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Everything posted by Carnifax
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Visualize City of Heroes Logfiles
Carnifax replied to valcryst81's topic in Tools, Utilities & Downloads
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. -
Visualize City of Heroes Logfiles
Carnifax replied to valcryst81's topic in Tools, Utilities & Downloads
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. -
Wormhole + Stupefy : Chance for KB, breaks the teleport aspect.
Carnifax replied to icepir8's topic in Bug Reports
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. -
Focused Feedback: Pool Powerset Revamp: Sorcery
Carnifax replied to Arcanum's topic in [Open Beta] Focused Feedback
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). -
Focused Feedback: Power Changes (Release Candidates)
Carnifax replied to Arcanum's topic in [Open Beta] Focused Feedback
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. -
Forming Teams :: is it too scary to lead/recuit?
Carnifax replied to UltraAlt's topic in General Discussion
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. -
Focused Feedback: Pool Powerset Revamp: Sorcery
Carnifax replied to Arcanum's topic in [Open Beta] Focused Feedback
^ 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. -
Focused Feedback: Pool Powerset Revamp: Sorcery
Carnifax replied to Arcanum's topic in [Open Beta] Focused Feedback
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) -
Focused Feedback: Pool Powerset Revamp: Sorcery
Carnifax replied to Arcanum's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Pool Powerset Revamp: Sorcery
Carnifax replied to Arcanum's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Pool Powerset Revamp: Sorcery
Carnifax replied to Arcanum's topic in [Open Beta] Focused Feedback
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 } -
Focused Feedback: Pool Powerset Revamp: Sorcery
Carnifax replied to Arcanum's topic in [Open Beta] Focused Feedback
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". -
Focused Feedback: Pool Powerset Revamp: Sorcery
Carnifax replied to Arcanum's topic in [Open Beta] Focused Feedback
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) -
Focused Feedback: Pool Powerset Revamp: Sorcery
Carnifax replied to Arcanum's topic in [Open Beta] Focused Feedback
*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. -
Focused Feedback: Pool Powerset Revamp: Sorcery
Carnifax replied to Arcanum's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Pool Powerset Revamp: Sorcery
Carnifax replied to Arcanum's topic in [Open Beta] Focused Feedback
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). -
Dev Diary - Piecemeal's Workshop of Horrors
Carnifax replied to Piecemeal's topic in Developer's Corner
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. -
Focused Feedback: Power Changes (Release Candidates)
Carnifax replied to Arcanum's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Pool Powerset Revamp: Sorcery
Carnifax replied to Arcanum's topic in [Open Beta] Focused Feedback
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. -
Focused Feedback: Pool Powerset Revamp: Sorcery
Carnifax replied to Arcanum's topic in [Open Beta] Focused Feedback
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). -
You're very welcome. Thank *you* for the Brunker builds. I love my Fire/Claws Giant Flaming Chicken. Spin is a silly power on Tanks.
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Updated again. I'd managed to miss DoT effects which I only noticed when Frost and Freezing Touch were strangely missing from the Damage section of a parse of my Ice Scrapper. Those are there now. All Data sections now split Damage into damageTotal, damage and damageOverTime. damageTotal = damage + damageOverTime. I thought this was neat because it gives you a breakdown of "immediate" damage versus damage over time. Thinking about storing "Activations" in the JSON, then you could figure out a powers average damage per activation and tell how much DoT a power "wastes" on dead things. Added CombatStart and CombatEnd. I've defined those as "the first time I did damage" and "the last time I did damage". Calculating combatDuration (in seconds) based off those Added totalInf, totalXP and quick and dirty calculates for damagePerCombatSecond, infPerCombatSecond and xpPerCombatSecond. Removed the dps node entirely from the in-browser view cos the figures don't make a lot of sense. However they (and Power Instance nodes) are available if you download a summary. And again Added Pseudopet Hit, Miss and Damage Over Time. Refactored filenames so they sort naturally and allow full names again. Added "Unknown" combat sessions for when we can't see a "start session" string. This last change involved refactoring filenames so older uploads were deleted on the server.
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Hi folks. I'm not here to contribute. but to scrounge data (and not to derail). I done wrote this over the last few days : Now I know things are being calculated wonky but to figure out why data always helps. So if you've got a Log file synced with a Pylon run, or if you wanna run one (use /local STARTPARSE and /local ENDPARSE) and upload it to this tool. Then PM me with the UUID and what you calculated your DPS as and hopefully it'll help tweak / fix. We now return you to your regular broadcast.
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WARNING : This is Alpha Code. Things will refuse to upload sometimes and sometimes things will be wrong Ahem. Now we have that out of the way. I've spent the last few days working on a Java Parser for Log files and a simple webservice which lets you use it. You can find it here. https://www.carnifax.org Instructions: 1: Click "Choose File" and find your City of Heroes log file for a given day. Try and pick smaller files as at the moment the Uploader is a bit crap (working on it) 2: Click "Upload" 3: Wait a while. The tier of AWS I'm currently using seems a bit underpowered and slow and things take a while to upload. 4: Choose a Combat Session to parse 5: Browse the resulting JSON Object in the Viewer to see the various things harvested from your CombatLog. You can also, if you copied it down, use the Retrieve by UUID to find a previous job and rerun Combat Sessions and download previously generated summaries. Remember you need to have logging switched on ingame (/logchat will stop/start it). Also go to your ingame Combat tab, right-click it and add all the Pet tabs in there. A lot of powers actually put things in Pet Channels rather than damage, healing etc. Known Issues. The uploader seems slow to me. To the point that sometimes it craps out entirely. I'm working on various options. Figures may be all over the shop. Again I'm working on it. Index Page is NOT pretty. I was in a hurry to get a minimum viable up and running. Anyone with suggestions about easy to set up frontend frameworks which don't involve me learning a whole load of new crap, send them on. I went the route of HTML + Javascript + CSS just cos it's quick and dirty. DPS figures don't match Total / combatDuration for some reason. "Hits" in powers / subPowers is off. Since Power damage includes all subpowers then Hits should too (or the other way around) Additional of new, initial session means there are very small "Unknown" combat session logs from between game start and the "Welcome to City of Heroes" being shown. How does it work? The Logger has two phases. File Parsing and Combat Parsing. File Parsing takes one Log file and splits it into Global Channel and Combat Session logs on my server. I then delete the Global ones (cos I don't care about those). Combat Parsing takes a Combat Session log file and generates a summary JSON object from it by whizzing through it, capturing various types of lines, like Damage Dealt, pulling out interesting bits from each line (like what Power did it, what Type it was and how much it was for) and storing them inside objects. Once complete the Object generates some summaries and then writes the entire object to a summary file to view / download. What the hell is a "Combat Session"? A combat session is just a subsection of the full log file. The system starts one for every new Character log in (based on the "Welcome to City of Heroes" message it shows as you load in). You can also control sessions by saying things in the Local channel ingame : /local STARTPARSE $name will make the Parser split into a new session when it reads this /local ENDPARSE Will stop parsing until a new Start condition is hit (you alt or you do a /local STARTPARSE). These let you control exactly when to stop / start logging. I downloaded one and it's bloody huge. What gives? Downloaded summary_*.json files are more verbose than the Displayed version (because the Browser Viewer was struggling). They include Instance nodes for each time a power triggers, inside the Powers section. They also include a second by second breakdown of DPS at that point in time inside the DPS section. Your figures are arseways and you should feel bad. Very likely. This was written over the last 4 days, and for periods of those days I was full of various intoxicants (Bank Holiday Weekend and all). At least some of the parser part was written while 3 Rums in. But the point of releasing this is so people can tell me what's arseways and (hopefully) why. How do we know you're not harvesting ChatLogs for evil? Well it'll only parse what you send. I am storing the chatlogs on the server but I don't care about them and will start deleting them in the next release. Like anything on d'internet don't send anything if you're not sure. Why is it online? I'm mainly a backend and web Java developer. I don't do Client stuff and I don't like Java on clients anyway given their patch record. The Parser code is on GitHub so if you want to see how that part works you can download it, build it and run it locally on your machine. The "FileMain" class parses an entire City of Heroes log into seperate summaries for you. https://github.com/Jonfon0/cohcombatparser This is also why there is a CombatParser project / jar and a seperate one for my webservices. There's nothing showing me XP or Inf or Drops That'll be in the next version. Those aren't too difficult to monitor overall so it shouldn't take long. What's next For the moment I'll be working on the backend. Improving the infrastructure, making it quicker to upload files and improving the parser. The webpage provided is just a proof of concept. In theory a frontend developer could write their own which just calls my services and shows pretty things like graphs etc. My main initial focus is finishing off these parts, adding new Services like "retrieval one of my older uploads based on a UUID or my history". Ideally we'd end up with something where you could just ping someone a link so they could see the parsed data. I'd also love to have the ability to link with other CoH Tools and Utilities and maybe even a thin desktop client eventually but baby steps. ChangeLog 05/04/2021 : Added Total XP and Inf tracking. Added pseudopet healing. Added CombatStart and CombatEnd. Normalized some fieldnames and removed some additional unneeded output. 06/04/2021 : Added DamageOverTime, totalDamage. Added Pseudopet Hit, Miss and Damage Over Time. Refactored filenames so they sort naturally and allow full names again. Added "Unknown" combat sessions for when we can't see a "start session" string.
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Focused Feedback: Power Changes (Release Candidates)
Carnifax replied to Arcanum's topic in [Open Beta] Focused Feedback
Should be pretty much the same thing really. Both spawn an entity with an aura power. It's just that with the pet it's not invisible, unkillable and has a Kill after X seconds and is immobile (I've seen spirit trees "forget" the immob part and start moving around. It's creepy!)