Originally Posted by divisortheory
Originally Posted by divisortheory
lol, I can always make that number an option in the config window so DRKs could put 7 or something.Originally Posted by Khamsin
ROFL
Can you also report standard error? Point estimates are pretty useless without it.
Or at least standard error for dmg, accuracy, crit rate.
Or SAM, DRG, Gaxe WAR, WAR/NIN (without tons of DW+/Haste) etc etc etcOriginally Posted by Khamsin
Just go 13 or so seconds... the highest delay is 528ish, which is around 8.5 seconds. With a slow that goes up to 12 seconds. 13 is safe.
DW1 is lv10Originally Posted by Po
DW2 is lv25
DW3 is lv45
DW4 is lv65
3 is not AF body
And I have no idea bout koga pants.
Yea that would be pretty easy. What I plan is that the view you see in the screenshot, with the columns and everything will be the "live" view. It updates in real time, right when new messages appear in the chat log. That view will be limited to a small number of columns. I haven't decided how many yet, 10 or 15 probably. However, you'll be able to have multiple of those views, so if you want to see real time report of more than 10 or 15 fields you can make 3 views for example, and add 15 different fields to each one. Then clicking different nodes in the tree on the left would display a different view. For those, I will probably only have simple reporting field options, probably the ones you see in the Select Reporting Fields dialog above + some defensive options like evades / parries / etc.
Then, in the part of the tree below where it says Players, it will contain extremely detailed reports for each category. The information displayed there won't be based on the options in the Select Reporting Fields dialog, it will just display every single thing possible more in a report format. like under Melee Summary there will be nodes for each player. Under a certain player it might look something like
Player Name: Kalia
Melee Report
Number of Melee Hits: 1024
Number of Melee Misses: 32
Number of Melee Critical Hits: 128
Maximum Melee Hit: 43
Minimum Melee Hit: 21
Melee Hit Avg: 32
Maximum Critical Hit: 91
Minimum Critical Hit: 38
Critical Hit Avg: 65
Melee Accuracy: 96.97%
Accuracy Confidence Interval (99%): -----, -----
Critical Hit Rate: 12.5%
Critical Hit Rate Confidence Interval (99%): -----, -----
Weapon Skill Report
Total Weapon Skill Damage: 40,326
Average Weapon Skill Damage: 1,452
Number of Weapon Skills Used: 31
Shark Bite
Total Shark Bite Damage: 10,354
Average Shark Bite Damage: 467
Maximum Shark Bite Damage: 762
Minimum Shark Bite Damage: 64
Number of Times Shark Bite Used: 12
Dancing Edge Damage
Total Shark Bite Damage: 29,972
Average Shark Bite Damage: 655
Maximum Shark Bite Damage: 1123
Minimum Shark Bite Damage: 456
Number of Times Shark Bite Used: 19
etc etc, you get the idea. Main point is that I can display pretty much anything I want here, my main goal is making this more organized and easier to use than Spyle's, and part of that is going to be presenting the info in some way other than just a huge fucking monster table with 8,000 columns.
Shit, if you just make it work for me I'll be overjoyed.
does it parse chat?
I dont care as much about damage, but I like keeping my chats
Those are running total weighted averages, and not just (max + min)/2 averages, right?
One of the problems with current parsers is that they don't take into account things like status effects when calculating numbers. If I did what you said there, it would be the same problem. I don't want to take into account slow. I want to provide a way to get truly accurate numbers that aren't garbled by random status effects that get thrown in all the time mid fight. The long term solution to this will actually be to recognize status ailment chat messages, and take them into consideration in the report view mentioned in my previous response to this thread. E.g. Swings/Second while under the effects of Hecatomb Wave.Originally Posted by Jooeetheplatypus
In any case, Swings/Second at all is an advanced feature, and I don't have any plans to add it right away. Main priority is to just get bsic parsing functionality implemented. Which works a little bit right now, I just need to start adding and testing a lot more rules and regular expressions to my XML file, and then put the code to display them.
Yea i know lol. You and me both. Next step is going to just get basic functionality in, as little as I possibly can to be able to display useful information. Not a lot of spell stuff, not a lot of ability stuff, but solid melee/weapon skill/damage stuff. That's 99% of what people want to parse. After that I may release it in a "technology preview" form. Just so people can have something that actually parses shit, as opposed to spyle's which doesn't even work half the time. I tried to parse a Beseiged last night using Spyle's becaues I wanted to see how much HP the mobs had. It didn't even work, just never recorded a single thing. /shrug, idk lol.Originally Posted by Russta
Koga Pants, Suppa, and AF body are all 5% Dual Wield Enhancement I think, with Sarashi being 1%. I could be wrong though, this is just what I remember reading.Originally Posted by Nny
best way would be a sort of data time prints which would mesure it pretty pricise.
in other words just have it read the information that the game process that stamp a time on each attack. It should be to hard to do that. what you see graphically is always delayed/flaw pretty much anyways compared to how the system is procession the raw data.
Actually I pulled those numbers out of my ass while writing that post. But yes, in the real version they would be real averages, and not min+max/2 averages.Originally Posted by Khamsin
The code that does that doesn't exist yet btw, was mainly just showing an example of my idea of how it should look, and the types of information / layout of information that will be displayed. I'm really excited about the idea of being able to break up different weapon skills and report them each with their own set of statistics.
D: That looks hot. Sending you PM when I get time.![]()
Does it come with a keylogger though?
Yes, I'm going to steal everyone's POL ID and password, then upgrade my relic to completion, then quit FFXI the next day.
lol anyway, if/when I ever do release it, feel free to decompile it using ILDASM and verify that there's no calls to any Network related functions.
Parsing stacked Haste's effect on attack is simple enough. If you're using the same character, same job combo, same gear, food, etc...then Double Attack and Dual-Wield becomes irrelevant, since they are percentage based.
Equip some low-level weapon that you have low skill in, use a straight DEF/Evasion build, and eat some -STR gear (mage food) to minimize damage dealt. A lowbie great katana or dagger with low skill in that weapon will ensure the mob is kept alive. Pop Defender, while you're at it. Now engage an IT++. It doesn't matter how poor you accuracy is. Have someone else tank the mob and use the same build (DEF/Evasion, -STR food, Defender...minimizing damage dealt). You don't want to have to use time for shadows, as you need the ENTIRE test period to be spent auto-attacking - this is CRITICAL.
Attack the mob for 10 minutes, using a stopwatch, then save the parse and clear the log. Now alter the Haste variable, get a new mob, and attack it for 10 minutes, using a stopwatch, then save the parse and clear the log.
Spyle's parser will show total hits/misses. Hits + misses will be total swings, including Double Attack. Take the net delay of 36000 and divide by the total hits in each case to get the delay per swing.
It's an easy 20-minute test and will require maybe 3 people. A tank, a test subject, and a WHM or RDM for healing/support of tank and test subject.
Why 36,000? -- because in your example scenario you are testing for 10 min intervals?Originally Posted by Dryhus
I'm still wondering why someone just doesn't make a program that can read ffreplo's log files when they're in English. (Ffrep is JP onry.)
BTW, I know nothing about programming, go me asking for things I don't even know the first steps for. But seriously, why hasn't it been done yet? D=
The thing even already has intervals and crap inside the log file, I think...