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  1. #71
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    Default Re: Plugin for Rift (With ACT3)

    Unless I'm missing it is there no column For Block chance? It lists attacks and if they were blocked or not But I would also like to be able to see the percentage of attacks blocked..

    As a tank there really is not many options in combat parsers for defensive statistics.

    Even tho I'm a tank I still Like to Min Max and try to figure out what I can improve so something like that would be a nice start to making the addon more tank friendly.. I want to be able to look at another tank that was on the boss with me and compare the % of blocked attacks and parrys and dodges, ect, without having to count how many attacks were blocked and do the math myself since I suck at math.

    If there is an option that can do this please let me know otherwise can you please consider adding it?

    Thanks.

  2. #72
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    Default Re: Plugin for Rift (With ACT3)

    Right-click a combatant and select Avoidance Report.

  3. #73
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    Default Re: Plugin for Rift (With ACT3)

    Ahhh Thanks thats pretty cool.

    Only 1 thing tho its only showing Dodge,Parry,Resist... In the Avoidance window.. It's not showing Block at all..?

    Last edited by furnaps; 03-31-2012 at 04:48 AM.

  4. #74
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    Default Re: Plugin for Rift (With ACT3)

    Looking at the code, it filters for data that is an attack(CombatantData.DamageSwingTypes) and has a damage value of 0 or less, but not Dnum.Death. What are the mechanics for a block?

  5. #75
    beauty in brevity ta0ist's Avatar
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    Default Re: Plugin for Rift (With ACT3)

    CombatantData.DamageTypeDef? looks like the range is -1, 0, 1 for any AllyValue after a damage/block check is made?

    where block is something like Int({expression},x=0..x); value(%); evalf(%) across some cdf.

    /shrug

  6. #76
    beauty in brevity ta0ist's Avatar
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    Default Re: Plugin for Rift (With ACT3)

    that's maple btw, i don't know what it would look like in c++. percent chance variables makes more sense as a poisson distribution imo.
    Last edited by ta0ist; 03-31-2012 at 08:35 AM.

  7. #77
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    Default Re: Plugin for Rift (With ACT3)

    Quote Originally Posted by ta0ist View Post
    CombatantData.DamageTypeDef? looks like the range is -1, 0, 1 for any AllyValue after a damage/block check is made?

    where block is something like Int({expression},x=0..x); value(%); evalf(%) across some cdf.

    /shrug
    According to the Rift plugin, an attack is defined as combat action type 1 or 2.
    CombatantData.DamageSwingTypes = new List<int> { 1, 2 };

    Which is filtered into "Attack (Out)", "Pet Attack (Out)" and "Outgoing Damage".
    {1, new List<string> { "Attack (Out)", "Outgoing Damage" } },
    {2, new List<string> { "Pet Attack (Out)", "Outgoing Damage" } },


    {1, new List<string> { "Incoming Damage" } },
    {2, new List<string> { "Incoming Damage" } },


    So to appear in the Avoidance Report, it must appear in Outgoing Damage (or really Incoming Damage) and have a damage value of 0(No Damage) or less, but not Dnum.Death(-10). Dnum.Miss == -1, Dnum.Unknown == -9.

    I'm a little fuzzy on Rift's combat system, but it looks like a "Block" is being entered as a heal. Then the amount blocked is later added to a normal damage action. The only events that seem to enter avoidance data are dodge, parry, resist, redirect and immune.

  8. #78
    beauty in brevity ta0ist's Avatar
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    Default Re: Plugin for Rift (With ACT3)

    yea. see, i was thinking something more simple at first, like block = damage/(percentage chance*damage). where block would cap at 100, then the percent damage blocked would be the '"inverse", 1/[damage/(percent chace to block*damage)].

    i'm just playing around though, i don't even play rift.

  9. #79
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    Default Re: Plugin for Rift (With ACT3)

    So the addon can't detect % of attacks blocked? Not sure what you guys are talking about lol Its late and Im not a programmer. If it isn't able to atm can you add the feature to an update possibly?

  10. #80
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    Default Re: Plugin for Rift (With ACT3)

    The plugin isn't entering a blocked attack as its own piece of data(except as healing), so ACT itself cannot detect it as an avoided attack. Though, technically it is not avoided because it is actually hitting and doing damage... just less. (The amount blocked seems to modify the next landed attack)

    I'm not even sure who is maintaining the current plugin, if anyone. There are a couple with access.

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