getting the info by reading the memory... Well guess what, TP is stored in your memory. Along with all your stats.. Just have to find the correct memory locations. And most likely update them every patch... (or play around with pointes, or do it how ever Windower's plugin's do)

    I'm not sure how much you really know about programing, but I would suggest you check out ffact's site.

  7. #27
    Melee Summoner
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    One thing I would like to see working properly is with the FFXIP parser when additional effects land, they will sometimes show up under a different persons stats for damage. This happens whenever another attack shows up in the log before the addition effect. This can cause for some very out of wack dmg logs when there is an Excalibur in the pt.
    I would assume if you are not using the chat log this would not be an issue now.

  8. #28
    Chram
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    I've never been able to get Spyle's FFXI parser to work for me. I tried it way back and uninstalled it, tried it again recently and it pissed me off again. Constantly throws me errors in the actual program (the first time I used it for a Limbus it wouldn't allow me to go to the summery page and eventually wiped all the data from it self) and when I used it for a Uleguerand party last week expanding my log completely reset it all and showed blank space. It's annoying because I love the concept of parsing and always having to rely on others to do it sucks.

  9. #29
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    Even if TP is stored in memory, lots of times lag makes it so the client thinks it's getting 40+ TP back from a WS.

  10. #30
    Yoshi P
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    Quote Originally Posted by RustyMetal
    You said your getting the info by reading the memory... Well guess what, TP is stored in your memory. Along with all your stats.. Just have to find the correct memory locations. And most likely update them every patch... (or play around with pointes, or do it how ever Windower's plugin's do)

    I'm not sure how much you really know about programing, but I would suggest you check out ffact's site.
    I've been a professional software engineer for over 10 years lol. That being said, I am not getting the chat log from reading memory. I am using a tool which was written by someone else that reads the chat log from memory. It's irrelevant though, since even if I could get the TP from memory there would be other issues to overcome that don't make it feasible.



    Related, but not really. - What's the longest mob name in FFXI? I'm using regular expressions for parsing chat log but .* can cause performance problems if complex pattern comes after the .* I'd like to confine my regular expression with some quantifiers that limit the depth which it will search.

  11. #31
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    slow is easier without a parser, just get slowed and cast utsusemi ni with a recast timer, and see how many seconds it adds. voila

  12. #32
    Yoshi P
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    Quote Originally Posted by Wulf
    slow is easier without a parser, just get slowed and cast utsusemi ni with a recast timer, and see how many seconds it adds. voila
    It's nice to know by how much YOU slow a mob down. For example, to see if the potency is increased as a function of skill, or to see how much stronger a Ninjutsu slow is than a spell slow, etc.

  13. #33
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    ballista maybe? i thought pc slow was always same percentage

  14. #34
    Mr. Bananagrabber
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    Quote Originally Posted by divisortheory
    Related, but not really. - What's the longest mob name in FFXI? I'm using regular expressions for parsing chat log but .* can cause performance problems if complex pattern comes after the .* I'd like to confine my regular expression with some quantifiers that limit the depth which it will search.
    Jailer of Temperance and Jailer of Fortitude are the longest mob names that come to mind for me.

  15. #35
    Ridill
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    just use (.*?) and hardcode the text that comes after, you won't see any performance issues.

  16. #36
    Yoshi P
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    Quote Originally Posted by Krandor
    Quote Originally Posted by divisortheory
    Related, but not really. - What's the longest mob name in FFXI? I'm using regular expressions for parsing chat log but .* can cause performance problems if complex pattern comes after the .* I'd like to confine my regular expression with some quantifiers that limit the depth which it will search.
    Jailer of Temperance and Jailer of Fortitude are the longest mob names that come to mind for me.
    I can think of lots of Yagudo NMs with names longer than that

  17. #37
    ٩๏̯͡๏)۶

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  18. #38
    Mr. Bananagrabber
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    Quote Originally Posted by divisortheory
    Jailer of Temperance and Jailer of Fortitude are the longest mob names that come to mind for me.
    I can think of lots of Yagudo NMs with names longer than that
    Oh you're right, Goo Pake the Bloodhound is longer. I think Beastman NMs might be the longest named mobs now that I think about it.

    Possibly some NMs in Dynamis (somepage doesn't have Dynamis mobs listed though)

  19. #39
    Old Merits
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    Yeah with slow % you could see more accurately the effects of wind vs singing skill on Elegy also.. see if you could squeeze out another 1% or so out of Elegy. Same goes for March well for haste... could maybe measure the accuracy% of Madrigal and Prelude also. Minuet is the easiest to see due to being able to see attack in game lol. People say stacking wind and singing skill doesn't work, and I read that anywhere between +13 to +15 skill can effect Minuet a pitiful 1 attack on Minuet IV lol....

  20. #40
    Nidhogg
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    Code:
    Goo Pake the Bloodhound
    Phanduron the Condemned   
    Moo Ouzi the Swiftblade
    Tawny-fingered Mugberry
    Eyy Mon the Ironbreaker
    Golden-Tongued Culberry
    Loo Hepe the Eyepiercer
    all 23 letters long. couldn't find a longer one on somepage or alla

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