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> Battle Buddy, your HentaiVerse companion, How else does Chuck Norris play HentaiVerse? (current: v.2.1.8)

 
post Sep 8 2009, 06:33
Post #181
grumpymal



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QUOTE(gillian @ Sep 8 2009, 00:08) *

@Seeker4015 great suggestion on the round counter.

Grab the latest script. Changes:

- 0 damage now displayed in gray
- current arena/grindfest round displayed at the top, beside the action sequence bar

[static.dekandustry.com] http://static.dekandustry.com/release/battle_buddy.user.js

Now track how many attacks do 0 damage. =)
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post Sep 8 2009, 06:37
Post #182
gillian



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QUOTE(Sonic @ Sep 7 2009, 21:17) *

There is still a difference between dodge, evade, block and parry for stats sake. Your primary attributes control the dodge rate. The evade is calculated solely on equipment (and auras), same for block and parry.


For example, would you say your parry rate is:

#parrys / #monster_physical_attack_attempts

?

Because the script doesn't attempt to do any calculations based on your stats (that's the Equipment window). It only reads the battle log and does simple counting. Right now it doesn't differentiate between physical and magic monster attack attempts, so the stats are skewed. Really only trust the block and total overall "not getting hit" rate.
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post Sep 8 2009, 06:41
Post #183
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QUOTE(gillian @ Sep 8 2009, 00:37) *

For example, would you say your parry rate is:

#parrys / #monster_physical_attack_attempts

?

Because the script doesn't attempt to do any calculations based on your stats (that's the Equipment window). It only reads the battle log and does simple counting. Right now it doesn't differentiate between physical and magic monster attack attempts, so the stats are skewed. Really only trust the block and total overall "not getting hit" rate.


Don't think it would be that simple. We need to know which is calculated first, evade, parry, or block, and go from there. If, for example, block is calculated first, a blocked attack has no bearing on your calculated parry chance.

So parry chance = #parried attacks / #attacks that make it past previous defenses

I think.

I'll take a look at this again when it's not late at night.

This post has been edited by DemonEyesBob: Sep 8 2009, 06:47
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post Sep 8 2009, 06:48
Post #184
gillian



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QUOTE(DemonEyesBob @ Sep 7 2009, 21:41) *

Don't think it would be that simple. We need to know which is calculated first, evade, parry, or block, and go from there. If, for example, block is calculated first, a blocked attack has no bearing on your calculated parry chance.


I don't think we're on the same page here. These statistics are meant to be a breakdown of what happened in the battle. I understand that calculating from actual game mechanics would be much more accurate but that's already done for you - in the equipment window. I want to show you that you didn't get hit, and why. That's all.
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post Sep 8 2009, 06:57
Post #185
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QUOTE(gillian @ Sep 8 2009, 00:48) *

I don't think we're on the same page here. These statistics are meant to be a breakdown of what happened in the battle. I understand that calculating from actual game mechanics would be much more accurate but that's already done for you - in the equipment window. I want to show you that you didn't get hit, and why. That's all.

Ahhhh. LoL. I love over-complicating things XD

Actually, I think what you're calculating is closer to what's in the equipment window than what I'm trying to calculate, funny enough. You're looking for the raw "if i didn't get hit, it was because of <insert reason>", which I think is going to be much closer to the equipment screen stat than what I was explaining before. Now I kinda want both numbers lol

Ask Sonic what you should do ;)

This post has been edited by DemonEyesBob: Sep 8 2009, 07:00
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post Sep 8 2009, 06:59
Post #186
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I would be more interested in the actual mechanics first, like as you mentioned, which defensive "measure" occurs first (IMG:[invalid] style_emoticons/default/tongue.gif)

I think once this information is in the wiki, someone is bound to make something more accurate. (IMG:[invalid] style_emoticons/default/smile.gif)
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post Sep 8 2009, 07:04
Post #187
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QUOTE(gillian @ Sep 8 2009, 14:08) *

@Seeker4015 great suggestion on the round counter.

Grab the latest script. Changes:

- 0 damage now displayed in gray
- current arena/grindfest round displayed at the top, beside the action sequence bar

[static.dekandustry.com] http://static.dekandustry.com/release/battle_buddy.user.js

Works great, mate. Makes fights a lot more clear at a glance. Thanks a bunch for the update.
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post Sep 8 2009, 07:37
Post #188
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My educated guess would be dodge, evade, block, parry. As such, parry would be how many parries to how many physical hits you take. Block would be how many blocks to parry/hits, etc. Your issue with parry is that certain spells by mobs are still physical like peck. Although this can be noticed by the smashing/slashing/piercing damage type.

I'm only making this guess since in the array before we saw the nice formatted output, the order was evade, block, parry. I'm assuming dodge (stats) goes first simply because that was there first.

If you want to be on the safe side, sum up all the dodge/evade/blocks/parry and just call it evasion and put a note that it includes all 4. After all, if I have a Derived Stat Dodge of 12%, Evade of 10%, Block of 20% and Parry of 5%, my overall chance of canceling a physical attack should be 39.8% I think?
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post Sep 8 2009, 07:39
Post #189
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annnnd finally. I did some porting of my stat tracker stuff into battle buddy. Monster kill list and item drops (seperated by equipment and other) They are both reset by the reset stat button on the stat page

(IMG:[img6.imageshack.us] http://img6.imageshack.us/img6/1677/stat2.jpg)
(terrible table formatting, but at least you can see what numbers go to which monster)
(IMG:[img7.imageshack.us] http://img7.imageshack.us/img7/4402/stat1a.jpg)


My code went all over the place, mostly because i followed gillian's so it would be saved to a cookie. i inserted my code into gillian's latest release to make things simplier. but if you want to extract what i did i made comments like this to indicate where i made changes or additions

//icetea
code added/changed here
//

the forums dont allow the javascript files so it all goes into a txt file.

@gillian maybe you can wrap it up nicely in your next release (IMG:[invalid] style_emoticons/default/smile.gif)
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post Sep 8 2009, 07:52
Post #190
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QUOTE(icetea101 @ Sep 7 2009, 22:39) *

@gillian maybe you can wrap it up nicely in your next release (IMG:[invalid] style_emoticons/default/smile.gif)


I knew making the menu a tabbed interface would pay off, thanks for the additions (IMG:[invalid] style_emoticons/default/smile.gif)

I'll look at the code sometime over the next few days and see about rolling the changes into the next release. Cheers!
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post Sep 8 2009, 07:54
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that would be awesome, i've been lookin forward to that. thanks to both of you.
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post Sep 8 2009, 08:07
Post #192
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QUOTE(gillian @ Sep 7 2009, 22:52) *

I knew making the menu a tabbed interface would pay off, thanks for the additions (IMG:[invalid] style_emoticons/default/smile.gif)

I'll look at the code sometime over the next few days and see about rolling the changes into the next release. Cheers!


cool, ill be thinking of other stuff to add. if you need some help with stuff in the code let me know i'd be happy to help (IMG:[invalid] style_emoticons/default/biggrin.gif)


and i just noticed that i used the wrong var to count equipment drops. i used the one that gets cleared so it says 0/ 2 equips found but still lists both

This post has been edited by icetea101: Sep 8 2009, 08:39
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post Sep 8 2009, 23:47
Post #193
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So aside from possibly proficiency tracking and icetea's item and genocide lists, what other things have you got planned for the next major update, gillian?
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post Sep 8 2009, 23:49
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QUOTE(icetea101 @ Sep 8 2009, 08:07) *

cool, ill be thinking of other stuff to add. if you need some help with stuff in the code let me know i'd be happy to help (IMG:[invalid] style_emoticons/default/biggrin.gif)
and i just noticed that i used the wrong var to count equipment drops. i used the one that gets cleared so it says 0/ 2 equips found but still lists both

so now you work in a pair?) that's great
i think your further additions will be puplished in that topic?
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post Sep 9 2009, 01:30
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Gonna throw out another suggestion. Can you add an option with a ticbox in the settings to overlay the monster letters with numbers? Dunno about everyone else, but when there's 9 things on my screen, I hit the wrong thing first.
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post Sep 9 2009, 03:04
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one other: add counter for arena as it done for grindfest
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post Sep 9 2009, 08:48
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QUOTE(cmal @ Sep 8 2009, 14:47) *

So aside from possibly proficiency tracking and icetea's item and genocide lists, what other things have you got planned for the next major update, gillian?


im thinking of doing an additional stats page, that will have the more detailed stuff instead of just %s


QUOTE(PandAGruel @ Sep 8 2009, 14:49) *

so now you work in a pair?) that's great
i think your further additions will be puplished in that topic?


he's still doing his own thing, im just offering assistance if necessary
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post Sep 9 2009, 19:25
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Went ahead and added zero damage tracking myself, quick and easy. It generates statistics based on monster hits that land, rather than all monster attempts, and doesn't differentiate between spells or normal attacks. I commented next to each item I added, so it'd be pretty easy to find the new lines. Text file since that's what's allowed as attachment.

This post has been edited by cmal: Sep 9 2009, 19:26
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post Sep 9 2009, 19:51
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QUOTE(PandAGruel @ Sep 8 2009, 18:04) *
one other: add counter for arena as it done for grindfest
YES!!!
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post Sep 9 2009, 20:11
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QUOTE(Thanos008 @ Sep 9 2009, 19:51) *

YES!!!


Ummm..... My attention span allows me to remember on which round of a challenge I am just by looking at the log when the battle starts. Sure, it can be useful for people who don't bother with keeping track of things and just storm through grindfest or a challenge... Still, I see it as a rather pointless addition and am glad gillian keeps his code so well commented so I can disable those counters.
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