+ Reply to Thread
Page 3 of 84 FirstFirst 123451353 ... LastLast
Results 21 to 30 of 834
  1. #21
    Senior Member
    Join Date
    Feb 2008
    Posts
    109
    Character
    Guild
    Server

    Default Re: FFXIV-ARR plugin

    Thank you for all your efforts so far! I'll be eagerly watching this.

  2. #22
    Junior Member
    Join Date
    Nov 2013
    Posts
    3
    Character
    Guild
    Server

    Default Re: FFXIV-ARR plugin

    works only for english Clients or?

  3. #23
    Senior Member
    Join Date
    May 2008
    Posts
    319
    Character
    Ravehn
    Guild
    Azure Skies
    Server
    Antonia Bayle

    Default Re: FFXIV-ARR plugin

    I don't think it will work with non-English clients, because the log parser analyzes the log text using regex expressions. If certain key parts of the log lines change ("is hit for 100 damage.") for non-English clients, it would not process the line.
    I may eventually work on non-English parsing, but for now I'm focusing on maximizing parse accuracy and getting DoT estimates implemented.

  4. #24
    Junior Member
    Join Date
    Nov 2013
    Posts
    3
    Character
    Guild
    Server

    Default Re: FFXIV-ARR plugin

    Yeah dot would be nice

  5. #25
    Junior Member
    Join Date
    Nov 2013
    Posts
    3
    Character
    Guild
    Server

    Default Re: FFXIV-ARR plugin

    hi ... it is posible to turn npc in mini Parser Frame off? so only Show Players dps?

  6. #26
    Senior Member
    Join Date
    May 2008
    Posts
    319
    Character
    Ravehn
    Guild
    Azure Skies
    Server
    Antonia Bayle

    Default Re: FFXIV-ARR plugin

    Quote Originally Posted by Shendra View Post
    hi ... it is posible to turn npc in mini Parser Frame off? so only Show Players dps?
    Hmm, I'm not sure. I don't see any configuration settings to do this in ACT. I think only Allied NPCs would appear there, but I could be wrong. I know that it can't detect the difference between NPCs and PCs overall, since it only distinguishes between allies and non-allies. You may be able to filter out non-party-members via in-game chat log filters, but this could cause a lot of "unknown" entries in the parser since it is only receiving partial information.

    I've added buff/debuff tracking to the code, which will go out as soon as I work out some kinks in DoT estimation, probably a few days or next week. This will improve ACT's ability to detect enemies vs. allies a little, since there is more information for it to analyze, so you may see improvements then.

  7. #27
    EQ Veteran
    Join Date
    Dec 2007
    Posts
    83
    Character
    Guild
    Server

    Default Re: FFXIV-ARR plugin

    Just wanted to post and thank you for the work you've done. I've been hoping that someone would venture into making an act plugin for this game for quite a while. I've been using FFXIV APP, and Logrep since launch, but neither of them compare functionality wise to act in terms of the way information is displayed, being able to share results with your raid, and encounter separation, among many other things.

    Keep up the excellent work, I look forward to seeing how the DoT estimation stuff works out, I wish SE would fix their logs.

    War does not determine who is right - only who is left.

  8. #28
    Senior Member
    Join Date
    May 2008
    Posts
    319
    Character
    Ravehn
    Guild
    Azure Skies
    Server
    Antonia Bayle

    Default Re: FFXIV-ARR plugin

    Quote Originally Posted by Colcos~Firesword View Post
    Just wanted to post and thank you for the work you've done. I've been hoping that someone would venture into making an act plugin for this game for quite a while. I've been using FFXIV APP, and Logrep since launch, but neither of them compare functionality wise to act in terms of the way information is displayed, being able to share results with your raid, and encounter separation, among many other things.

    Keep up the excellent work, I look forward to seeing how the DoT estimation stuff works out, I wish SE would fix their logs.
    Thanks a lot! I've been working on improving accuracy so it can be used as a reliable analysis tool. Although at first glance it seems impossible to map a entire party's log messages to the correct person / skill, for 4-man groups it is pretty straight-forward. 8-man groups are harder, especially when there are multiple players with the same job, but I think it does a reasonable effort considering what I'm working with.

    Below is a teaser screenshot for DoTs. Because there is no information in the logs about DoT crits, I average each player/enemy's crit rate and "potency" and use that (along with details of each ability's innate potency) to estimate the DoT tick. Crits are triggered using a random generator, and I added a 10% spread on DoT ticks for fun since that seems to be what the game does. I may remove that, though. For longer parses, this will average out to be close to the real DoT amounts, unless a skilled player is timing their self-buffs around their DoTs on purpose.

    I'm still doing a lot of tuning and validation here, so feedback or ideas are welcome. For this release, I do not intend on parsing status effects & mob Hp changes directly from game memory because I need this infrastructure to work well before I add that extra degree of complexity. In a couple more releases, I'm thinking of watching enemy & player HP real-time and estimating total DoT/HoT damage from those changes, but there are a lot of unknowns involved so that may not work very well.
    ffxiv_dots.png

  9. #29
    Eater of Faces
    Join Date
    Oct 2007
    Posts
    19
    Character
    Guild
    Server

    Default Re: FFXIV-ARR plugin

    Fantastic work so far! One thing that I noticed was that if I set up a trigger, it puts the same timestamp every time the trigger goes off. Is there a way to put the actual timestamp from the log? I guess I could use the trigger to pull the timestamp as a variable. It may be related to the fact that when you select an encounter and view logs theres always an extra 2 hexidecimal? numbers and letters on the back end of the timestamp.

    For example:
    11/07/2013 18:49:07:0729::You hit the grass raptor for 141 damage.
    11/07/2013 18:49:07:042b::You use True Thrust.
    11/07/2013 18:49:07:0729:: ⇒ The grass raptor takes 194 damage.
    11/07/2013 18:49:08:16ab::The grass raptor readies Foul Breath.
    11/07/2013 18:49:10:042b::You use Vorpal Thrust.
    11/07/2013 18:49:10:06a9:: ⇒ The grass raptor takes 262(+50%) damage.
    11/07/2013 18:49:10:06a9::You hit the grass raptor for 150 damage.
    11/07/2013 18:49:12:142b::The grass raptor uses Foul Breath.
    11/07/2013 18:49:12:142a:: ⇒ The attack misses.
    11/07/2013 18:49:12:042b::You use Full Thrust.
    11/07/2013 18:49:12:06a9:: ⇒ The grass raptor takes 424(+66%) damage.
    11/07/2013 18:49:14:06ba::You defeat the grass raptor.
    11/07/2013 18:49:14:043e::You obtain a raptor skin .


    In any case, I love that you're working on this plugin because ACT is the best combat parser around.
    Last edited by evilfire; 11-07-2013 at 08:53 PM.

  10. #30
    Senior Member
    Join Date
    May 2008
    Posts
    319
    Character
    Ravehn
    Guild
    Azure Skies
    Server
    Antonia Bayle

    Default Re: FFXIV-ARR plugin

    Quote Originally Posted by evilfire View Post
    Fantastic work so far! One thing that I noticed was that if I set up a trigger, it puts the same timestamp every time the trigger goes off. Is there a way to put the actual timestamp from the log? I guess I could use the trigger to pull the timestamp as a variable. It may be related to the fact that when you select an encounter and view logs theres always an extra 2 hexidecimal? numbers and letters on the back end of the timestamp.

    For example:
    11/07/2013 18:49:07:0729::You hit the grass raptor for 141 damage.
    11/07/2013 18:49:07:042b::You use True Thrust.
    11/07/2013 18:49:07:0729:: ⇒ The grass raptor takes 194 damage.
    11/07/2013 18:49:08:16ab::The grass raptor readies Foul Breath.
    11/07/2013 18:49:10:042b::You use Vorpal Thrust.
    11/07/2013 18:49:10:06a9:: ⇒ The grass raptor takes 262(+50%) damage.
    11/07/2013 18:49:10:06a9::You hit the grass raptor for 150 damage.
    11/07/2013 18:49:12:142b::The grass raptor uses Foul Breath.
    11/07/2013 18:49:12:142a:: ⇒ The attack misses.
    11/07/2013 18:49:12:042b::You use Full Thrust.
    11/07/2013 18:49:12:06a9:: ⇒ The grass raptor takes 424(+66%) damage.
    11/07/2013 18:49:14:06ba::You defeat the grass raptor.
    11/07/2013 18:49:14:043e::You obtain a raptor skin .


    In any case, I love that you're working on this plugin because ACT is the best combat parser around.
    Interesting. I bet I can do something about this. I'll work on it now, to include with the DoT release.

    Those extra numbers after the timestamp (:043e::) are delimiters for an action code and the player's name, if the log line involves a tell/FC chat / LS Chat / Party Chat. I have to include them in the log line, but ACT has a lot of configuration options, and chances are I am not setting something important.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts

Sponsor Ads