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Battle Buddy, your HentaiVerse companion, How else does Chuck Norris play HentaiVerse? (current: v.2.1.8) |
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Sep 8 2009, 06:33
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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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.jsNow track how many attacks do 0 damage. =)
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Sep 8 2009, 06:37
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gillian
Group: Gold Star Club
Posts: 228
Joined: 20-December 08

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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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Sep 8 2009, 06:41
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masquepiph
Group: Gold Star Club
Posts: 6,823
Joined: 23-February 07

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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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Sep 8 2009, 06:48
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gillian
Group: Gold Star Club
Posts: 228
Joined: 20-December 08

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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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Sep 8 2009, 06:57
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masquepiph
Group: Gold Star Club
Posts: 6,823
Joined: 23-February 07

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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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Sep 8 2009, 06:59
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gillian
Group: Gold Star Club
Posts: 228
Joined: 20-December 08

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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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Sep 8 2009, 07:04
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tenkicks
Group: Members
Posts: 141
Joined: 2-July 09

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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.jsWorks great, mate. Makes fights a lot more clear at a glance. Thanks a bunch for the update.
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Sep 8 2009, 07:37
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Sonic
Group: Catgirl Camarilla
Posts: 4,686
Joined: 16-November 07

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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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Sep 8 2009, 07:39
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icetea101
Group: Members
Posts: 251
Joined: 31-January 09

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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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Sep 8 2009, 07:52
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gillian
Group: Gold Star Club
Posts: 228
Joined: 20-December 08

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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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Sep 8 2009, 07:54
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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that would be awesome, i've been lookin forward to that. thanks to both of you.
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Sep 8 2009, 08:07
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icetea101
Group: Members
Posts: 251
Joined: 31-January 09

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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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Sep 8 2009, 23:47
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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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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Sep 8 2009, 23:49
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PandAGruel
Group: Gold Star Club
Posts: 155
Joined: 14-July 09

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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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Sep 9 2009, 01:30
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Seeker4015
Newcomer
  Group: Members
Posts: 55
Joined: 20-April 08

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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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Sep 9 2009, 03:04
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PandAGruel
Group: Gold Star Club
Posts: 155
Joined: 14-July 09

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one other: add counter for arena as it done for grindfest
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Sep 9 2009, 08:48
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icetea101
Group: Members
Posts: 251
Joined: 31-January 09

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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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Sep 9 2009, 19:25
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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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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Sep 9 2009, 19:51
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Thanos008
Group: Gold Star Club
Posts: 2,017
Joined: 28-May 09

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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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Sep 9 2009, 20:11
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lolzerznijmniewdupe
Group: Members
Posts: 278
Joined: 9-July 08

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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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