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FFXIV-App Damage Parser Parsing Incorrectly?Follow

#1 Sep 27 2013 at 6:43 PM Rating: Decent
So I have been using this wonderful application for the parser plugin for the past two weeks or so to get an idea on what classes DPS numbers. Overall I have found that almost all the DPS classes usually pull in around 100-150 DPS with the exception of one class, the Summoner which is usually around 250+ DPS. A friend of mine that actually plays a Summoner mentioned this:

Quote:
SMN parses are wrong, the game reports SMN dot damage as the last value of the last spell cast instead of the actual dot damage. ie a SMN casts Bio, which ticks for 10 damage a second. Then they cast ruin, which hits for 200. The game reports the Bio is hitting for 200 a tick, instead of 10, increasing their DPS by a factor of 20.


Is this known or intended? Just seems very strange that the Summoner class out DPS' the other classes by 50+
#2 Sep 27 2013 at 6:58 PM Rating: Good
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Summoners can cause plenty of damage in the right circumstances, but all DPS have their moments. Summoners cause lots of damage with DoTs contingent that there's time for their DoTs to damage. They also have an ability which instantly spreads their DoTs to all nearby foes and another one which causes up to 3 DoTs to explode for spike damage, both of which can be excellent in the right situation.

But summoner is not flashy. It's all about piling on the damage so there's not much to epeen about like a lancer using a limit break and, "hitting the weak spot for massive damage" [/giantenemycrab]
#3 Sep 27 2013 at 7:55 PM Rating: Decent
But this isn't just a small burst instance, but rather over a long period of time.

Also you completely ignored the quote I posted which details the problem I am saying.
#4 Sep 27 2013 at 9:07 PM Rating: Excellent
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It's known and on github from site and as a know issue on http:/ffxiv-app.com. The logs and game don't reveal any info so it has to be "guestimated" based on a community derived forumla. At this time there is no know fix because I have no solid evidence or criteria on how abilities that do no damage initially calculate.

Edited, Sep 27th 2013 8:07pm by Icehunter
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#5 Sep 30 2013 at 8:58 AM Rating: Decent
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I would like some understanding of this. If I Crit my fester for ~ 800 damage (did that several times this weekend) How does the parser look? I've never used one before so I assume I need to add my egi damage into my total DPS as well? Also, I asked someone to look at my DPS while I was on SCH using most of the same Actions/DoT and had an 88 DPS whihc was just slightly over the Pally. Is it all smoke and mirrors or do I haz da PAWA?
#6 Sep 30 2013 at 10:39 AM Rating: Good
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nonameoflevi wrote:
I would like some understanding of this. If I Crit my fester for ~ 800 damage (did that several times this weekend) How does the parser look? I've never used one before so I assume I need to add my egi damage into my total DPS as well? Also, I asked someone to look at my DPS while I was on SCH using most of the same Actions/DoT and had an 88 DPS whihc was just slightly over the Pally. Is it all smoke and mirrors or do I haz da PAWA?


You need to combine the pet's dps with your own, the xivapp parser won't do that for you, and without you the pet wouldn't be there, so it's part of your output.

As for DoT calculations. That's a tricky one since individual DoT/HoT ticks don't show up in the combat log. In fact it gets even stranger when you realize that they also don't work the way you think they work.

Periodic effects in other games tick when their duration reaches a certain point.

For instance.. in WoW as a Shaman... I cast Flame Shock. Flame Shock has (made up numbers inc.) a 30 second duration and ticks every 2 seconds at 0 haste. That means that when Flame Shock's duration reaches 28, 26, 24, 22, etc seconds remaining a tick of damage fires off attributed to my Flame Shock. This continues until the duration expires.

In FFXIV though, ALL DoTs and HoTs tick at the exact same moment, every 3 seconds, across the entire server. This is independent of their individual durations.

What do I mean?

As a Monk I have three DoTs: Fracture, Touch of Death, and Demolish..

The global cooldown will prevent these from ever having the exact same duration-remaining at the same time. Yet, when they tick, they tick together.

You can see it if you look. DoT ticks appear as small, red, unmoving numbers in a slightly different font from the rest of the scrolling battle text. Only one number appears, and it's the combined effect of all DoTs on the target.

Because of this, calculating the contribution of a single DoT effect is nearly impossible and the parser has to make a guess. It would not surprise me if that guess is off by quite a bit.
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#7 Sep 30 2013 at 12:49 PM Rating: Decent
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This makes me think that when I look at my DoT damage on screen I'm actually seeing everyone's DoT damage plus mine together. Does that sound about right?
#8 Sep 30 2013 at 12:52 PM Rating: Good
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nonameoflevi wrote:
This makes me think that when I look at my DoT damage on screen I'm actually seeing everyone's DoT damage plus mine together. Does that sound about right?


I don't THINK so, but I'm not 100% sure of that.

It's easy to test for DoT combination by yourself, less so with other people.
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#9 Sep 30 2013 at 1:14 PM Rating: Excellent
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You're DoT damage is your own. DoT is tracked per person->per ability->per mob->per ability on mob.

Whenever you look at a table/area in the app it will show only for that section. As an example.
You did 90% of all damage in party with 100k damage.
Then you look at the mobs. Of all your damage 50% of that was to mob A.
Look a litter deeper; 45% of that 50 (which is of the total 90) was from Thunder; the rest was Fire.

Even the DPS is tracked separately for each ability/monster/person. :)

I saw some post on another site offering up claims of how this actually gets tracked and what I have stored on the back end for tracking it but the only global numbers are PartyTotalX and that isn't display on the GUI currently.

What was said earlier by some others regarding the DoT and having issues tracking is a valid statement. I do my best currently but I'm also looking to rewrite it. One big hindrance is the log itself as this can't be pulled out.

It requires some heavy thinking to get more accurate numbers but it is being worked on! :D
____________________________
http://ffxi.allakhazam.com/story.html?story=18309
Quote:
Like Final Fantasy XI, the game specs will be extremely high for the time, but in about 5 years, an average machine can run it on max settings with little to no issues. Tanaka also expressed interest in making a benchmark program available.

FilthMcNasty wrote:
I endorse this thread.
#10 Sep 30 2013 at 4:53 PM Rating: Good
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i just want to thank you for the effort, also I made the BG log parser and have talked with you before. If I found a better way to track dots would be interested?

Also can i run this in a skinned overlay mode? I would prefer to have it forced on top during gameplay.

#11 Sep 30 2013 at 7:36 PM Rating: Excellent
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aj7418 wrote:
i just want to thank you for the effort, also I made the BG log parser and have talked with you before. If I found a better way to track dots would be interested?
Also can i run this in a skinned overlay mode? I would prefer to have it forced on top during gameplay.


I definitely would be open to it :) As far as a skinned mode I use XAML/WPF for the entire thing. It would heavily consider custom gui's for that :) or adding a transparency/always on top method.
____________________________
http://ffxi.allakhazam.com/story.html?story=18309
Quote:
Like Final Fantasy XI, the game specs will be extremely high for the time, but in about 5 years, an average machine can run it on max settings with little to no issues. Tanaka also expressed interest in making a benchmark program available.

FilthMcNasty wrote:
I endorse this thread.
#12 Oct 01 2013 at 5:41 AM Rating: Good
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If I had access to your code I'd offer to help with the dots and the skinned UI. If not thats fine I really just want a short list of top 5 party members dmg dealt and DPS to stay on top of my game window. Another amazing tool would be a little chart of your dps over the course of the encounter so you can see the ebb and flow of your dmg during fights.

Set topmost to true for always on top:

http://stackoverflow.com/questions/2573842/setting-an-xaml-window-always-on-top-but-no-topmost-property

<!-- MyWindow.xaml -->
<Window ...
xmlns:local="clr-namespace:TestProject"
Topmost="True">
<local:CameraView />
</Window>
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