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KaizenSoze

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Everything posted by KaizenSoze

  1. To specifically answer your question. I ran a Yin with a full team and looked at the logs. You will see X hit you with a buff or heal, but nothing about the amount of heal or buff. Many buffs don't even tell you who cast them like Fulcrum Shift. This is all that appears in the logs: 2024-06-05 14:46:58 The Fulcrum Shift has increased the damage of your attacks! Everything non-damage related is a hot mess and lacks a lot of detail.
  2. Good question. You *cannot* see other players *damage* stats, damage dealt, taken, or hit rolls. Some buffs might appear, especially autohit AOE buffs. You will see if they buff or heal you, defeat a mob, or are defeated. In general buff/heal/debuff logging are a hot mess and not tracked in the tool at the moment. I will keep your concern in mind. I have zero interest in creating something that is used to exclude players.
  3. I have been working on this for a few months. Allows you to parse and reviews log on your our machine.
  4. Detailed discussion of features for those that care and general data geeking. Pseudo pets There is often a disconnect between the power name that activates the power and the name of pseudo pet that does the damage. Also, activation and pets are logged with different formats. Examples: Chain Induction spawns up to four pseudo pets called Chain Induction Jump 1-4. Causes a lot of manual merging in the powers table to get valid accuracy and damage per activation or hit. Solution New file ./resources/pseudo_pets.csv Format: Activating power, Pseudo Pet name, Merged name. Changes both the name of the activating power and the damage pseudo pet to a common name. You can edit the file yourself, but you have to restart each time. Use %% to represent wildcards. Post to this thread if you need help. Damage Auras, which also applies to other some other powers that do an status effect and damage like Frozen Aura To reduce the number of messages sent from the server to the client damage aura have an annoying behavior if you are trying to parse logs. Only the initial hit roll is logged or if there is a miss, then the next hit is logged. All misses are logged. This causes damage auras to massively under report their hits causing accuracy to look horrible. Also, without accurate hits, damage per hit, is wrong. Solution New file ./resources/sim_hit_powers.csv Format: Power name and that primary damage type Damage is there to prevent double counting for powers that do two types of damage. A hit row is added for each damage row record to give a better representation of the accurate and damage per hit. You can edit the file yourself, but you have to restart each time. Use %% to represent wildcards. Post to this thread if you need help.
  5. First, I would like to thank @Carnifax for providing me the source code from their tool. This greatly sped up the initial development. Please, send any flowers to them first. What is this? A new tool for parsing City of Heroes log files for analysis. Also, it can generate a game overlay to show session statistics and power messages. Why should I use this instead of Carnifax's? If you like Carnifax's, please keep using it. This tool runs on your machine instead of Carnifax's site and has some different features. Important upgrade notes: I recommend installing the application in a new directory. 1.2 data is not compatible with 1.3 data, so don't copy the output directory over from the previous version. You will need to re-process your logs due to many database and structure changes. Use the directory parse option in the UI. Parsing takes no more than 3 seconds per file. New features for 1.3: Parser improvements Average power recharge column in Attack Power By Summary Role playing file - rp.txt - output directory A request feature to help role players pull out all the chat and emote messages out of the logs. Does about 80% work, but still includes a lot of non chat/emotes message, so as to not miss anything. Major new feature - game overlay I have run into a bug where the overlay only works if you are running the COH client in "Windowed" mode. It will take awhile to fix. What is a game overlay? It's an transparent window that sits on top of the COH client, which can display data that not available in the COH client. Examples, total session experience, total session influence. Display messages where you want, when powers recharge or are about to expire. Demo video - Trick Arrow/ Storm blast Defenders have a lot of long recharge powers. It's easy to miss when thing are recharged. This tool can alert you in a more visually obvious way that powers are available. This feature works, but is very heavy on manual configuration this release. Next release will include a UI to easy configuration. Please, reach out to me if you need help configuring the feature. Performance issues when there over 100K logs lines. Most players will not run into this issue, except farmers and storm blast builds. Features (screenshots below): Index page that lists all the logs you have parsed Total rewards, experience, mobs defeated General combat summary Attack summary by power DPS in intervals. See README for more details. Damage dealt by type Damage taken by type Damage taken by mob Damage taken by mob power Damage dealt by power or powers that damage a type of mob Game overlay How do I get started? README Download the zip from here. File: cyclops-1.3-beta.zip It's just a bit too big to attach to the post Unzip the file where every you want Window users can use cyclops.bat to start the application if you are just using the parser Or open a command line in the new directory and type: cyclops.exe Browse: http://127.1.1.1:11227 Overlay users can use overlay.bat, but it will fail unless you config it first. See README. Future work: Parsing performance Better error handling UIs for overlay configuration Bugs fixes, lots of bug fixes Depends on feedback I get Charts Timeline of major events, dps spikes, damage taken spikes, etc... Exporting Statistical improvements Log comparisons Geek stuff: Github page Tech used Rust language - first project so code quality is meh, but improving Sqlilte database Actix web server Tera templating HTMX for the UI Egui_overlay for the Overlay window Screenshots: Index page: Summary: Attack Summary By Power: Intervals, Damage dealt, taken by type and mob: Damage taken by mob and mob power: Damage dealt by power or mob:
  6. There are large cursors available as mods. Use this tool and search. I use the C group cursors.
  7. Good job Ston. One question. Does the Nemesis Vengeance appear to effect times?
  8. I see that you have Rune Of Protection, so when that's running your resists are extremely good. But the Achilles Heel of Banes/Crabs is the lack of DDR. And your positional defense is barely soft capped. One hit from any -defense and I am not sure how effective those resists will be. Since, as you said you'll be taking the alpha. Specific example would be CoT. You aggro the group at range, they will drop Earthquake on you, then Tar Patch, while the Earth casters will be hitting you with -16%+ defense.
  9. Definitely needs the stealth, but not critical hits. The Sentinel version just provides a +damage buff, instead of a critical.
  10. Also, Practiced Brawler stacks unlike most status defense, which are toggles.
  11. It's on the target widow. I believe it's on by default. It's right about the mob name.
  12. Advice for fighting AVs with Storm. Hurricane has a 25' radius and a -range debuff. Most melee attacks are under 10'. Keep an eye on the range indicator and stay as far back as you can. At least you can avoid melee attacks which are usually the highest damage. It's very unlikely AV damage will get changed anytime soon.
  13. When folks say Council and CoT are too hard now. Oh sweet summer child. You should have seen the first couple of iterations. CoT could spawn 4 mages in a single group. And usually they were all different types. Earthquake, Tar Patch, healing, mezes, and four different damage typed nukes. I got two shotted on my fully built Bane at 1x8 due to rapid recharging Bane and Night Widow LTs placate/crit hit powers As Shin says, the devs do listen.
  14. My suggestion if you have a tight budget is go ranged for now. Add more melee later. Huntsbanes are quite effective even on SOs.
  15. FREEM! checks against KB resistance first I believe, which only some armor sets provide. Then it checks KB mag protection. Which is why my Widows never get FREEM! even though they only have mag 10 KB protection. None of the KB protection IOs provide any resistance as far as I know.
  16. Less chance of getting hit with -defense and more buffer to absorb the -defense and still be ok. It's a bit tricky to find the right balance between melee and ranged on a Bane. I would suggest testing things on the beta server. So, you can respec at will. Here are my page 7 VEAT builds. Sometimes I lead with AOEs. If the mobs are getting packed together nicely, then sometimes I go in stealthed for a Crowd Control hit.
  17. I few suggestions You have no DDR as you said. So, maximize defense. IMO you have too few attacks below 20. If you run a Posi 1 or 2. You'll have three attacks period. Venom, Frag, and Wide Area Web nades all have mace versions now with page 7 Venom nade is a must have for any kind of Bane Wide Area Web Nade is amazing now. Huge radius and target cap Mace Beam Volley is still not good Mace Beam Blast is still lite damage, but 100% chance of KB. You should pick it or Frag nade, but not both. In general you should look over the powers as they have changed a bit in page 7 https://cod.uberguy.net/html/archetype.html?at=arachnos_soldier You need to decide if you are primary melee or ranged. You'll never use all your current attacks you in most play
  18. It's 20% rez chance for all Freakshow, except Super Stunners which rez 100% if someone is within 25'.
  19. Look at my own comment....
  20. Then hold the PP before it pops. Or pop some yellows and hit it with Psi damage. There are existing counters.
  21. I am conflict on this one, but I bet the percentage of players that have these unlock is under 10%. Maybe even 5%. They are fun TFs. But most players level right past them w/o realizing it. Katie's requires you to complete four contact arcs. You can cheat a bit and only have to do 2.5 if you manage your leveling. If you use flashback it still takes thirty mins plus solo, lots of escorts, and that mandatory 15 min timer in the last mission. Hess is easy, but Striga arc teams are rare. Probably less than 15 mins solo through flashback. Suggestion, auto unlock the task force for any player on the team that completes.
  22. I don't tend to proc lot, except dominate. Do what seems right to you.
  23. Both if you have space. I put Overwhelming Force KB->KD into TK, which leaves room for FF. That way you have a single target and AOE chance for FF. Though the proc rates aren't great, the power recharge is fast.
  24. I agree. Staff is underrated. The defense from Guarded Spin can be enhanced. The secondary effects from the staff forms can really help. Perfection of the Soul can provide up to 33% endurance discount. Plus the forum provide different damage types like Psi.
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