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Thread: Working Parser?     submit to reddit submit to twitter

  1. #161
    Sea Torques
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    Re: Working Parser?

    Quote Originally Posted by Hakamaru
    I have a question for everyone though. For the parry rate, would you be interested in seeing the raw parry rate (numParries / (numParries + numEvades + numMeleeHits))? Or would you rather have the evades left out of the denominator? That would report your parry rate of hits that got past evasion-check.
    Unless they changed something evasion checks first, so you don't even have a chance to parry if you evade. It shouldn't be in the denominator.

  2. #162
    Relic Weapons
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    Re: Working Parser?

    Quote Originally Posted by DrObvious
    Unless they changed something evasion checks first, so you don't even have a chance to parry if you evade. It shouldn't be in the denominator.
    Right... but it can go either way depending on what you're interested in. If you want to see how much your parrying is doing for you in a raw sense, you'd want (numParries/totalSwings). Now, if you're only interested in true parry rate considering the evasion precedence, then you want to see (numParries/totalSwingsNotEvaded).

    I think I'm going to agree with you here and choose the latter. I've fixed a few small issues surrounding this, like the parry column wasn't getting updated when I lost an Utsusemi shadow. With my evasion build on EPs, the parry column would sit there untouched for really longs periods of time.

  3. #163
    Chram
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    Re: Working Parser?

    hits for 0 should be included as a hit (for accuracy purposes) and should probably be included in the average damage per swing as well.

    basically, as a hit -

    as for parry; what about adding a column to report both, similar to counter rate?

  4. #164
    Relic Weapons
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    Re: Working Parser?

    Quote Originally Posted by Amele
    hits for 0 should be included as a hit (for accuracy purposes) and should probably be included in the average damage per swing as well.

    basically, as a hit -

    as for parry; what about adding a column to report both, similar to counter rate?
    Fixed the hits for 0 things late last night.

    There's another dev I haven't seen post here that's tearing through stuff and actually beat me to the basic evasion fix (yay conflicts). They've also fixed loot parsing, Magic Bursts, and added a WS count as well as some other minor additions (third eye didn't used to register as an absorbed hit). Just need to do some more testing and then we should release a binary version.

  5. #165
    Bagel
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    Re: Working Parser?

    Quote Originally Posted by Hakamaru
    Quote Originally Posted by Amele
    hits for 0 should be included as a hit (for accuracy purposes) and should probably be included in the average damage per swing as well.

    basically, as a hit -

    as for parry; what about adding a column to report both, similar to counter rate?
    Fixed the hits for 0 things late last night.

    There's another dev I haven't seen post here that's tearing through stuff and actually beat me to the basic evasion fix (yay conflicts). They've also fixed loot parsing, Magic Bursts, and added a WS count as well as some other minor additions (third eye didn't used to register as an absorbed hit). Just need to do some more testing and then we should release a binary version.

    she fixed all that other stuff already? damn lol

    hurrah for multiple school projects

  6. #166
    Relic Shield
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    Re: Working Parser?

    For parrying, it may be good to include two options, one giving you your raw parries/mobatks, and the other removing evades (but not shadows) from it, so that you can see both how it's doing for you as a whole and what your base parry rate is, kind of like how the Counter parser has two options for raw and base.

  7. #167
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    Re: Working Parser?

    we probably shouldn't be including the hits for 0 in average swing damage. Two sides to this:

    gimps who truly hit for 0 because they suck and

    trolls/cerberus stoneskin

    the latter will skew people's results on trolls by a lot, and the lowest hit, unless we exclude 0s, will be 0. Average dmg/swing will also suck.

  8. #168
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    Re: Working Parser?

    Quote Originally Posted by Zhais
    we probably shouldn't be including the hits for 0 in average swing damage. Two sides to this:

    gimps who truly hit for 0 because they suck and

    trolls/cerberus stoneskin

    the latter will skew people's results on trolls by a lot, and the lowest hit, unless we exclude 0s, will be 0. Average dmg/swing will also suck.
    I disagree. Capturing the 0 hits is a more accurate reflection of reality. That and it helps debugging evasion issues on lvl 0 rarabs that hit me for 0. >.>;;

    If something hits a RDM for 0 when he has stoneskin up, it should be reflected in his evade rate, since he didn't evade that attack. It should also go into a melee's ACC rate as well, since a hit for 0 is still a hit.

  9. #169
    Chram
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    Re: Working Parser?

    zhais isn't saying that it shouldn't count as a hit; what he is saying is that is shouldn't be applied to the damage averages.

    the issue is, I think that both values use the same underlying 'hit counter'

    we could probably add another counter that tracks hits for 0 and subtract from base hit total for calculating average damage, etc.

  10. #170
    Relic Shield
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    Re: Working Parser?

    What if you are actually hitting for zero?

  11. #171
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    Re: Working Parser?

    Quote Originally Posted by Ferien
    What if you are actually hitting for zero?
    That's one of the things I mentioned



    One thing that might solve it: removing any statistical outliers from the damage summations. That would hopefully remove a lot of the 0s from stoneskins... and if someone is bad enough that they hit for 0s without stoneskin, those 0s just may be within the range to not be considered an outlier.

    We wouldn't remove those for accuracy/evade etc. rates, but for damage averages, minimum and maximum.

  12. #172
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    Re: Working Parser?

    Can you just capture Diamondhide/Stoneskin/Hoplon events and ignore all zeros until the next >0 hit?

  13. #173
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    Re: Working Parser?

    Ok, I just uploaded a new release of the code. Everyone that requested changes really owes a big thank you to Releena for getting most of these changes / fixes taken care of in such a timely manner.

    Quote Originally Posted by Change Log
    Version 2.1 Changes:

    - Improved defensive parsing including correct evasion,
    parrying & evasion update triggering fixes, third eye
    anticipation & intimidation parsing, and hits for 0 now
    register in all defensive calculations.

    - Magic Burst parsing has been fixed (tenatively) and Drain
    effects now register as magic damage.

    - Loot parsing has been fixed.

    - Weapon Skill hit/miss and accuracy(%) are now supported
    and displayed properly.

    - Melee damage taken by a player can now be displayed.
    http://sourceforge.net/projects/directparse/

    As for the hits for 0 thing... It would be very simple to ignore 0 hits in regards to minimum damage tallies. However, it's a larger change to get them to not affect average melee numbers. As Amele said, you basically have to record them as a new class of melee damage, then account for this new class back in all the defensive & accuracy stats. Not terribly difficult, but didn't make it into this release.

  14. #174
    Relic Shield
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    Re: Working Parser?

    Quote Originally Posted by Delekii
    Can you just capture Diamondhide/Stoneskin/Hoplon events and ignore all zeros until the next >0 hit?
    Generally you'll start hitting for 0 before the effect shows up in the log. Depending on how the parser works (or how the game sends info to you, even), it could be impossible to pick up the event exactly when it occurs.

  15. #175
    Fake Numbers
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    Re: Working Parser?

    I might have missed it somewhere in the setting. But does/can the parser keep track of the mob level? I remember seeing somewhere in here that mob level was something that is sent.

    Edit: As well, I know this could be a freak coincidence... but, does the code for the loot effect anything in game, or for that matter does any of the code in anyway effect the game?

    The reason I ask is, lets say, my farming rate was 1/8 (Average over months of testing). As soon as I downloaded and started using the parser, I went 0/24 before I had to log.

    Edit2: As for the mob level, if it is possible. Could (or how do I set) the parser somehow split the parses by mob level?

  16. #176
    New Merits
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    Re: Working Parser?

    Quote Originally Posted by Repairs

    The reason I ask is, lets say, my farming rate was 1/8 (Average over months of testing). As soon as I downloaded and started using the parser, I went 0/24 before I had to log.
    I vote for bad luck on your part. 0/24 is well within the standard deviation of a 1/8 drop.

    However, if the parser can cause 0% drops, please invert that code so we can get 100% drops.

  17. #177
    Relic Weapons
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    Re: Working Parser?

    Quote Originally Posted by Repairs
    I might have missed it somewhere in the setting. But does/can the parser keep track of the mob level? I remember seeing somewhere in here that mob level was something that is sent.
    It does not, and the parser would have to change quite a bit in order to display that in a meaningful way. You'd need to break apart parses into per-mob sub-parses, and there's nothing like that in the code.

    Quote Originally Posted by Repairs
    Edit: As well, I know this could be a freak coincidence... but, does the code for the loot effect anything in game, or for that matter does any of the code in anyway effect the game?
    Nope. It simply reads the log out of FFXI program memory space. Nothing in the game memory gets altered as far as I can tell.

  18. #178
    Chram
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    Re: Working Parser?

    exact mob level is sent in some packets (notably the /check packet ; dunno if it's sent in others) but it would take a pretty drastic change to the application code to both get and display that in a meaningful way.


    there's been talk on and off of a more detailed heads up about mobs, incorporating a database of mob information and some info skimmed off the memory map - but that's fundamentally different than a parsing application.

  19. #179
    Fake Numbers
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    Re: Working Parser?

    Ya, 0/24 was just really bad luck... everything went back to normal.

    I hope you all can figure out a way to get the mob level incorporated. Seeing as the stat's the parser provides are great, I would really enjoy even more accurate numbers! Things like trying to test palwan vest vs assassins vest, etc.

    Over all, a great job by everyone! thank you

  20. #180
    Chram
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    Re: Working Parser?

    Quote Originally Posted by Repairs
    Ya, 0/24 was just really bad luck... everything went back to normal.

    I hope you all can figure out a way to get the mob level incorporated. Seeing as the stat's the parser provides are great, I would really enjoy even more accurate numbers! Things like trying to test palwan vest vs assassins vest, etc.

    Over all, a great job by everyone! thank you
    how would telling you what mob everything you fought was, in a 300 page document, make the parser more accurate?

    if you're trying to control your results, you can do that independently (by assessing mob level yourself) and a parser is really only useful for getting an independent average for melee, and nothing else, in that situation.

    if you're wondering which is better for meriting or hnm or w/e... well. I would think you would *want* level variance in your data. *shrugs*

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