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Carnifax

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Everything posted by Carnifax

  1. I've a DoT Blapper (Ice/Fire). And a pure ranged Hoverblaster (Water/Time/Ice). Both are fun in their own ways (actually the ranged one is slightly less fun just because she rarely finds herself in interesting times). I also have a Ice/Ice/Mako Scraptroller. And a Elec/Poison/Earth Meleetroller. I've had people on Live ask why my Defender was in melee too (Kin/Elec sapper). And my Fire/Claws tank definitely blurs the line between Tank, Brute and Scrapper. My next char planned is an Ice/Traps/Earth/Fold Space controller who'll stand beside the meleers and yoink things into the moshpit. God knws what they should be called (other than Vengiebait maybe). People get too hung up on labels defining a role and the right way to play something. It rarely matters.
  2. Can I ask what framework or library you used to display the data JSON as HTML. Also great work. Now one of my go-tos when trying to figure a power out.
  3. Small update. Thanks to @Handmixer we realised that /local STARTPARSE said by someone else would cause YOUR log to split. To solve this you now have to put your own name after the STARTPARSE so the parser can confirm you said it. In other words : /l STARTPARSE $name Or, if you just want Macros to do it for you /macro STA "local STARTPARSE $name" /macro END "local ENDPARSE $name"
  4. So the Elec/Poison is turning out to be a lot of fun. Mid 40s now, bit of a "mezz or die" but a lot of fun pinging around and sowing chaos. But all the beta testing made me do an Ice/Traps/Teleport/Sorcery/Earth controller on Beta to check out the Build 4 changes. He was very interesting and I've been flailing around with Traps for a while now in various forms on beta (Thugs/Traps, Traps/Rad Def and now this). Reining in the Sorcery a bit (because Ice really doesn't need more toggles in the forms of Ward & Enflame, nor does it need RoP thanks to Floaty Field Generator) we end up with something like this. As per usual not huge on Purples. Stealth pool choices are based on Page 2 changes (so invis will become the new Stealth power instead). Seekers are pretty crap as far as I can see so I've tended towards avoiding them.
  5. Oooh, there's some I didn't consider. Looks like I'll have to edit my version of this pattern. Could you change your String to '%{TIMESTAMP_ISO8601:timestamp:ts-"2006-01-02 15:04:05"} You gain %{GREEDYDATA:experience} experience and %{GREEDYDATA:influence} inf%{GREEDYDATA:inftype}.' And just ignore inftype?
  6. No, my focus is all based on generating a JSON file. I am planning a session based thing where you could Start a session, then a webservice would accept a block of new lines to add to it and return updated JSON, to make it continous. Essentially I want to return a JSON data file which others can use to do whatever they like. If you use b7da7cbb-1e9e-4a80-b298-56be60489b87 in the "Retrieve by UUID" and you'll see the split up Combat logs for each "session" from my playing yesterday. I'm just displaying the JSON Object (or a simplier version of it) in the browser using a JS library I found. You can use whatever you like from my project, I'm all about sharing knowledge and resources. The patterns I'm using aren't radically different to yours. From reading your example I understand the format so if you want to pick my brains on one please do.
  7. Hi folks. I've written an online parser in Java. Dunno if any of it is any use to you but the project is online at https://www.carnifax.org The codebase is on GIT and the Patterns I've used for various parsings are all in one spot too https://github.com/Jonfon0/cohcombatparser https://github.com/Jonfon0/cohcombatparser/blob/main/combatparser/src/main/java/org/coh/carnifax/combat/data/CombatDefs.java Feel free to use anything of use or if I can help in any way let me know. I'm not familiar with Grafina but I'm always willing to learn, even the way I decided to handle things like "Power Instances" etc might be of help to you.
  8. I don't know why this would be. Hell just change it to like 0.01 knockback. Or rearrange the 4th and 6th Set bonus rewards and I can go on ignoring it.
  9. As I said earlier in the thread it's currently like the Fortuna Mind Link power. It won't allow Recharge SOs / IOs but frankenslotting Resist/Recharge IOs works. I logged in as my Fire/Nature Corruptor and it was still affected by recharge I'd already got slotted in there (4 Unbreakable Guard and a +5 Recharge IO). That gave me a 62 second recharge on it. I assume that'll change and I'll have to respec him (again. Sigh).
  10. Am I being dim or are the Stealth Pool changes not in the patch notes on Page 1 of this thread? Trying to figure out what the new power is.
  11. Mostly because not leading means not feeling guilty if I have to leave straight away because RL kicked in. I will happily lead if I know I'll be on for a while.
  12. ^ This. In the original thread I was one of the people banging on about the rest of the set being trash and needing a buff. And there was changes made to try and do that. I appreciate that. Arcane and Enflame are definitely better. Arcane is worthwhile now on certain chars (Controllers for one). I still think it's overcomplex but hey. Spirit : I'm ambiviant about. Another toggle is a bit arrgh and it's not doing the job I got it for, the role has changed to make it less effective as a reactive tool, its more of a surivival buff now. It also drops every time you change floors / maps. It also has a weird sound loop issue if you switch targets. Enflame I'm still not sold on but it is better than it was. I'll do a test & parse later with a 6 slotted version. RoP changes I still don't like but I've said that enough now. FX are a bit much, NoFX doesnt seem to be working and the NoRecharge was done like Widows Mind Link, not OWTS. I would say that the state of it now probably means it's now a "throw one of the Resist uniques into it and forget about it" rather than something you'd bother slotting. Would I take it ahead of something like Fighting? Actually yes, for certain builds. Probably mainly low damage controllers it's a decent alternative. Not sure how many others would need it.
  13. Yup. That explains my log parsings too, the procs are attached to the root power, not its subpowers / pets. As an aside it'd be lovely if all Procs logged with their power like 2021-04-07 14:41:00 Enflame: You hit Nerva Spectral Daemon Lord with your Positron's Blast: Chance for Energy Damage for 72.9 points of Energy damage. for my parser (note there's two spaces between the : and 'you'. That puzzled me for about 30 mins over the weekend)
  14. Yup I guess it's a boost so. I never used it before today either. Altogether Enflame with 3 procs is about 5% of my damage. Weird that they never transferred given they work just fine in other pets / pseudopets.
  15. This seems accurate. Explains why my Parser is seeing them as "root level" procs rather than belonging to a pseudopet. I rolled an Ice/Traps/Earth/Teleport/Sorcery controller on Beta, slotted him up, logged a +0x8 Council Radio and parsed it and things don't seem that loopy with it. https://www.carnifax.org : UUID a0cbd14a-dbeb-4bfb-8b79-80932f43a6b8 and choose TechnoMage The bit we're interested in is Javelin Volley. I don't use Enflame but I can imagine this will annoy people. If we see more of these changes to Procs & Pseudopets I'll probably call it a day with Homecoming. Haven't spent ages making weird builds just to see them nerfed into the ground while Tanks get Stupid AoE Buffs and Blasters get nukes every 30 seconds. Edit : More Bugging Info. Spirit Ward drops every time you switch maps, whether it be a new map entirely or just jumping between floors. Annoying.
  16. Log files just tell you that there was a hit, but yes on a per enemy basis. Looks like they're triggering when each patch drops. I'm guessing either my sample size is too small or they aren't proccing in the actual dropped Pseudopets (or they use the same names so my parser wraps them into one). 2021-04-07 14:40:39 You Enflame the ground, setting it ablaze! 2021-04-07 14:40:39 You hit Nerva Spectral Daemon Lord with your Bombardment: Chance for Fire Damage for 56.07 points of Fire damage. 2021-04-07 14:40:39 You hit Nerva Spectral Daemon with your Bombardment: Chance for Fire Damage for 56.07 points of Fire damage. 2021-04-07 14:40:39 You hit Nerva Spectral Daemon with your Positron's Blast: Chance for Energy Damage for 72.9 points of Energy damage. 2021-04-07 14:40:51 Enflame: You hit Nerva Spectral Daemon Lord with your Enflame for 2.46 points of Fire damage. 2021-04-07 14:40:51 You hit Nerva Spectral Daemon with your Bombardment: Chance for Fire Damage for 56.07 points of Fire damage. 2021-04-07 14:40:51 You hit Nerva Spectral Daemon with your Positron's Blast: Chance for Energy Damage for 72.9 points of Energy damage. 2021-04-07 14:41:00 You Enflame the ground, setting it ablaze! 2021-04-07 14:41:00 You hit Nerva Spectral Daemon Lord with your Positron's Blast: Chance for Energy Damage for 72.9 points of Energy damage. chatlog 2021-04-07_sub.txt Which tallies with my Summary "summary" : { "Arcane Bolt" : { "name" : "Arcane Bolt", "value" : 312.08, "total" : 1443.3700000000003, "percent" : 21.621621621621617 }, "Bombardment: Chance for Fire Damage" : { "name" : "Bombardment: Chance for Fire Damage", "value" : 168.21, "total" : 1443.3700000000003, "percent" : 11.653976457872892 }, "Crushing Field" : { "name" : "Crushing Field", "value" : 22.049999999999997, "total" : 1443.3700000000003, "percent" : 1.527674816575098 }, "Enflame" : { "name" : "Enflame", "value" : 177.12, "total" : 1443.3700000000003, "percent" : 12.271281791917524 }, "Gravity Distortion" : { "name" : "Gravity Distortion", "value" : 58.5, "total" : 1443.3700000000003, "percent" : 4.053014819484955 }, "Lift" : { "name" : "Lift", "value" : 129.48, "total" : 1443.3700000000003, "percent" : 8.970672800460031 }, "Positron's Blast: Chance for Energy Damage" : { "name" : "Positron's Blast: Chance for Energy Damage", "value" : 218.70000000000002, "total" : 1443.3700000000003, "percent" : 15.152040017459138 }, "Propel" : { "name" : "Propel", "value" : 96.14, "total" : 1443.3700000000003, "percent" : 6.660800764876641 }, "Singularity" : { "name" : "Singularity", "value" : 261.09000000000003, "total" : 1443.3700000000003, "percent" : 18.088916909732085 }
  17. Well in the tiny 30 second combat I parsed Enflame with Posi & Bombardment accounted for 39% of my damage. 3 procs apiece. I think I triggered it just the once. I borked my "activations" parsing yesterday so I need to revisit my parser code and maybe start recording "casts" as well separately".
  18. Yup, if you've got a way of keeping things in place it's not bad. For something like Earth Control it could be very useful (melee pet + lots of locking into place + burn patches)
  19. *Columbo move* Oh, one last thing. RoP now has the weird ring thing lasting its entire duration. Is there a MinFX for this cos it needs it.
  20. It's pretty much a clone of Rad Melees Patch Pooper now. So it's not like your Damage Aura. It's basically an Irradiated Ground you plonk on someone else.
  21. Right. I've gone and tested these on various chars. Seem like Change for Changes Sakes, and lots of new weird bugs with it (one very good reason to Keep it Simple). Here's one combat on a Grav/Time with Sorcery respecced in vs a couple of Nerva ghosties. https://www.carnifax.org/rest/parser/get/2683fccf-3aa6-4cb8-8f86-4ae270886c9b/generate/combat_1617806397000_2021-04-07 14_39_57.0_Reverse the Polarity.txt/ Arcane Bolt : Animation is great. "Rando InstaRecharge" is weird but hey Double Damage sometimes. I assume you've considered the overall impact of this taking Containment into consideration? I'm getting better average damage than Lift. Spirit Ward : Not seeing why this changed at all. Now it's just a "Fire and forget" toggle rather than a "crap, I need to save someone" move. Also when you switch targets you get a weird sound loop. Enflame : Procs in here are wrong. They're not being associated with the Pseudopet as you'd expect based on procs in other damage. Instead they're based on when the toggle retriggers a new Fire Patch. Seems odd behaviour and inconsistant with other Patch powers. Other than that not a lot has changed here other than I can spam it way, way more. Rune of Protection : Again overengineered. Not allowing Recharge to be slotted into a power != Not allowing a power to be affected by recharge. My Fire/Nature has a recharge of 62 seconds \o/ Singy : Managed to knock *back* an enemy despite having a Sudden Impact in there. I'd imagine that'll piss people off. Still don't like the "pull" he does at all, disrupts my Grav/TA. So whatever stuff you did to change his Repelability seems to bork Sudden Impact occasionally (and SI is the well behaved kb2kd).
  22. I'd run the Blueside arc a couple of times, but over the last while on Reunion the Hounds have been running a Bring Out Yer Dead weekly team where we play the Abandoned Ones. The chars who got stuck, unplayed, somewhere along the line. Last time we did the blueside arcs, this week the Red side. Absolutely loved it, although it is chaotic as hell. They're easily strong enough & unique enough to be new TFs. Also I can has Ickle PP as a pet? kthxbye.
  23. The solution is to put the cool effect into a cool new power where it fits. Like I said originally Singy isn't a good fit for this effect specifically for this reason. It turns him into a Spawn Splitter. A placeable patch / pseudopet would be ideal, even if it's one spawned on top of your target (for example if you added it to Crushing Field or GDF the epicentre would be spawned on top of the target you fired it at). The only time this IS a good fit for Singy would be if everyone slotted him with KB2KD and you tend to resummon him in the middle of spawns a lot (because then you're using him as the "placeable patch / pseudopet" I described above). For anyone else he's more disruptive than he was.
  24. This is kind of going back to my Keep It Simple comment. What was the issue for Arcane Bolt? Answer : The DPA is shite. The solution is just to lower the animation and maybe raise the damage (if warranted). Not sure why it spun off into "Let's turn it into a mini-Water Jet" at all. Seems like a solution not designed for the problem. Was anyone complaining that they wanted Arcane to pop back immediately sometimes? (and, unlike Water Jet in a completely random way). Enflame : Same thing. I don't think a rework was needed on it to this level. Just play with the Damage, Recharge and AOE on what you have. Old concept was fine, but the figures were shit. So just adjust the figures. Ditto with the other powers in the set. Ward for me was fine. If it needed anything then maybe an animation / recharge reduction or increase in the Absorb amount. Changing how it works completely seems an odd decision. If you're eager to make new powers / mechanics then make new pools with powers with new mechanics.
  25. Hmmm. Bit of an overcomplex revamp. What ever happened to Keep It Simple, Stupid? Nice on the Arcane Bolt changes. Like that. Although the animation change would have been enough. Not sure on the Spirit Ward, personally I liked it as-is because it swung me around towards the person I wanted to heal (Nature). Not sure it needed much of a change other than maybe some figure tweaks. Is Enflame now a timed toggle that makes the target drop flame patches? I don't understand the change (personally I'd have gone the K.I.S.S. route here too and just played with Recharge, Radius and Burn time while keeping damage as-is). RoP, still meh. Essentially it's now an uber break free. For people using it like that in fact it's probably a bit overpowered now (2 min recharge means it'll basically be there whenever needed on squishies, rare you'd be mezzed more often than that on a squishy unless you're being hyper-aggressive).
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