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08/12/07, 12:48 PM
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#701
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Von Kaiser
Druitt
Blood Elf Death Knight
Lightninghoof
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Originally Posted by Cryect
Today, I've been mainly working on Relog
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Nice! I have it in Interface folder but turned off in WoW so that whenever I run the Ace Updater I get the latest copy... I've been following it.
1. Thats due to adding 3.5 seconds in case the player is opening up with a 3.5 second cast.
2. Thats actually a hidden option that I need to reveal in the config screen.
3. Yeah, not tracking applications since would require I do more than parse the combat log
4. Unfortunately maim isn't classified as an interrupt so no message is triggered.
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All valid, thanks for the answers. If I could make more work for you, though ;-) how about :
1. It's probably not a big deal for the more group-oriented applications I see for Recount. In a 17-second fight, 3.5 seconds is significant, but in a 3-minute fight it's not. Though perhaps you could look for the event just before you enter combat and only add cast time if it was a cast hitting? (I'm starting to look at combat logs more closely, and I see that it's easier to speak of "just before" than it is to determine what that means.)
3. Curse you Blizzard! I"m not sure how Recap tracks Rip applications then. I noticed last night that when Lifebloom, for example, is first applied, it does not say WHO applied it, only that someone got it. It's not until the tick that it lets you know. (And of course, the bloom is wrongly attributed.)
4. Ah, so it's a technical limitation because of Blizzard's... I'll have to see if there's a message about the target being stunned, perhaps that could be a clue if the target started casting something and you get a stunned message before it completes. (Easier said than done, I know.)
Well, if you think of a nice way to track Rip applications, it'd be nice. The DoT uptime is probably more important overall though, and translates back -- indirectly -- to the applications, since the goal is to keep it ticking as much as possible.
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BTW I think I will add a buff tracking in which should then show the procs you want though won't really give any good reference for how they work, but better than nothing at least (no easy way to add full proc tracking in the current framework).
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Nice! All I really care about is either how often something procs (if it's a one-off) in a fight, or how long the buff it generates is up. So if I have a 3-minute fight and the buff is up 50% of the time, I don't really care about when or any mechanics except that you saw "Druitt gains XYZ", and "XYZ fades" (or whatever the log says) and how much of the fight was between the two.
(OK, I'll risk being mocked here, it's the Mark of the Chosen trinket, which is something like a level 45 item. But when it procs, you have +25 to all stats for 1 minute. A friend of mine claims it doesn't proc much anymore (at our high level), and I wanted to do a bit of experimentation to see what the deal is. I think that with the recent Alchemy changes, having a +25-all-stats buff up for most of a fight would be very nice. Of course, it does in fact have to be up a lot of the time to be more valuable than high-level trinkets.)
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Well my first plan is to add showing an option for Current Fight while in combat and Last Fight while out of combat which definitely will help out. Will look at those others afterwards. Trying to clamp down on too many new features at the moment since I want to get a 1.0 release ready and out.
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Good call. You do need to fix the features at some point. The option you describe will be nice. (And if you can sort fights in reverse order in the menu, I'd be grateful.)
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08/12/07, 4:37 PM
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#702
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Glass Joe
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Recount
For hunters, snake trap damage isn't getting counted at all.
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08/12/07, 5:16 PM
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#703
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Von Kaiser
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Originally Posted by Druitt
What is the technical implication of this? Does it mean that it's difficult to detect Interrupts? Or are you saying that only silences count as interrupts?
In my mind, Maim, Feral Charge (Pounce, and Earth Shock, too) should all be counted as Interrupts if physically possible, since they do in fact stop a mob or player from doing something they intended to do. Even if the interrupted target can immediately recast, that's several more seconds delay and also opens a window for someone else to interrupt or silence -- so I see a difference from mere damage pushback.
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A lot of abilities have a side effect of interrupting someone (fear, silence, stun, disorientate etc.) but are not actual interrupts, if the mob was immune to cc they would fail to stop the cast (eg a boss).
[e] About the snake traps, the snakes have the title "snake trap's guardian" under them rather than "<player>'s guardian" so I'm not sure if they can be correctly assigned to a players damage.
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08/13/07, 12:16 AM
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#704
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Don Flamenco
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Originally Posted by Druitt
What is the technical implication of this? Does it mean that it's difficult to detect Interrupts? Or are you saying that only silences count as interrupts?
In my mind, Maim, Feral Charge (Pounce, and Earth Shock, too) should all be counted as Interrupts if physically possible, since they do in fact stop a mob or player from doing something they intended to do. Even if the interrupted target can immediately recast, that's several more seconds delay and also opens a window for someone else to interrupt or silence -- so I see a difference from mere damage pushback.
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When you interrupt a cast, you'll see a message in the combatlog:
So-and-so interrupts mob's spell.
The important thing is that there is no counter to interrupts, and no DR as far as I know. There's nothing you can do if you are interrupted besides waiting out the school lockdown.
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08/13/07, 5:53 AM
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#705
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Von Kaiser
Human Mage
Earthen Ring (EU)
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Apologies if this has been requested/adressed already:
Basically what I'm missing is:
Option to monitor raid-wide DPS in real time. Either in the main window, with bars showing how much DPS every member is doing (updated in real time, not after the fight) and a calculated total raid dps. Even better would be the real-time graph that you get when ctrl-clicking a bar, just for the total raid dps.
Second thing, what about syncing? Is something like this in the works?
Third, more customization options for the windows and frames please. Also, the current options work for the main window but not for the real time graph windows (the ctrl-click ones).
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08/13/07, 12:12 PM
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#706
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Glass Joe
Night Elf Druid
Nozdormu (EU)
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Hi,
Originally Posted by Jeru
Apologies if this has been requested/adressed already:
Basically what I'm missing is:
Option to monitor raid-wide DPS in real time. Either in the main window, with bars showing how much DPS every member is doing (updated in real time, not after the fight) and a calculated total raid dps. Even better would be the real-time graph that you get when ctrl-clicking a bar, just for the total raid dps.
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it's in Recount, but you have to activate that via command line "/recount graph" or something
Question:
Is it possible to implement a "max hit" (highest damage per person and that persons ability) meter? Just to compare,. uh, equipment
Thanks,
Karandras
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08/13/07, 1:05 PM
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#707
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Don Flamenco
Night Elf Warrior
Cenarius
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I believe its something like /recount realtime dps raid
An option to show last 30s for the main window might be nice though.
One other idea is to have the realtime raid dps meter stack damage by class so you could see which classes are doing the most damage.
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08/14/07, 2:13 PM
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#708
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Bald Bull
Night Elf Druid
Stormreaver
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Alright been working on a design document writeup for Recount 2 and want some feedback on the various ideas. (Realtime windows will be included just thinking about them a little more on how I want them to work)
Classic Mode
In this mode, data display is as standard for majority damage trackers. Its essentially just bars with left and right text ordered from highest to lowest. The main thing different from Recount 1 will be that you can specify tags for both the left text and right text to customize how it looks. What exactly are tags? Tags, allow for easy text formatting replacement of text with numbers or words. Here’s a simple example.
Left Text: [Rank]. [Name]
Right Text: [Damage] ([Format(“%.1f”,Damage/Time)], [Format”(%.1f%%”,100*Damage/Total)])
This would then present the data as “1. Alice 123 (12.3, 100.0%)”
So Alice ranked #1, did 123 damage, had 12.3 DPS, and was 100% of the total damage being displayed. As well, you will be able to specify the value being sorted by tags as well. Overall, this is similar to how Assessment currently works.
It will be possible to have multiple classic mode windows so if you want to see multiple values being tracked at the same time it will be possible (or even if you want you will be able to use Recount 2 as an emergency monitor for some strange reason).
Tabular Mode
This is what is really new about Recount 2. This is a data presentation more like recap where you have selectable columns for the data instead of switching modes. To sort and change bars you click on the header for that column. This should present a more informative detailed comparison early on before you start drilling down. What columns are available will be specified by data modules as well as can be custom added using tags to specify new ones.
Detail Mode
The plan is similar to Recount 1 except will use a display method similar to Tabular mode with selectable columns. Use of pie charts will be option not a requirement this time. I’m changing to a tabbed format for changing detail modes, because the various different detail modes are often missed (the arrows on the detail window). The addition of customizable sortable columns should be a great aid in providing more detail faster. Another plan is the ability to open multiple detail windows allowing easier comparison.
Player Comparison Mode
The basic idea is for a mode similar in display to WWS’s class comparison. Columns will indicate players and rows are data. Rows will be customizable as other modes by the usage of tags. The plan is for the bottom of the graph to show a small graph display comparing DPS or other stats. You will be able to easily bring up the full graph display as well for comparison from this mode.
Graph Display
Overall graph display will be similar to Recount 1 except ideally with a smoother flow from better implementation. Fight data will be savable and comparable so you can compare your DPS or damage from previous boss kills to the current one. In fact, this goes into I want add in a mode kinda like ghost cars in racers where you can pop up a window showing how far/ahead of you past DPS/damage at that moment in time. This will give DPS classes another tool allowing them to compete with their past selves.
Data Modules
This time around data will be handled by various modules which can be enabled/disabled controlling whether data will be stored for those modules. These data modules register tags for use in the various modes. As well, they also register help relating a description of the tag for helpful in game tag reference.
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I need to do something useless.
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08/14/07, 2:15 PM
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#709
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Mind the gap.
Malan
Tauren Shaman
No WoW Account
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The Player Comparison Mode will be worth its weight in gold.
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This will give DPS classes another tool allowing them to compete with their past selves.
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I can see it now... "Hey rogue X, why'd you pull aggro?" ... "I was so close to beating my high score!"
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08/14/07, 2:26 PM
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#710
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Glass Joe
Night Elf Hunter
Hellscream
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I'm really enjoying Recount a lot. I have a couple suggestions and one question if you don't mind.
One thing I do notice it really starts to eat up the ram as it runs. Much of it seems to be used only temporarily as doing a GC tends to drop 8-10 megs (I'm sure not all of that is recount, I do run a lot of mods). I remember that Recap had an option to auto GC at the end of every fight in order to minimize memory usage and do a GC during downtime when it was safe to do so. Just a thought for a new feature.
Another feature I would like to see is for Recount to keep the last fight details up when you have it set to display 'Current Fight'. Right now when combat ends it displays nothing. If I want to see the final numbers for that fight I have to go and change it to that fight. Instead of showing nothing it would make sense to show the last fight until the next fight starts.
Finally, I think it would be nice if it could display your current dps at all times somehow. Right now it displays the average and you can look at your graphs to see how it changed over time. What I would love to see is like a 5 or 10 second rolling average of your current dps somehow.
Now for my question. I am curious about the syncing. As most people in my guild still use Damage Meters or SWStats I am curious if Recount is sending sync messages to them too or just to other Recount users. The only reason this is a bit of a problem for me is because I am a hunter and thus if I do not run a damage meter mod that syncs with the guild my damage will always be missing my pet which lowers my numbers by about 8-15%. Basically, it makes me look bad even though I am kicking everyones ass ;-). If it doesn't sync that is no big deal (as I am sure it would be very hard to make it do that) it just means I need to run DM still in the background to save face ;-).
Thanks again for all your hard work!
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08/14/07, 3:35 PM
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#711
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Professional Windmill Tilter
Kythra
Orc Warlock
No WoW Account
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Originally Posted by Cryect
In fact, this goes into I want add in a mode kinda like ghost cars in racers where you can pop up a window showing how far/ahead of you past DPS/damage at that moment in time. This will give DPS classes another tool allowing them to compete with their past selves.
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This is an incredibly wonderful idea. Maybe allowing "top 3" or "last 3" as an option or average or.... oh man, I'd keep damage meters visible again on a fight for sure.
Talk about keeping DPS'ing still interesting even on farm bosses!
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08/14/07, 3:49 PM
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#712
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Don Flamenco
Night Elf Warrior
Cenarius
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I think tying in recount to a boss mod like BigWigs to keep track of which mobs are bosses that you want to compare to previous performance would be awesome. I'd also like an option to only show last X boss fights in addition to the last Y regular mob fights in the drop down window (an in game WWS). Also an option to only show bosses would be useful.
The main reason i look back at previous fights is 'who wiped us on that trash mob?' and how are various players doing on boss mobs.
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08/14/07, 4:33 PM
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#713
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Piston Honda
Undead Warlock
Cenarion Circle
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Feature Request:
Under recount config, please allow us to add/remove items from the main recount window titlebar. I'd love to remove the timestamp information, which causes the title bar to be somewhat unusable.
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08/14/07, 4:51 PM
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#714
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Piston Honda
Night Elf Druid
Antonidas
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I would like to make a suggestion. When I am looking at stats and people start leaving the raid, the people who left the raid start falling off the graphs and stuff. If there is a way to turn it off, let me know; otherwise, I would like to be able to read the data after people leave the raid.
Also, as Celandro touched on, a way for Recount to 'remember' previous fights (although this is probably TOTALLY memory intensive) longer than the last 6-10 attempts would be grand.
Still loving the deaths part of this mod; it's been invaluable.
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08/14/07, 5:46 PM
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#715
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foreign contaminant
Orc Death Knight
Mal'Ganis
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Originally Posted by Ailetha
Also, as Celandro touched on, a way for Recount to 'remember' previous fights (although this is probably TOTALLY memory intensive) longer than the last 6-10 attempts would be grand.
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Storing pure data shouldn't draw on your memory much, if at all. Recount could write all of the information to a file, which could then be parsed separately if necessary, but also reloaded into Recount (just like calling up the saved variables for UI positions/settings).
It should be doable, at any rate.
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Originally Posted by Betsy
SHOULDA SUCKED DAT DICK!
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08/14/07, 9:45 PM
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#716
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Von Kaiser
Druitt
Blood Elf Death Knight
Lightninghoof
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Well thougt-out specs!
Data Modules
This time around data will be handled by various modules which can be enabled/disabled controlling whether data will be stored for those modules. These data modules register tags for use in the various modes. As well, they also register help relating a description of the tag for helpful in game tag reference.
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Nice! I like modular stuff like this. Something like Dogtags with callbacks?
I can't really add more to what you've written in terms of the modes and presentation.
The only thing I can ask is what types of data will be trackable? (Wink, wink! I'd love to see graphs of buff durations and proc intervals.)
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08/14/07, 9:47 PM
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#717
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Glass Joe
Night Elf Druid
Turalyon (EU)
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Fantastic mod Cryect, really loving it.
If I was to suggest a couple of changes however those would be:
1) To invert the list of deaths on a player so that the last death was at the top of the list and would be the one highlighted. The first death recorded would be at the bottom of the list.
2) To have some checkboxes on the options page to auto-standby the mod when in: battlegrounds, arenas, solo play, group, raid. I only ever want the mod switched on when in a raid but always forget to put it on standby. I can imagine others with arena teams might only want it switched on then etc.
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08/15/07, 2:22 AM
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#718
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Piston Honda
Undead Priest
Dalaran (EU)
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I would like to see a more user-friendly version of the post mortem analysis of an encounter, specifically the deaths counters. For now as I understand it, after a wipe, to access death details (the 20 last events concerning a player before its death) you have to first select the player and then select its last death occurence.
As a raidleader what I'm interested in is how the first of my raiders died (generally beginning a domino effect that leads to wipe) what I would like to see is a timeline with all death occurences (and rebirth ?) for the entire raid during that timeline (maybe with icons for death / rebirth). That way, I can see :
- When did my raid members begin to die ? one then another then another ? A big clump of them ?
- How did my individual raid members died ? by clicking the death icon on the timeline I can see the death details
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08/15/07, 4:46 AM
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#719
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Glass Joe
Night Elf Druid
Lightbringer (EU)
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Originally Posted by Cryect
Alright been working on a design document writeup for Recount 2 and want some feedback on the various ideas. (Realtime windows will be included just thinking about them a little more on how I want them to work)
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Sorry, nothing to add, just posting to say it all sounds good to me.
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08/15/07, 5:11 AM
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#720
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Piston Honda
Human Priest
Outland (EU)
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Can you fix the Spirit of Redemption = 2 deaths thing please  It annoys me on WWS already.
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08/15/07, 5:32 PM
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#721
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Glass Joe
Night Elf Druid
Lightbringer (EU)
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Hm, very weird. We had a try at Nethermancer Sepethrea (heroic) and somehow Recount showed I did 563k dmg on her. She has 130k life.... I have no clue how Recount got to this conclusion, the details window shows nothing special. Any idea on how I could get more information for you, Cryect?
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08/15/07, 5:38 PM
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#722
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Piston Honda
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Originally Posted by Ailetha
I would like to make a suggestion. When I am looking at stats and people start leaving the raid, the people who left the raid start falling off the graphs and stuff. If there is a way to turn it off, let me know; otherwise, I would like to be able to read the data after people leave the raid.
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Go into the config, and in the grid of checkboxes in the Filter section, check the box for People, Regardless of Currently Being In Raid (note: not exact wording; not in front of Recount atm) to enable you to see the data for people who have left the raid.
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08/16/07, 1:54 PM
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#723
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Bald Bull
Night Elf Druid
Stormreaver
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Originally Posted by Pale
Hm, very weird. We had a try at Nethermancer Sepethrea (heroic) and somehow Recount showed I did 563k dmg on her. She has 130k life.... I have no clue how Recount got to this conclusion, the details window shows nothing special. Any idea on how I could get more information for you, Cryect?
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Not sure, I've seen it occur a few times its really strange. I'm still trying to figure out whats causing it (Mother Shahraz is my current test case because it really messes up for friendly damage).
Edit: Alright uploaded a new version that adds an option for auto changing between last & current fight based on combat status.
Think I'm going to declare this the release version for other sites since its about where I want to and seems overally bug free (few issues still).
Last edited by Cryect : 08/16/07 at 2:08 PM.
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I need to do something useless.
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08/16/07, 10:40 PM
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#724
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Glass Joe
Night Elf Druid
Dragonblight
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Originally Posted by Bogeywoman
Go into the config, and in the grid of checkboxes in the Filter section, check the box for People, Regardless of Currently Being In Raid (note: not exact wording; not in front of Recount atm) to enable you to see the data for people who have left the raid.
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I seem to be having the same "problem". Ive cleared both the "Autodelete Time Data" and "Autodelete Combatants" check boxes but player details still vanish as they leave the raid.
Were these the settings you referred to?
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08/17/07, 5:28 AM
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#725
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Glass Joe
Night Elf Druid
Lightbringer (EU)
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Originally Posted by Velcrow
I seem to be having the same "problem". Ive cleared both the "Autodelete Time Data" and "Autodelete Combatants" check boxes but player details still vanish as they leave the raid.
Were these the settings you referred to?
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In the options window, there's a grid of checkboxes on the left. One of the colums has an 'eye' icon. Make sure the row with 'ungrouped' is checked there.
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