Just played with the r44674 and it seems that the /recount stanby comment doesn't work well if in a raid and synching with others (it was on AV and /recount vrchk shows me that we were 5 Recount users. I'm used to stop recount while pvp, but it doesn't work anymore.
Thanks! Hadn't thought about disabling syncing when disabled.
Hey Cryect, Im still getting completely false info+sync issues from recount. Everyone in the raid that has it is using updated versions and even then the mod keeps 'syncing'. What i mean by that is: in the realtime raid dps window, the graph continues to change and it shows that the raid is doing damage when we're out of combat.
Also some people on the damage done window have some rediculous #'s if I compare them to SWstats. For example, we just did Magtheridon and our enh shaman was doing 2100 dps according to recount, while SWStats showed him at ~900.
Is there any particular info I need to give you to try to figure this out?
I love this mod and it worked perfect untill about a week ago when it started messing up
I'm adding in so it won't accept data from older versions now. Basically damage is being inflated with some older sync code versions. On a similar note automatic translation of Spells & Mob Names is now in so hopefully that should let users of different locales sync together.
Edit: Its now in place, if you still have the issues with the latest version let me know.
[2007/07/28 11:36:10-1288-x1]: Recount-$Revision: 45054 $\GUI_Realtime.lua:57: attempt to index field '?' (a nil value)
Recount-$Revision: 45054 $\Widgets.lua:33: in function <Interface\AddOns\Recount\Widgets.lua:27>
Recount-$Revision: 45054 $\WindowOrder.lua:92: in function `ScaleWindows'
Recount-$Revision: 45054 $\GUI_Config.lua:445: in function <Interface\AddOns\Recount\GUI_Config.lua:445>
<in C code>: in function `SetValue'
Recount-$Revision: 45054 $\GUI_Config.lua:724: in function `LoadConfig'
Recount-$Revision: 45054 $\GUI_Config.lua:782: in function <Interface\AddOns\Recount\GUI_Config.lua:778>
<in C code>: in function `ShowConfig'
Recount-$Revision: 45054 $\GUI_Main.lua:274: in function <Interface\AddOns\Recount\GUI_Main.lua:274>
And it kicked my realtime raid dps graph ;x A typo probably ?
Has been using this mod since its release, but now when i came to honor farming i've noticed that after each AV battle i have to clear 10-15 MB of Recount statistics. So i will make a kind of feature request - is it possible to add an option to automatically disable gathering data when you are on PvP battlegrouds?
hi there, great mod, but im having a few problems:
every time i open a real-time dps graph then log off or exit the game, then log in again, the dps graph is still showing, and this has lead to many graphs poping up at logon:
last thing is, i cant find a way to rank the damage meters by dps. is there a way or has it not been implemented? and if it hasn't, will it be?
Has been using this mod since its release, but now when i came to honor farming i've noticed that after each AV battle i have to clear 10-15 MB of Recount statistics. So i will make a kind of feature request - is it possible to add an option to automatically disable gathering data when you are on PvP battlegrouds?
Sure, that can be added.
Originally Posted by contraband
hi there, great mod, but im having a few problems:
every time i open a real-time dps graph then log off or exit the game, then log in again, the dps graph is still showing, and this has lead to many graphs poping up at logon:
last thing is, i cant find a way to rank the damage meters by dps. is there a way or has it not been implemented? and if it hasn't, will it be?
many thanks and keep up the awesome work :>
Fixed that bug about a week ago and can't seem to have it occur anymore. After upgrading if you still have the problem let me know though. Sorry there is no way to sort by DPS at the moment.
Originally Posted by Ambika
Date: 2007-07-28 10:05:35
ID: 52
Error occured in: Global
Count: 1
Message: ..\AddOns\Recount\Sync.lua line 105:
attempt to call field 'CanSendFor' (a nil value)
Debug:
...face\AddOns\Chronometer\libs\ParserLib\ParserLib.lua:625:
...face\AddOns\Chronometer\libs\ParserLib\ParserLib.lua:614
...face\AddOns\Chronometer\libs\ParserLib\ParserLib.lua:522: OnEvent()
...face\AddOns\Chronometer\libs\ParserLib\ParserLib.lua:457:
...face\AddOns\Chronometer\libs\ParserLib\ParserLib.lua:457
AddOns:
got this this am
and
Date: 2007-07-28 10:17:11
ID: 53
Error occured in: Global
Count: 1
Message: ..\AddOns\Recount\Tracker.lua line 858:
Babble-Spell-2.2: Reverse translation for "Holy Strength" does not exist
Debug:
...face\AddOns\Chronometer\libs\ParserLib\ParserLib.lua:625:
...face\AddOns\Chronometer\libs\ParserLib\ParserLib.lua:614
...face\AddOns\Chronometer\libs\ParserLib\ParserLib.lua:522: OnEvent()
...face\AddOns\Chronometer\libs\ParserLib\ParserLib.lua:457:
...face\AddOns\Chronometer\libs\ParserLib\ParserLib.lua:457
looks like perserlib is heaving on recount or chronometer??
Fixed first bug (I removed some old code and forgot to remove that reference). Second one I need to setup some way to check I guess first for the translations before I do them so that will be fixed shortly as well.
Originally Posted by Vonwen
Hey, just got this error :
And it kicked my realtime raid dps graph ;x A typo probably ?
Strange, any idea how to replicate it?
Originally Posted by Plexi
Awesome mod but allow color changes on the main title bar please =X
Will be doing just need to finish up lots of work on the color code.
Awesome, just updated (because of the translation code stuff), and now I immediately disconnect upon zoning in. Had to "reinstall" via WAU to get working!
Awesome, just updated (because of the translation code stuff), and now I immediately disconnect upon zoning in. Had to "reinstall" via WAU to get working!
Strange, will investigate what could potentially cause this.
Originally Posted by Fireye
Date: 2007-07-28 10:37:02
ID: 51
Error occured in: Global
Count: 1
Message: ..\AddOns\Recount\Tracker.lua line 722:
Babble-Spell-2.2: Reverse translation for "Water Bolt" does not exist
Debug:
+Wowhead_Looter\Wowhead_Looter.lua:2198:
+Wowhead_Looter\Wowhead_Looter.lua:2191
...face\AddOns\Recount\Libs\ParserLib-1.1\ParserLib.lua:625:
...face\AddOns\Recount\Libs\ParserLib-1.1\ParserLib.lua:614
...face\AddOns\Recount\Libs\ParserLib-1.1\ParserLib.lua:522: OnEvent()
...face\AddOns\Recount\Libs\ParserLib-1.1\ParserLib.lua:457:
...face\AddOns\Recount\Libs\ParserLib-1.1\ParserLib.lua:457
AddOns:
Recount, v$Revision: 45054 $
Its fixed in the latest version (which as of now is 45082).
I wanted to post the idea to include something like the old mod BattleHistory into recount. Perhaps this is a bit much and should be a seperate mod, but seems like it'd fit well with recount.
For those not wanting to click the link heres a brief summary from the curse page:
BattleHistory takes advantage of the spellcast information supplied by Forecast to enable you to examine the spell cast history of any battle. This is useful for any guild learning new raid bosses. You can see who healed who, which DPS caster didn't cast as much, who shadowbolted Vael before 3 sunders..
Having some new tool like this would be amazing to help visualize dps cycles in your raid.
My personal feelings its a little too much for Recount.
Its more in the vein of Relog but more indepth (Relog only deals with normal log data + additional unit information at the moment), also to really see DPS cycles I think you need to take the entire fight data and show it something much smaller such as a Markov Chain with the icons of the spells.
Wow.
This would be amazing to analyze a fight, more than the death log files.
Hydross for example, who didn't stop DPS again?
But I have to agree with Cryect, you can take a mod too far.
As much as I'd like to see a working version of that, I wouldn't want to have it all in one addon. Maybe make an addon for the addon?
Last night my group was still getting the syncs causing extra listed damage. It's wasn't stuck adding damage without stop, but off the 5 people listed showing extra damage (2 rogues, 3 mages), I'm sure 4 had Recount and unsure about the 5th. All of them were in various states of updates, but if the mod was set to exclude bad revisions shouldn't that have not happened?
Edit: I think I was using r45079, but can't be sure until I get home.
Last edited by Maestroquark : 07/29/07 at 1:03 PM.
Before you start to drift, and your soul begins to scream.
I just wanted to tell you, that you're listening to a dream.
Last night my group was still getting the syncs causing extra listed damage. It's wasn't stuck adding damage without stop, but off the 5 people listed showing extra damage (2 rogues, 3 mages), I'm sure 4 had Recount and unsure about the 5th. All of them were in various states of updates, but if the mod was set to exclude bad revisions shouldn't that have not happened?
Edit: I think I was using r45079, but can't be sure until I get home.
I found a bug in the logic I was using for sync code last night.
Gotta admit, being able to see spell cycles would seal the deal as a raid analysis tool. Frquently we're looking at Recount and WWS parses and trying to figure out why 2 people who are geared equally well but one guy is vastly outperforming the other. Problem is there's almost no way to really figure out the cycle someone is using unless its very obvious things like spamming of one ability, or not using another ability at all.
What would be the memory/performance impact of recording (and allowing this to be turned off of course) spell/ability usage in a graph (maybe just displaying the icon) for the entire raid? You're already parsing the information for damage/healing info anyways, so wouldn't it really just amount to a question of data storage?
What would be the memory/performance impact of recording (and allowing this to be turned off of course) spell/ability usage in a graph (maybe just displaying the icon) for the entire raid? You're already parsing the information for damage/healing info anyways, so wouldn't it really just amount to a question of data storage?
Roughly 3 to 5 times more data for the same amount of time (in general about 1 number gets stored per spell cast sometimes less/more than that per spellcast depends on how steady your damage is).
If one number is currently being stored per spell cast per person, if you were to store a timestamp at the same time we'd only be doubling the storage requirement - and then only if you had that option turned on, right? (Could even have it turned off by default since most people would scream about performance right away)
It seems to me that this is a logical next-step in the features to add to recap for analysis.
If one number is currently being stored per spell cast per person, if you were to store a timestamp at the same time we'd only be doubling the storage requirement - and then only if you had that option turned on, right? (Could even have it turned off by default since most people would scream about performance right away)
It seems to me that this is a logical next-step in the features to add to recap for analysis.
The number I'm storing is realted to the cast but not the cast at all. I'm storing DPS numbers.
The data that I would have to store for an addon like the above depending on info would be
Cast Start Time
Cast End Time
Successful/Why Not
Result
Amount
Target
What Recount stores then is DPS number every second but there is another function that comes behind it and decides what data to throw out and it throws out a number every 2 seconds at least normally and sometimes it only stores 1 number per 5 to 10 seconds (during combat if nothing is going on it stores nothing).
BTW Dustwhisper is working on such an addon but its in the extremely early stages apparently.
Edit: My personal goal for the next step is Relog which is a filterable combatlog thats kinda like Unilog & Omniscience except with tags. In addition, it will allow for modules which can tap into the data thats stored to datamine it for more information. I have a feeling people are confused by the term when I say markov chain so here is an example for feral druids.
You will notice all arrows leaving a node add up to 100% and any going to Rip Icon is when 5 combo points have been reached. The first icon is mangle and the middle ones are shred. The only thing missing from this is the time (which does matter but can be shown on arrows as well). This would be the ideal markov chain if you had 50% crit rate and not including special conditions that might change how it looks.
Oh just noticed the numbers aren't quite right for third and forth mangle (I had kept the percentages from previous five combo points which I shouldn't)
I'm going to risk looking silly and admit that I have no idea how to read that chart.
Nah its not silly. Now finding an appropriate analogy is hard (unless you know FSM's).
Basically the objective is a druid wants to get to 5 combo points then rip. So the druid starts with a mangle (this increases shred damage by 30%) and he/she then will continue to shred till 5 combo points is reached. Once you reach 5 combo points you then rip. After the rip you start over. The arrows show potential paths you can take in this process and the percentages associated with them based on the chance that you should take that action.
Now we can calculate all this as well based on the actions taken and assign weights on the paths based on paths taken. Basically there is the idea that there exists a hidden markov model and we wish to derive this hidden markov model (often abbreviated as HMM).