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Vanguard Monks  |  Monk Discussion  |  Monk General  |  Go PARSE yourself... « previous next »
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Author Topic: Go PARSE yourself...  (Read 1983 times)
Kaji
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« Reply #15 on: March 10, 2007, 10:54:13 AM »

I was thinking about it, but Brad was always against things "touching" the client in his stay at Verant / SoE.  It wouldn't be impossible to do either way - it's just a matter of someone documenting the hooks in the client a bit.  But if it's against the EULA, two-way communication with the game client may not be a good idea.

On the one hand, I understand their position - things like ShowEQ and MacroQuest really cheapened EQ.  But on the other hand, Blizzard took the other stance, and documented a very limited set of hooks to their game client - which makes things like Cosmos possible.  I'm keeping my eye on VGInterface - only time will tell what their actual stance on this will be.
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Leishiu
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« Reply #16 on: March 10, 2007, 11:31:29 AM »

Fight against unkillable level 42 named in Vi'rak lair (roughly a million hp, self heals 16% a pop, and then runs at 10%, 1% per 2 seconds or so regeneration with that hp total is just wrong) - provided some decent parsing material though. This is with dog shaman, disciple, ranger and psionist buffs/debuffs. One Secret of Celerity was used.

Total Hits:      1004
Total Damage:   778201
Lowest Hit:      0
Highest Hit:      6517
Total Time in Combat:   1823
Average Swing Time:   1,815737
Damage Per Second:   426,8793
Damage Per Hit:   775,1006
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Leishiu ~ Halgar (or sommert)
Otani
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« Reply #17 on: March 10, 2007, 12:46:16 PM »

Question...in my logs the last hit (killing blow) I land seems to show up in the log file after the end of combat:

[14:16:49] You stop autoattacking.
[14:16:49] You gain adventuring experience!
[14:16:50] You have slain Forest Recluse Skulker!
[14:16:50] Your <highlight>Ashen Hand II</color> hits Forest Recluse Skulker for <highlight>168</color> damage.

does this hit count in the parse?  Or does it just look at everything between "You begin autoattacking" and "You stop autoattacking" ?   Reason I ask is because it shows a time in combat, which I figure must be measured from some start and end point readily identifiable...

Oh and I posted a little parse I tried in my Weapons? thread, here:
http://www.vanguardmonks.com/option,com_smf/Itemid,27/topic,467.0/
I have no idea if my conclusions are baseless.  Feedback welcome.
« Last Edit: March 10, 2007, 01:39:20 PM by Otani » Logged

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Kaji
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« Reply #18 on: March 10, 2007, 09:18:41 PM »


Fight against unkillable level 42 named in Vi'rak lair (roughly a million hp, self heals 16% a pop, and then runs at 10%, 1% per 2 seconds or so regeneration with that hp total is just wrong) - provided some decent parsing material though. This is with dog shaman, disciple, ranger and psionist buffs/debuffs. One Secret of Celerity was used.

Total Hits:      1004
Total Damage:   778201
Lowest Hit:      0
Highest Hit:      6517
Total Time in Combat:   1823
Average Swing Time:   1,815737
Damage Per Second:   426,8793
Damage Per Hit:   775,1006


This looks like the issue where the client logs some un-godly huge damage number.  I'll add a check to reject these entries - as they are clearly wrong.


does this hit count in the parse?  Or does it just look at everything between "You begin autoattacking" and "You stop autoattacking" ?   Reason I ask is because it shows a time in combat, which I figure must be measured from some start and end point readily identifiable...


The short answer is yes - that would be counted.  Since I was interested in comparing different players and NPC's, and you do not see their attack on/off messages, it was clear that a different approach was needed.

Each consecutive attack is logged with a timestamp of when it occurred.  The length of seconds that any given action "takes" is the delta (in seconds) between it and the previous attack.  The problem with this is the last attack in any sequence takes much longer than any other.  Say you finish a mob - the time between that and the next attack could be seconds... minutes....hours...who knows.  So, I use a "maximum attack delay" of 3 seconds to fudge any entry with a duration longer than that amount of time.

While this is not a perfect solution, it does allow me to track a number of things I could not account for given the content of the Vanguard log files - such as NPC DPS, other player DPS, caster DPS (since they do most of their damage out of combat,) etc.
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Leishiu
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« Reply #19 on: March 11, 2007, 01:11:14 PM »

This looks like the issue where the client logs some un-godly huge damage number.  I'll add a check to reject these entries - as they are clearly wrong.
No 517428174281478 hits in that fight - notice the fight time (30 minutes?), total hits and highest hit.
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Leishiu ~ Halgar (or sommert)
Kaji
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« Reply #20 on: March 12, 2007, 02:48:10 PM »



No 517428174281478 hits in that fight - notice the fight time (30 minutes?), total hits and highest hit.

[/quote]

Sorry, are those commas or periods?  It may be a localized windows thing - but it looked like the DPS was more than 400k.
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Leishiu
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« Reply #21 on: March 12, 2007, 04:11:47 PM »

Uh, should be commas (but the division between thousands etc differ from each country, confusion is probably due to me running swedish settings, however they all share the 0.123.456.789 format). Ie:
Average Swing Time:   1,815737 - ie each 1.8 seconds something that gave DPS spiked of by average. If it had been each 1,815,737 (or 1.815.375) if it indeed did damage ~each 2 million seconds.
Damage Per Second:   426,8793 - ie ~427 DPS rounded. If it had been thousands, it would have been typed 4,268,793 (or 4.268.793)
Damage Per Hit:   775,1006 - avg hit ~775, once again, if it was 7751006, it would have been typed: 7,751,006 (or  7.751.006.)
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Leishiu ~ Halgar (or sommert)
Meiyen
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« Reply #22 on: March 16, 2007, 10:46:44 AM »

Suggestion:  Can the parser be set up to count the number of dodges and parries, and blocks for sake of completeness for other classes?  These should probably be reported as a number as well as a number / unit of time.

Or perhaps instead of a number / unit of time, they could be reported as percentages.  But the percentages should be based on the order in which the avoidance moves are calculated.  For instance if the first calculation is hit/miss, then block if it would have hit, then parry if it would have hit and not been blocked, then dodge if it would have hit and not been parried or blocked, the formulas would be

misses% = misses /  totalAttacks
block% = block / (totalAttacks - misses)
parry% = parry / (totalAttacks - misses - block)
dodge% = dodge / (totalAttacks - misses - block - parry)
totalAvoidance% = (block + parry + dodge ) / (totalAttacks - misses)

Note that hit% is NOT 1 - misses% because attacks that would have hit still have a chance to have been blocked, parried, or dodged.

To do this, we'd have to find out for sure what the order is for checking to see if an attack that would hit is avoided.
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Meiyen, Kojani Dragon Monk, Lao'Jin Knight, Juritor of Silk Wisdom
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Kaji
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« Reply #23 on: March 16, 2007, 11:15:53 AM »

These are all good suggestions.  I'll play around with the log files to see how much of this can be extracted for other entities.  I know the information is there for the first person, but I'm not sure about the others.  I could probably figure these values as a percentage of the whole, but as you mentioned, it really comes down to the order in which the checks are made in-game.


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