Hmm yes it is, which will make it unable to add it to a specific person then...If it's logged, it can be added. Is that the exact sentence? Does the log show who's bloodletter the enemy suffered the damage from?
Hmm yes it is, which will make it unable to add it to a specific person then...If it's logged, it can be added. Is that the exact sentence? Does the log show who's bloodletter the enemy suffered the damage from?
Thank you nexxus, those will come in handy when I get around to supporting other languages
Sadly, that seems to be the case Kyumin![]()
Author of lrParser
Wow excellent work I can't wait to play around with this when I get off of work tonight.
Please add a breakdown by skill with information such as average hit, hit/miss, high end damage, and low end damage.
Until the parser can do this it has extremely limited usefulness for anything but "epeen" stroking.
Oh I did the most damage, great. Why????? I want a parser so I can experiment with different strategies, but it is very hard to get useful information to help with that without this information.
Some may say "oh well you can still compare different setups/gear through overall damage" but unless you are testing this in a very controlled environment (solo, read: useless since we don't have a concrete understanding of mob type/level/defense/hp/resistance information to extrapolate that information to important encounters) that is simply not the case. Without a working DPS calculation, which is impossible without the log having timestamps, the damage numbers you are getting are dependent on your overall group and useless for self evaluation.
A possible solution to get a real DPS/HPS calculation would be the ability to start/stop the parse quickly, you seem to have the first part down with the ability to clear log direction before parsing (I guess I haven't used it during fights yet), but I see no way to stop parsing.
Unfortunately:
"Since ffxiv only writes out logs in 4kB chunks, you could potentially end a fight in the middle of one chunk and not have the parser reflect the changes since the previous file was written out. Sadly, there is no way to circumvent this."Makes me think that it is futile to even attempt calculating HPS/DPS. Perhaps instead you should focus on the breakdown you began with your "top 5 skills" and give more information that way. With that information people can do everything they need to do through the parser.
I hope you don't take my criticism as ungratefulness, it is great to see someone really start to develop a useful parser for the game and I hope you will continue with the project and make it even more useful.
Last edited by Murugan; 09-03-2011 at 06:59 AM.
DPS in a controlled fight is anything but epeen stroking, it does give you a breakdown of the total dmg between each weaponskill used over a set time period (when you clear the log -> when you check the results). Even without the breakdown of individual WS avg dmg/miss/hit/max/min you can still develop better strategies for a fight.
I agree the added parsing info would help and I'm sure its a relatively simple addition I can assure you though the work involved in creating this parser was VERY HIGH. A triple threaded java application updating on the fly without hogging system resources. I was impressed when looking through the source code. It has a lot of code and is very organized.
things I'd love to see added (and I'm messing around with source code myself):
a button to restart the parse (clear log)
a button to stop the parse (stop button)
export feature (csv? or text would be fine) for results of a parse
So I took a quick stab at updated the missing features:
I added in a counter for abilities used
I added into the tooltip the ability count ( so you can calculate your own avg WS dmg )
I added a stop button so you can stop the parse mid way through a run without restarting it
->I'll test these tonight and I can upload the changes somewhere that people who want can get at them or I can forward the class file changes to the OP for merges.
Last edited by tachikoma; 09-07-2011 at 01:11 AM.
I understand how to use the parser/do use it. Though I don't clear the log I instead painstakingly go through my logs for those containing the fight and copy them to another directory.DPS in a controlled fight is anything but epeen stroking, it does give you a breakdown of the total dmg between each weaponskill used over a set time period (when you clear the log -> when you check the results). Even without the breakdown of individual WS avg dmg/miss/hit/max/min you can still develop better strategies for a fight.
I agree the added parsing info would help and I'm sure its a relatively simple addition I can assure you though the work involved in creating this parser was VERY HIGH. A triple threaded java application updating on the fly without hogging system resources. I was impressed when looking through the source code. It has a lot of code and is very organized.
It gives you a top 5 damaging abilities and their total damage. I can't really think of a class which could gleam useful information out of that alone.
I use the parser to parse results from our speed runs in Darkhold looking for ways that we can improve, I can't simply go solo something in the world because the formula's for mob level/type difference and its affect on my damage is not known (so I can't really take that information and then translate it to an encounter that matters).
The parsing results from group fights merely shows total damage, because the DPS meter is not accurate (the author admits this is an impossible task unless maybe he has a stop button, but even then because of the way the game writes logs I doubt it would be accurate). The only useful information is total damage, and once you realize the bosses have a set amount of HP you can only compare your damage from previous fights in light of the fact that other people in your group may be doing things differently as well which affects your proportional damage.
A parser really needs to have a breakdown by abilities to be effective for "min/maxing". The parser does seem to be very nice, but it just is not useful for that purpose at the moment.
I don't know how difficult it would be, but in the future if it would be possible to seperate out individual encounters beginning with "____ group is engaged" and ending with either You defeat ____ or ___ defeats _____. If that was possible a working DPS meter might also be possible even without timestamps.
Last edited by Murugan; 09-07-2011 at 07:38 AM.
Did you read what I wrote?
Is this what your asking for?I added in a counter for abilities used
I added into the tooltip the ability count ( so you can calculate your own avg WS dmg )
I also agree with breaking it down for specific fights would help a lot, I'm still getting familiar with the code but I think that this is something I'll look into after I can successfully start and stop the app w/o restarting it. This is proving difficult, the java threading doesn't like to stop a thread and restart it when its sleeping.
It would be a major improvement if you could do that yes. Also if you could give us the minimum and maximum in the range this too would be helpful, but for that I'd think you might need to go into more than just a tool tip on the readout.Did you read what I wrote?
Is this what your asking for?
I also agree with breaking it down for specific fights would help a lot, I'm still getting familiar with the code but I think that this is something I'll look into after I can successfully start and stop the app w/o restarting it. This is proving difficult, the java threading doesn't like to stop a thread and restart it when its sleeping.
I made the changes to add avg/counter/min/max to each ws, but the tooltip is getting messy I need to add a new tab to the parser to break it out. I'd like to add a way to break out the dmg to a specific monster. I might use a chat log command to start/stop the parse of a specific monster like:
/p parseon Batraal
/p parseoff Batraal
Then have the parser look for these and start/stop a specific portion of memory to store this and display it in its own tab. Could also be part of the interface UI that you first see like I could put in a textbox nexto the check box to clear the log ( so you can enter the monster name you want to target before starting the parse ).
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