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10/23/07, 2:20 PM
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#1
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Von Kaiser
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[Mage] DPS Simulator
I started writing a DPS simulator a couple months ago but haven't had as much time as I'd like to keep working on it so one of my guildmates suggested I post it here. I'm not sure how to describe it other than to say it mimics the game rolls and rules which should be the most accurate way of determining how DPS is affected by different elements.
Currently, the program allows the user to input spell damage, crit rate, and hit rate. Then it outputs a log of the spell results and calcuates DPS and other statistics of the simulation. Here's a sample of the program output:
Caster Stats
=========================================
Spell Damage: 1150
Crit Rate: .36
Hit Rate: .16
Combat Log
=========================================
[ 3.0] Fireball hit 3103
[ 6.0] Fireball hit 3007
[ 9.0] Fireball hit 3108
[ 12.0] Fireball hit 2993
[ 15.0] Fireball crit 6701
[ 18.0] Fireball crit 6183
[ 21.0] Fireball crit 6656
[ 24.0] Fireball hit 2988
[ 27.0] Fireball hit 2961
[ 30.0] Fireball hit 2986
[ 33.0] Fireball crit 7322
[ 36.0] Fireball hit 3573
=========================================
Damage: 51581 Time: 36s
Ideal DPS: 1432.81
Fireball - 12 casts
-----------------------------------------
Hits: 8 66.7% Max: 3573
Crits: 4 33.3% Max: 7322
Resists: 0 0.0%
You'll notice that for the last 2 spells, the damage is a bit higher thanks to Molten Fury. This is much better than just estimating that Molten Fury is worth 4% overall damage since it is difficult to determine how other dynamics (procs, trinkets, boss dying faster) come into play.
I also have a system in place for managing buffs and proc effects. This simulation was run with the same parameters as the above, except that I increased the targets health and enabled the Mystical Skyfire Diamond (v2.3) proc and Shiffar's Nexus Horn proc.

Caster Stats
=========================================
Spell Damage: 1150
Crit Rate: .36
Hit Rate: .16
Combat Log
=========================================
[ 3.0] Fireball hit 3168
[ 6.0] Fireball hit 3172
[ 9.0] Fireball hit 2999
[ 12.0] You gain Call of the Nexus.
[ 12.0] Fireball crit 6196
[ 15.0] Fireball crit 7433
[ 18.0] Fireball hit 3555
[ 21.0] Fireball crit 7010
[ 22.0] Call of the Nexus fades from you
[ 24.0] Fireball crit 6176
[ 27.0] Fireball hit 2977
[ 30.0] You gain Focus.
[ 30.0] Fireball crit 6586
[ 31.5] Focus fades from you.
[ 31.5] Fireball crit 6250
[ 34.5] Fireball crit 6583
[ 37.5] Fireball hit 2970
[ 40.5] Fireball hit 3165
[ 43.5] Fireball hit 3025
[ 46.5] Fireball crit 6354
[ 49.5] Fireball crit 6299
[ 52.5] Fireball hit 2956
[ 55.5] Fireball hit 3064
[ 58.5] Fireball crit 6413
[ 61.5] Fireball hit 2980
[ 64.5] Fireball hit 3075
[ 67.5] Fireball hit 3016
[ 70.5] Fireball hit 2989
[ 73.5] Fireball hit 3172
[ 76.5] You gain Focus.
[ 76.5] Fireball crit 6433
[ 78.0] Focus fades from you.
[ 78.0] Fireball hit 3179
[ 81.0] Fireball hit 2953
[ 84.0] You gain Call of the Nexus.
[ 84.0] Fireball crit 6496
[ 87.0] Fireball hit 3341
[ 90.0] Fireball crit 7127
[ 93.0] Fireball hit 3418
[ 94.0] Call of the Nexus fades from you
[ 96.0] Fireball crit 6485
[ 99.0] Fireball hit 3171
[ 102.0] Fireball crit 6380
[ 105.0] Fireball crit 6577
[ 108.0] Fireball hit 3052
[ 111.0] Fireball hit 3109
[ 114.0] Fireball crit 6296
[ 117.0] Fireball hit 2977
[ 120.0] Fireball hit 3122
[ 123.0] Fireball crit 6435
[ 126.0] Fireball crit 6701
[ 129.0] Fireball hit 3149
[ 132.0] Fireball crit 6688
[ 135.0] Fireball hit 3106
[ 138.0] You gain Focus.
[ 138.0] Fireball hit 3190
[ 139.5] Focus fades from you.
[ 139.5] Fireball hit 3140
[ 142.5] Fireball hit 3017
[ 145.5] Fireball hit 3101
[ 148.5] Fireball hit 3086
[ 151.5] Fireball crit 6416
[ 154.5] You gain Call of the Nexus.
[ 154.5] Fireball crit 6282
[ 157.5] Fireball hit 3438
[ 160.5] Fireball crit 7342
[ 163.5] Fireball hit 3504
[ 164.5] Call of the Nexus fades from you
[ 166.5] Fireball hit 3063
[ 169.5] Fireball hit 2991
[ 172.5] Fireball crit 6542
[ 175.5] Fireball hit 3056
[ 178.5] Fireball crit 6267
[ 181.5] Fireball hit 3171
[ 184.5] Fireball hit 3068
[ 187.5] You gain Focus.
[ 187.5] Fireball hit 3055
[ 189.0] Focus fades from you.
[ 189.0] Fireball hit 3122
[ 192.0] Fireball hit 3178
[ 195.0] Fireball hit 2964
[ 198.0] Fireball hit 3006
[ 201.0] Fireball hit 3078
[ 204.0] Fireball hit 2981
[ 207.0] You gain Call of the Nexus.
[ 207.0] Fireball crit 6519
[ 210.0] Fireball hit 3418
[ 213.0] Fireball hit 3459
[ 216.0] Fireball crit 7305
[ 217.0] Call of the Nexus fades from you
[ 219.0] Fireball hit 3139
[ 222.0] Fireball crit 6370
[ 225.0] Fireball hit 3058
[ 228.0] Fireball hit 3113
[ 231.0] Fireball hit 2953
[ 234.0] Fireball hit 3061
[ 237.0] Fireball crit 6611
[ 240.0] Fireball hit 2986
[ 243.0] You gain Focus.
[ 243.0] Fireball hit 3155
[ 244.5] Focus fades from you.
[ 244.5] Fireball hit 3056
[ 247.5] Fireball hit 3046
[ 250.5] Fireball hit 2993
[ 253.5] Fireball crit 6671
[ 256.5] Fireball hit 3138
[ 259.5] Fireball hit 3090
[ 262.5] Fireball hit 3149
[ 265.5] Fireball hit 2994
[ 268.5] Fireball hit 2940
[ 271.5] Fireball hit 3021
[ 274.5] Fireball hit 3011
[ 277.5] Fireball crit 6174
[ 280.5] Fireball hit 3391
[ 283.5] Fireball crit 7395
[ 286.5] Fireball crit 7415
[ 289.5] You gain Call of the Nexus.
[ 289.5] Fireball crit 7079
[ 292.5] Fireball hit 4015
[ 295.5] Fireball hit 3987
[ 298.5] Fireball hit 3874
[ 299.5] Call of the Nexus fades from you
[ 301.5] You gain Focus.
[ 301.5] Fireball hit 3356
[ 303.0] Focus fades from you.
[ 303.0] Fireball crit 7106
[ 306.0] Fireball crit 7129
[ 309.0] Fireball hit 3472
[ 312.0] Fireball crit 7211
[ 315.0] Fireball hit 3504
[ 318.0] Fireball hit 3507
[ 321.0] Fireball hit 3354
[ 324.0] Fireball crit 7461
[ 327.0] Fireball hit 3424
[ 330.0] Fireball hit 3499
[ 333.0] Fireball hit 3370
[ 336.0] Fireball crit 7110
=========================================
Damage: 502925 Time: 336s
Ideal DPS: 1496.8
Fireball - 115 casts
-----------------------------------------
Hits: 76 66.1% Max: 4015
Crits: 39 33.9% Max: 7461
Resists: 0 0.0%
I have a very long to do list so I'm looking for anyone interested in further developing this tool. Feel free to download the source below and play with it. See the next two for code documentation and updates.
Download the source code and current build
- http://community.nrguild.org/uploads/DPS-Sim_Beta.zip
10/23/2007: The simulator assumes a raid debuffed target and 10/48/3 fire mage casting fireball. Procs are disabled.
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10/23/07, 2:21 PM
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#2
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Von Kaiser
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reserved for documentation!
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10/23/07, 2:21 PM
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#3
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Von Kaiser
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reserved
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10/23/07, 3:16 PM
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#4
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Von Kaiser
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The first thing to pop into my mind was the lack of latency considerations and lack of ignite ticks... Seems like a solid start to a simple simulator. I hope this project takes off.
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10/23/07, 3:33 PM
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#5
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Glass Joe
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I couldn't help but notice that your program is not logging partial resists.
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10/23/07, 4:39 PM
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#6
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Piston Honda
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I see you're not including haste into your calculations either.
Also, another idea. You could program in sepecific fights based off of log parses to see how much actual dps time you'll have.
For example you could take dps times in specific phases for each fight...it would be a bit complicated and a lot of coding but it sounds fun =)
I'll take a look at adding spell haste and other enhancements to this app if i get the time.
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10/23/07, 5:31 PM
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#7
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Von Kaiser
Blood Elf Mage
Tichondrius (EU)
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Originally Posted by [DRF]Solmyr
The first thing to pop into my mind was the lack of latency considerations and lack of ignite ticks... Seems like a solid start to a simple simulator. I hope this project takes off.
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same for me. saying "fireball1 : 3 sec, fireball2: 6 sec" etc is simply not realistic due to latency and the fact that noones a robot and will never achieve "ideal" dps  i would consider 3,2 secs for a fireball cast by a normal human being 
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10/23/07, 6:03 PM
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#8
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Von Kaiser
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Originally Posted by [DRF]Solmyr
The first thing to pop into my mind was the lack of latency considerations and lack of ignite ticks... Seems like a solid start to a simple simulator. I hope this project takes off.
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The intent of the current ignite mechanics is to give fire mages 210% crits every time so I just coded a 2.1 crit modifier for fire spells. I have no interest in trying to simulate the bugs in the actual implementation of ignite.
As for latency, that's easy enough to add under the current timer structure. I can just add a small number (i.e. a random number .1 to .2 would be sufficient to simulate 100-200ms of latency) to the simulation timer after each cast is complete.
Originally Posted by Whauror
I couldn't help but notice that your program is not logging partial resists.
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That's on the to-do list. I don't know exactly how blizzard breaks down their resistance tables for partial resists so if anyone out there knows how then let me know and I'll try to get it coded.
Originally Posted by Cardynal
I see you're not including haste into your calculations either.
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I don't have a haste stat yet but the code structure is there. How else would I have a Mystical Skyfire Diamond proc?
bool nuke::doneCasting(float haste)
{
bool finished = false;
timeLeft -= simTick * haste;
if(timeLeft <= 0)
{
finished = true;
timeLeft = castTime;
}
return finished;
}
The haste parameter allows me to speed up casting by whatever factor I choose. If we wanted to give the caster 157 haste rating that would convert to a haste factor of 1.1 for 10% faster casting.
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Originally Posted by Cardynal
Also, another idea. You could program in sepecific fights based off of log parses to see how much actual dps time you'll have.
For example you could take dps times in specific phases for each fight...it would be a bit complicated and a lot of coding but it sounds fun =)
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I've been working on something like that, as well as support for spell rotations.
Thanks for the input so far guys. I'll try to write up the code documentation at work tomorrow. They might even think I'm doing real work 
Last edited by zurmagus : 10/23/07 at 6:28 PM.
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10/23/07, 6:25 PM
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#9
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Von Kaiser
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Originally Posted by valeea
same for me. saying "fireball1 : 3 sec, fireball2: 6 sec" etc is simply not realistic due to latency and the fact that noones a robot and will never achieve "ideal" dps  i would consider 3,2 secs for a fireball cast by a normal human being 
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I did label it ideal DPS for a reason
As I said in my previous post, latency is trivial to add to the simulator. 2 lines of code was all I needed. Here's a simulation with 0 to 200ms of latency per cast. The numbers are rounded off, so the output is going to show only 3.0, 3.1, or 3.2 seconds per cast.

Caster Stats
=========================================
Spell Damage: 1150
Crit Rate: .36
Hit Rate: .16
Combat Log
=========================================
[ 3.2] Fireball hit 3065
[ 6.4] Fireball hit 3182
[ 9.6] Fireball crit 6280
[ 12.7] Fireball crit 6174
[ 15.9] Fireball hit 3073
[ 19.1] Fireball hit 3062
[ 22.2] Fireball crit 6245
[ 25.3] Fireball was resisted.
[ 28.3] You gain Focus.
[ 28.4] Fireball hit 2972
[ 29.9] Focus fades from you.
[ 30.1] Fireball hit 2999
[ 33.2] Fireball hit 3012
[ 36.4] Fireball hit 3046
[ 39.5] Fireball hit 2977
[ 42.7] Fireball hit 2940
[ 45.9] Fireball hit 3056
[ 49.1] Fireball crit 6350
[ 52.2] Fireball crit 6494
[ 55.3] Fireball crit 6343
[ 58.4] Fireball hit 3086
[ 61.6] Fireball crit 6335
[ 64.8] Fireball crit 6572
[ 68.0] Fireball crit 6335
[ 71.2] Fireball hit 2939
[ 74.4] Fireball hit 3019
[ 77.4] You gain Call of the Nexus.
[ 77.5] Fireball crit 6208
[ 80.5] You gain Focus.
[ 80.7] Fireball hit 3386
[ 82.2] Focus fades from you.
[ 82.4] Fireball hit 3352
[ 85.5] Fireball hit 3538
[ 88.0] Call of the Nexus fades from you
[ 88.6] Fireball hit 3124
[ 91.8] Fireball crit 6597
[ 94.9] Fireball crit 6186
[ 98.0] Fireball hit 2987
[ 101.1] Fireball hit 3042
[ 104.3] Fireball hit 3002
[ 107.4] Fireball hit 3138
[ 110.5] Fireball hit 3076
[ 113.6] Fireball hit 3068
[ 116.8] Fireball hit 3008
[ 119.9] Fireball hit 2976
[ 123.1] Fireball hit 3083
[ 126.1] You gain Call of the Nexus.
[ 126.3] Fireball crit 6656
[ 129.5] Fireball hit 3497
[ 132.7] Fireball crit 7518
[ 135.7] You gain Focus.
[ 135.8] Fireball hit 3518
[ 136.8] Call of the Nexus fades from you
[ 137.3] Focus fades from you.
[ 137.5] Fireball crit 6265
[ 140.6] Fireball crit 6607
[ 143.8] Fireball crit 6645
[ 146.9] Fireball hit 3164
[ 150.1] Fireball hit 3071
[ 153.2] Fireball hit 3052
[ 156.4] Fireball crit 6542
[ 159.5] Fireball hit 3006
[ 162.6] Fireball crit 6380
[ 165.8] Fireball hit 3057
[ 169.0] Fireball crit 6540
[ 172.2] Fireball crit 6630
[ 175.4] Fireball hit 2964
[ 178.5] Fireball hit 2953
[ 181.6] Fireball crit 6483
[ 184.7] Fireball hit 3096
[ 187.8] Fireball hit 3129
[ 190.9] Fireball hit 3099
[ 194.1] Fireball crit 6549
[ 197.1] You gain Call of the Nexus.
[ 197.3] Fireball crit 6377
[ 200.4] Fireball hit 3405
[ 203.6] Fireball hit 3379
[ 206.7] Fireball hit 3456
[ 207.7] Call of the Nexus fades from you
[ 209.8] Fireball hit 3125
[ 212.9] Fireball hit 2978
[ 216.1] Fireball crit 6234
[ 219.3] Fireball hit 3016
[ 222.5] Fireball hit 3093
[ 225.7] Fireball crit 6389
[ 228.9] Fireball hit 3050
[ 232.0] Fireball hit 2963
[ 235.1] Fireball hit 3179
[ 238.1] You gain Focus.
[ 238.3] Fireball hit 3050
[ 239.8] Focus fades from you.
[ 240.0] Fireball crit 6546
[ 243.1] Fireball hit 3073
[ 246.1] You gain Call of the Nexus.
[ 246.2] Fireball crit 6262
[ 249.4] Fireball hit 3460
[ 252.5] Fireball hit 3417
[ 255.6] Fireball hit 3527
[ 256.6] Call of the Nexus fades from you
[ 258.8] Fireball crit 6299
[ 262.0] Fireball hit 2973
[ 265.2] Fireball hit 2988
[ 268.4] Fireball was resisted.
[ 271.5] Fireball crit 6318
[ 274.6] Fireball crit 6423
[ 277.8] Fireball hit 3100
[ 281.0] Fireball crit 6324
[ 284.1] Fireball crit 6433
[ 287.3] Fireball crit 6338
[ 290.4] Fireball hit 3007
[ 293.5] Fireball hit 3007
[ 296.7] Fireball hit 3545
[ 299.7] You gain Focus.
[ 299.8] Fireball hit 3584
[ 301.3] Focus fades from you.
[ 301.5] Fireball hit 3368
[ 304.7] Fireball hit 3446
[ 307.9] Fireball hit 3392
[ 311.0] Fireball hit 3570
[ 314.1] Fireball hit 3569
[ 317.3] Fireball crit 7300
[ 320.5] Fireball hit 3367
[ 323.7] Fireball crit 7372
[ 326.9] Fireball crit 7403
[ 329.9] You gain Call of the Nexus.
[ 330.1] Fireball crit 7123
[ 333.3] Fireball hit 3944
[ 336.5] Fireball crit 8198
[ 339.6] Fireball hit 3909
[ 340.6] Call of the Nexus fades from you
[ 342.8] Fireball crit 7397
[ 346.0] Fireball hit 3587
[ 349.2] Fireball crit 7077
[ 352.3] Fireball hit 3564
[ 355.5] Fireball hit 3418
=========================================
Damage: 501070 Time: 355.5s
Ideal DPS: 1409.48
Fireball - 115 casts
-----------------------------------------
Hits: 72 62.6% Max: 3944
Crits: 41 35.7% Max: 8198
Resists: 2 1.7%
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10/23/07, 6:37 PM
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#10
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Von Kaiser
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Too much time on the WoW forums, sorry.
Last edited by [DRF]Solmyr : 10/23/07 at 6:44 PM.
Reason: Restating the Obvious...
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10/23/07, 7:20 PM
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#11
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Glass Joe
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It appears that the zip file is missing the following files.
buff.h
lib\mersenne\MersenneTwister.h
I just thought I'd load it up and compile it and mess around a bit. Do you have a site up yet to handle the actual project? I'd be interested in seeing what you have in mind for the project and possibly lending a hand.
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10/23/07, 7:39 PM
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#12
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Feed Me A Stray Cat
Human Mage
Twilight's Hammer (EU)
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Originally Posted by zurmagus
The intent of the current ignite mechanics is to give fire mages 210% crits every time so I just coded a 2.1 crit modifier for fire spells. I have no interest in trying to simulate the bugs in the actual implementation of ignite.
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It's been a while since I've been playing a fire mage, but if you get 2 consecutive crits in a row does the last ignite-tick still go through? Or is it overwritten by the new ignite. If that's the case just using a 2.1 crit modifier would be off.
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10/23/07, 8:16 PM
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#13
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Von Kaiser
Troll Mage
Scarshield Legion (EU)
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seems nice.
For more info about partial resists you probably want to have a look at
this thread
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10/23/07, 9:00 PM
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#14
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Von Kaiser
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Originally Posted by Ariakis_Uther
It appears that the zip file is missing the following files.
buff.h
lib\mersenne\MersenneTwister.h
I just thought I'd load it up and compile it and mess around a bit.
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Thanks, I just realized I was missing the mersenneTwister files. Its just a publicly available random number generator class I used for the damage rolls and stuff. Download the C++ implementation here and just extract it to a lib subdirectory in the project directory.
http://www-personal.umich.edu/~wagnerr/Mersenne-1.0.zip
Mersenne Twister Random Number Generator
Inventor's homepage:
Mersenne Twister: A random number generator (since 1997/10)
Here's the buff.h file I have on my home PC:
http://community.nrguild.org/uploads/buff.h
I have another copy of it on my PC at work that might be newer. I'll see if I can VPN in and check after I finish this post.
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Originally Posted by Ariakis_Uther
Do you have a site up yet to handle the actual project? I'd be interested in seeing what you have in mind for the project and possibly lending a hand.
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I don't have a site set up at the moment but it is a possibility. So far this program has just been a side project for me when I had spare time at work. A few months ago I just learned the basics of Perl, so the simulator started off as short perl script I wrote for practice. I kept adding to it and started developing an object oriented model as I learned more. At that point I decided it was time to re-write it in C++ for better performance among other things.
For now I just want to get some documentation written and posted here, and if it looks like there is enough support I'll set up a site.
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10/23/07, 9:16 PM
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#15
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Glass Joe
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It looks like buffs.h is referring to a spelldata.h that is also missing 
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10/23/07, 9:19 PM
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#16
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Von Kaiser
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Originally Posted by Ariakis_Uther
It looks like buffs.h is referring to a spelldata.h that is also missing 
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Oops! Well I downloaded all my source code from work with the latency simulation in. Should have everything this time but I left the executable out.
http://community.nrguild.org/uploads/DPS-Sim_Beta.zip
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10/23/07, 9:25 PM
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#17
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Von Kaiser
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Originally Posted by marloz
It's been a while since I've been playing a fire mage, but if you get 2 consecutive crits in a row does the last ignite-tick still go through? Or is it overwritten by the new ignite. If that's the case just using a 2.1 crit modifier would be off.
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Like I said the intention of the current ignite mechanics is for all fire spells to deal 210% more damage. The issues you are referring to are bugs in the current ignite and they don't always occur so I don't see any point in simulating it.
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10/23/07, 9:33 PM
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#18
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Glass Joe
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Originally Posted by zurmagus
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That one worked. I'll take a look at the code this evening.
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10/23/07, 9:33 PM
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#19
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Von Kaiser
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Originally Posted by Plankel
seems nice.
For more info about partial resists you probably want to have a look at
this thread
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Bookmarked for reading at work tomorrow 
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10/23/07, 9:44 PM
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#20
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King Hippo
Night Elf Warrior
Bronze Dragonflight (EU)
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[ 25.3] Fireball was resisted.
[ 28.3] You gain Focus.
[ 28.4] Fireball hit 2972
[ 29.9] Focus fades from you.
[ 30.1] Fireball hit 2999
...this seems a bit odd with the latency factor and procs doesn't it? Or, at least, it's not looking extremely clear as to when the gains/fades are actually happening. (I'm presuming that they are actually happening after the 2nd and 3rd Fireball, just the output is a bit funky with the latency on the Fireball cast times added in?)
Fades and gains should probably always happen after the event they trigger from in the combat log, regardless of the latency issues for the sake of clarity.
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10/24/07, 12:20 AM
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#21
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Glass Joe
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So I have a question..
Is it REALLY that important that I get my spell hit really high, instead of +dmg ?
Currently Unbuffed I am at:
Bonus Damage : 878
Crit : 28.2%
Hit: 127
Now I have resocketed some of my items JUST to get my hit rating up. But should I go back to having more +dmg sockets? Or continue to work on more +hit?
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10/24/07, 12:58 AM
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#22
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Glass Joe
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Not sure if you know or care about this, but if you input a big enough negative hit rate it loops forever b/c you never hit 
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10/24/07, 2:51 AM
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#23
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Von Kaiser
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Originally Posted by Jayde
[ 25.3] Fireball was resisted.
[ 28.3] You gain Focus.
[ 28.4] Fireball hit 2972
[ 29.9] Focus fades from you.
[ 30.1] Fireball hit 2999
...this seems a bit odd with the latency factor and procs doesn't it? Or, at least, it's not looking extremely clear as to when the gains/fades are actually happening. (I'm presuming that they are actually happening after the 2nd and 3rd Fireball, just the output is a bit funky with the latency on the Fireball cast times added in?)
Fades and gains should probably always happen after the event they trigger from in the combat log, regardless of the latency issues for the sake of clarity.
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Just a small glitch, I didn't give the latency adjusted timer value to the proc reporting functions. Everything underneath is working in the correct order.
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10/24/07, 2:53 AM
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#24
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Von Kaiser
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Originally Posted by Fraax
Not sure if you know or care about this, but if you input a big enough negative hit rate it loops forever b/c you never hit 
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User input was thrown together at the last minute so it doesn't have any range checking. Will be easy to take care of.
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10/24/07, 5:45 AM
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#25
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Von Kaiser
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Unfortunately I can not compile it at the university (Linux machines). I'll have at look at it at home.
But it looks definitely nice and on the long run it should have more versatility than a spreadsheet...
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Per Aspera ad Astra
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