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06/25/07, 10:10 PM
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#151
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Bald Bull
Night Elf Druid
Stormreaver
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Originally Posted by Karmen
I downloaded this mod and played around with it over the weekend. In reading this thread I did notice that it will be a bit heavy on the memory but I guess what I was suprised by was how much memory this actually took. After just an hour of raiding protractor showed me at 11mb's just for recount with ACE2 the next closest at 7mb's. Is that rather hgh or normal if I don't delete the info more regularly?
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Latest version you probably will be at 3 to 4 MB's for the same amount of time since I've made some optimizations in what it considers data that should be kept in the time based data (before hand if there was any nonzero value for a second it stored a value now it checks is a value really that linear or not though I should probably switch more to an error based method was faster calculate deviation from linear).
Originally Posted by Karmen
Also, maybe I missed it when browsing through this thread again but is there a window for DPS? As a raid leader I find it easier looking at DPS figures than overall damage done as I find in certain cases that can be a bit misleading.
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DPS is on the damage done list its the 1st number in the parenthesis.
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I need to do something useless.
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06/25/07, 10:13 PM
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#152
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Bald Bull
Night Elf Druid
Stormreaver
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Originally Posted by TheOnly
It is as accurate as Wow Web Stats, which is the "gold standard" anyway.
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Yep, which is my objective is really to create an in-game WoW Web Stats (well okay actually more it was like hmm I've got a graphing library if I want others to use it I better show it actually works if I expect others to use it).
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I need to do something useless.
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06/26/07, 2:36 AM
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#153
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Von Kaiser
Lilybée
Blood Elf Death Knight
Non-US/EU Server (EU)
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I discovered by luck the raid dps realtime graph, you really should put this one in the options or something, it's very useful.
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06/26/07, 2:58 AM
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#154
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Piston Honda
Pandaren Rogue
Tarren Mill (EU)
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Originally Posted by Cryect
Yep, which is my objective is really to create an in-game WoW Web Stats (well okay actually more it was like hmm I've got a graphing library if I want others to use it I better show it actually works if I expect others to use it).
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Would it require alot of extra memory to record procs? (Combat potency/thrill of the hunt comes to mind)
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06/26/07, 3:04 AM
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#155
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Glass Joe
Night Elf Rogue
Archimonde (EU)
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I just like to congratulate for this amazing mod. We tried it yesterday during raid on KT, and since there's is a lack of options to configure windows look like choosing height of the bar for example, or possibility to create a 2nd main window (for having Aggro and FPS at the same time for example), i become an absolute fan of this addon since it's bring so much thing in only one addon (i especially enjoy the Death mode to analyze mt death, like RDX offers with Omniscience). And last but not least, i just desactivate sw_stats/ktm, one hour after the start of the raid, and i gain DPS ! I feel Recount to deal less CPU usage than sw_stats, even with realtime windows (omg the realtime scaling is just so fantastic !!). I just noticed about 7/8 Mb memory usage increase, but who cares, since we all have 1 Gb+ memory's computer ... I really prefer saving cpu cycles than some Mb
So keep the good work, i think you just create the new reference of addons so far, gratz !
PS : For french spoken people on this forum (and i saw a few known pseudo here) i make some screenshots tonite, you can see it on http://forum.pms-clan.org/viewtopic.php?t=4159 with some annotations)
Last edited by fabinou : 06/26/07 at 4:27 AM.
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06/26/07, 3:24 AM
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#156
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Von Kaiser
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Originally Posted by Rosvall
Would it require alot of extra memory to record procs? (Combat potency/thrill of the hunt comes to mind)
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Question is how you identify procs you're interested in.
Couple of types of procs that spring to mind:
* Self buffs - 'You gain Spell Haste'. Buffs gained in combat sounds like an interesting thing to track, would also cover things like slice and dice, druid powershifting, combustion use. Would this be too flooded to be useful? (WWS tracks this doesn't it?)
* Power gains - 'You gain 5 energy from combat potency', really surprised this isn't in there (yet?).
* Damaging spells - 'Your Romulo's Poison hits Mob for 250', these already show up.
* Non-damaging spells - how does expose weakness show up in the combat log/recount currently?
Or could configure a pattern ahead of time for a specific proc message to look for.
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06/26/07, 4:26 AM
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#157
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Bald Bull
Night Elf Rogue
Wrathbringer (EU)
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And last but not least, i just desactivate sw_stats/ktm, one hour after the start of the raid, and i gain DPS
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Oh yes, one thing I've noticed is that Recount displays higher DPS numbers than Recap (and Recap is showing higher DPS than SWStats).
I already thought Recap shows only the DPS since you first hit the target, so how does Recount handle this?
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06/26/07, 5:34 AM
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#158
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Don Flamenco
Gnome Warlock
Dragonblight
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So, I've been having a major issue. This is not accurate at ALL for me (nor is damagemeters, or any mod that doesn't synch or WWS). Basically, it looks like this:
Completely wrong. SWStats on the left, from synched data. As you can see, MY data is correct. Everything else is really bad. Usually, 3 to 5 people aren't that bad, and everyone else is either completely missing or badly off. In a 5-man, I can go a whole instance with no data from one party member at all, even if they stand right next to me nearly the whole run.
In the above, it was a Void Reaver attempt The two rogues (and the tanks) were 30 to 50 yards from me most of the time. The room is about 200 yards wide, I should be missing very little, not nearly all of it. At least half of the ranged was on my half of the room, they should be on the list somewhere.... but most aren't even present for 1 damage.
It has been like this for all such mods since 2.0 came out. A totally broken combat log setup.
Config.wtf's ranges are all set to 200 (or whatever I last set in Recount or other mods that set it).
Any other ideas/suggestions so I can dump SWStats? Has anyone else had such issues? Should I ask this in a general UI thread?
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06/26/07, 5:42 AM
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#159
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Von Kaiser
Orc Warlock
Skullcrusher (EU)
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Originally Posted by TheOnly
So, I've been having a major issue. This is not accurate at ALL for me (nor is damagemeters, or any mod that doesn't synch or WWS). Basically, it looks like this:

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This meter looks VERY strange indeed, I been running recount and asking some SWStats user to link me meters and they been 99% right (one exception coming). Last night on Shade of Akama, I had really minor error, hunter or was it rogue having XXXYYY where X was right and Y were wrong, but that's really small error and only one I seen so far after 3 days of raiding use.
Only difference to swstats I gotten is when we didn't reset at same time pretty much, now the exception:
On Teron Gorefiend this addon records real damage done instead of SWStats which shows ghost form damage done as damage done by controller, so this addon works on teron much better than swstats.
So far I been very satisfied with this, more and more players in our guild are changing from swstats to recount and I'm getting whispers: "hey dude could you link me this and that stats".
There are some features that I would wish to have, but mods still developing and with latest pet merge it's actually very accurate at least from damage side (which I closely monitor).
Keep up the good work Cryect.
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06/26/07, 6:31 AM
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#160
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Von Kaiser
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I have a question regarding pet merge. I haven't raided with recount since you put pet merge in, so please excuse me.
Does pet merge take into account differing water elementals? Like Mage A's water elemental and Mage B's water elemental. One of the BIG problems I had with SWStats was that the ydid not differentiate between water elemental damage, so if you had the merge pet option enabled, it would add all water elemental damage to all mages that had a water elemental out. It really skewed the damage meters.
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06/26/07, 6:37 AM
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#161
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Don Flamenco
Blood Elf Paladin
The Venture Co (EU)
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Originally Posted by RpgWizard
I have a question regarding pet merge. I haven't raided with recount since you put pet merge in, so please excuse me.
Does pet merge take into account differing water elementals? Like Mage A's water elemental and Mage B's water elemental. One of the BIG problems I had with SWStats was that the ydid not differentiate between water elemental damage, so if you had the merge pet option enabled, it would add all water elemental damage to all mages that had a water elemental out. It really skewed the damage meters.
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It's not actually possible to distinguish them, except maybe by getting synced data from every mage (to anyone but the controlling mage, they just show up as an unqualified "Water Elemental", with no way to tell who it belongs to, i'm not sure if they show up as "Your Water Elemental" or whatever to the controlling mage or not, but if so that would be the only way around it).
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06/26/07, 6:52 AM
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#162
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Great Tiger
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Never say not possible. I can see a method based on the activation (gah, I assume a combat log note when you summon one) and expiration. The logic might be a bitch given known combat times and so on but it should be possible in a roundabout way.
I think that degenerates into minutiae though and frankly, frost mages are probably better off without concrete proof anyhow. No, really!
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06/26/07, 7:03 AM
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#163
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Von Kaiser
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Originally Posted by TheOnly
So, I've been having a major issue. This is not accurate at ALL for me (nor is damagemeters, or any mod that doesn't synch or WWS). Basically, it looks like this:

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I have exactly the same issue.
My combat log is set to 200 yard for everything possible :
CombatLogRangeCreature, CombatDeathLogRange, CombatLogRangeParty, CombatLogRangePartyPet, CombatLogRangeFriendlyPlayers, CombatLogRangeFriendlyPlayersPets, CombatLogRangeHostilePlayers, CombatLogRangeHostilePlayersPets are all set to 200.
Recount seems to ignore a lot of data, even for players from my party. Some players are totally inexistant.
By the way, good job for the great mod, the one i was waiting for 2 years !
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06/26/07, 9:57 AM
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#164
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Glass Joe
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hmm...the same thing happend to my wife in TK last night. the dmg meters did not even correlate, this is what i am talking about. you all say it "should" be as accurate as SW or Wow Web, but I dont believe it is at all. =( However my wife did love all of the extra features on the mod, we are just looking forward to haveing it be more precise.
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06/26/07, 11:11 AM
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#165
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Piston Honda
Blood Elf Paladin
Mal'Ganis
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Would SW_FixLogStrings interfere with recount? I heard that could interfere with other addons back in the day and might hurt now.
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