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  1. #21
    Ridill
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    Quote Originally Posted by divisortheory
    In essence what this does is, when you hit a mob it records you as in "fighting" state. If you don't do anything for more than 4 seconds (e.g. because you're slept, because you're dead, because you disengaged, because you're a DRK, whatever) it decides that you "stopped" fighting 4 seconds ago.

  2. #22
    Yoshi P
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    Quote Originally Posted by Khamsin
    Quote Originally Posted by divisortheory
    In essence what this does is, when you hit a mob it records you as in "fighting" state. If you don't do anything for more than 4 seconds (e.g. because you're slept, because you're dead, because you disengaged, because you're a DRK, whatever) it decides that you "stopped" fighting 4 seconds ago.
    lol, I can always make that number an option in the config window so DRKs could put 7 or something.

  3. #23
    Cerberus
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    ROFL

  4. #24
    Old Merits
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    Can you also report standard error? Point estimates are pretty useless without it.

    Or at least standard error for dmg, accuracy, crit rate.

  5. #25
    D. Ring
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    Quote Originally Posted by Khamsin
    Quote Originally Posted by divisortheory
    In essence what this does is, when you hit a mob it records you as in "fighting" state. If you don't do anything for more than 4 seconds (e.g. because you're slept, because you're dead, because you disengaged, because you're a DRK, whatever) it decides that you "stopped" fighting 4 seconds ago.
    Or SAM, DRG, Gaxe WAR, WAR/NIN (without tons of DW+/Haste) etc etc etc

    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.

  6. #26
    Nny
    Nny is offline
    CoP Dynamis
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    Quote Originally Posted by Po
    1 is obvious
    2 is obvious
    3 is AF body right?
    When is 4?
    5 is Koga Pants?
    Is that all?
    DW1 is lv10
    DW2 is lv25
    DW3 is lv45
    DW4 is lv65

    3 is not AF body

    And I have no idea bout koga pants.

  7. #27
    Yoshi P
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    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.

  8. #28
    Chram
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    Shit, if you just make it work for me I'll be overjoyed.

  9. #29
    Ranger
    9900klub

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    does it parse chat?
    I dont care as much about damage, but I like keeping my chats

  10. #30
    Ridill
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    Those are running total weighted averages, and not just (max + min)/2 averages, right?

  11. #31
    Yoshi P
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    Quote Originally Posted by Jooeetheplatypus
    Quote Originally Posted by Khamsin
    Quote Originally Posted by divisortheory
    In essence what this does is, when you hit a mob it records you as in "fighting" state. If you don't do anything for more than 4 seconds (e.g. because you're slept, because you're dead, because you disengaged, because you're a DRK, whatever) it decides that you "stopped" fighting 4 seconds ago.
    Or SAM, DRG, Gaxe WAR, WAR/NIN (without tons of DW+/Haste) etc etc etc

    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.
    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.

    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.

    Quote Originally Posted by Russta
    Shit, if you just make it work for me I'll be overjoyed.
    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.

  12. #32
    Mr. Bananagrabber
    Sweaty Dick Punching Enthusiast

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    Quote Originally Posted by Nny
    Quote Originally Posted by Po
    1 is obvious
    2 is obvious
    3 is AF body right?
    When is 4?
    5 is Koga Pants?
    Is that all?
    DW1 is lv10
    DW2 is lv25
    DW3 is lv45
    DW4 is lv65

    3 is not AF body

    And I have no idea bout koga pants.
    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.

  13. #33
    Puppetmaster
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    .

    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.

  14. #34
    Yoshi P
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    Quote Originally Posted by Khamsin
    Those are running total weighted averages, and not just (max + min)/2 averages, right?
    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.

    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.

  15. #35
    Relic Horn
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    D: That looks hot. Sending you PM when I get time.

  16. #36
    Old Merits
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    Does it come with a keylogger though?

  17. #37
    Yoshi P
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    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.

  18. #38
    RIDE ARMOR
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    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.

  19. #39
    CoP Dynamis
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    Quote Originally Posted by Dryhus
    Take the net delay of 36000 and divide by the total hits in each case to get the delay per swing.
    Why 36,000? -- because in your example scenario you are testing for 10 min intervals?

  20. #40
    Fake Numbers
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    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...

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