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03-11-2016, 10:31 PM
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The Indomitable
Forum posts: 11
File comments: 86
Uploads: 4
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Quote:
I continue working on the french translation, slowly ^^
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Slow is always better
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04-20-2016, 11:03 AM
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The Wary
Forum posts: 0
File comments: 7
Uploads: 0
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Values missing
Ran some test runs, looked at the 3 hit sections all values was present in the tree sections. Decided to save log (only one run) later loaded saved file, and observe that The average hit, max hit and min hit is missing from the normal/Critical/Devastate Hits sections
TY for a really useful plugin
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04-20-2016, 11:26 AM
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The Indomitable
Forum posts: 11
File comments: 86
Uploads: 4
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Re: Values missing
Quote:
Ran some test runs, looked at the 3 hit sections all values was present in the tree sections. Decided to save log (only one run) later loaded saved file, and observe that The average hit, max hit and min hit is missing from the normal/Critical/Devastate Hits sections
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TY IŽll look into this!
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05-30-2016, 06:42 PM
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The Indomitable
Forum posts: 11
File comments: 86
Uploads: 4
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Re: Values missing
Quote:
Ran some test runs, looked at the 3 hit sections all values was present in the tree sections. Decided to save log (only one run) later loaded saved file, and observe that The average hit, max hit and min hit is missing from the normal/Critical/Devastate Hits sections
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I finally had time to look into this. Evendale did not choose to have a comprehensive data object. He made two data objects, combat and summary stats. I may see a way forward creating a new combined data object to send to the DataStorage object. This is a very complicated change to the code. The last time I contacted Evendale, he indicated that he is willing to consult on the project. I'll drop him a line and see what suggestions he has to solve this problem.
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06-06-2016, 09:45 AM
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The Wary
Forum posts: 0
File comments: 16
Uploads: 1
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Thank-you
Thank-you once again for all of the work done by the author and contributing authors of this awesome plugin!
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06-06-2016, 04:27 PM
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The Indomitable
Forum posts: 11
File comments: 86
Uploads: 4
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Re: Thank-you
Quote:
Thank-you once again for all of the work done by the author and contributing authors of this awesome plugin!
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And thank you for your code contributions hd!
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06-08-2016, 08:53 AM
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The Wary
Forum posts: 0
File comments: 1
Uploads: 0
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I had a bug that gave me this error:
...ine\Plugins\CombatAnalysis\Menu\GeneralMenuPane l.lua:155: attempt to index field 'settings' (a nil value)
here is the line of code in question:
self.largeFont:SetChecked( _G.settings.largeFont );
removing the parameter "_G.settings.largeFont" seem to have fixed it but I wanted to report it to you anyway.
Goodbye.
Last edited by God of Creation : 06-08-2016 at 08:54 AM.
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06-09-2016, 10:11 AM
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The Wary
Forum posts: 2
File comments: 15
Uploads: 0
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Won't load after updating to 4.7.0
Getting the following errors:
Code:
...ine\Plugins\CombatAnalysis\Menu\GeneralMenuPanel.lua:155: attempt to index field 'settings' (a nil value)
...ings Online\Plugins\CombatAnalysis\Menu\__init__.lua:41: Failed to import package "CombatAnalysis.Menu.Menu".
... of the Rings Online\Plugins\CombatAnalysis\Main.lua:39: Failed to import package "CombatAnalysis.Menu".
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06-09-2016, 12:19 PM
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The Indomitable
Forum posts: 11
File comments: 86
Uploads: 4
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Re: Won't load after updating to 4.7.0
Quote:
Getting the following errors:
Code:
...ine\Plugins\CombatAnalysis\Menu\GeneralMenuPanel.lua:155: attempt to index field 'settings' (a nil value)
...ings Online\Plugins\CombatAnalysis\Menu\__init__.lua:41: Failed to import package "CombatAnalysis.Menu.Menu".
... of the Rings Online\Plugins\CombatAnalysis\Main.lua:39: Failed to import package "CombatAnalysis.Menu".
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I can't duplicate this crash.
Last edited by gjpc : 06-09-2016 at 12:57 PM.
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06-09-2016, 12:41 PM
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The Indomitable
Forum posts: 11
File comments: 86
Uploads: 4
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Re: Re: Won't load after updating to 4.7.0
Fade2gray & God of creation.
I cannot duplicate this crash.
Please give me more details.
Anyone else seeing this problem?
Just finished checking on an OSX client works fine on there too.
Last edited by gjpc : 06-09-2016 at 01:34 PM.
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06-09-2016, 11:20 PM
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The Undying
Forum posts: 202
File comments: 458
Uploads: 20
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Unload the plugin, delete your .plugindata files, and reload it. Then you'll see the error.
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06-10-2016, 11:30 AM
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The Indomitable
Forum posts: 11
File comments: 86
Uploads: 4
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Quote:
Unload the plugin, delete your .plugindata files, and reload it. Then you'll see the error.
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Many thanks Thurallor!
The bug fix is in 4.7.1 now released. LUA certainly has many chicken & eggs!
Last edited by gjpc : 06-10-2016 at 12:26 PM.
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08-09-2016, 09:43 AM
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The Wary
Forum posts: 0
File comments: 14
Uploads: 2
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Resist & Full/Partial BPE damage reduction
Hi!
For quite long time, I have been wishing to get approximations of how much damage was avoided by BPE and resist. I have planned to implement it to CA, as well as considering to write my own version of CA to support this.
Correct me if I'm wrong, but CA stores hits as records, where you have cumulative damage (by damage type) as well as counters for different attack results (full hit, partial avoid, resist). From this information, it is possible to estimate the effectiveness of full avoids, right? You compute the average damage per strike, and multiply it with fully avoided attacks:
AvgStrikeDmg = TotDamageSum / FullHitCount
AvoidedDamage = AvgStrikeDmg * (FullBPECount + FullResist)
But partials are different story. Now, as long as I know, CA does not store the information about damage received from partials. Would it be possible to add partial damage sum to CA record, for each partial types (block/parry/evade)? This way you could estimate the effectiveness of your partials:
AvgStrikeDmg = TotDamageSum / FullHitCount
AvgPartialDmg = PartialDamageSum / PartialCounter
AvoidedDamage = (AvgStrikeDmg - AvgPartialDmg) * PartialCounter
Of course, adding partial damage sum to record would affect to equations. You would need to compute average damage of full hits, and then use it to estimate avoided damage:
AvgFullDmg = (TotalDamageSum - PartialDamageSum) / FullHitCount
AvgPartialDmg = PartialDamageSum / PartialCounter
FullAvoidedDmg = AvgFullDmg * (BPECounter + ResistCounter)
PartialAvoidedDmg = (AvgFullDmg - AvgPartialDmg) * PartialCounter
This would be very useful especially for tanks to evaluate their BPE & resist effectiveness, but it would be good for other classes, too. For example, Hunters might be able to analyze if ranged BPE debuff legacies would be good when seeing the total loss of DPS due partials. Another example is the discussion about BPE on healing Minstrel:
https://www.lotro.com/forums/showthr...66#post7640566
Last edited by MaKo : 08-09-2016 at 09:57 AM.
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08-09-2016, 10:27 AM
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The Indomitable
Forum posts: 11
File comments: 86
Uploads: 4
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Re: Resist & Full/Partial BPE damage reduction
Quote:
Correct me if I'm wrong, but CA stores hits as records, where you have cumulative damage (by damage type) as well as counters for different attack results (full hit, partial avoid, resist). From this information, it is possible to estimate the effectiveness of full avoids, right? You compute the average damage per strike, and multiply it with fully avoided attacks:
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More stats on avoidance sounds terrifically useful. I placed the code into Github so we are all free to work on CA as a team. This way great ideas like yours won't have users choosing which flavor of CA they use. Please make yourself a free Github account and fork CA here.
If you never used Github before, there are a wide range of tutorials and videos for every OS. Forking and pushing your changes is not all that complicated and worth the learning curve, honest!
I suggest you study the 4.4.7 updates that added the damage categories to CA. I'll study this a bit more but for now I feel the data work is mostly in the Data/SummaryData/StandardSummaryData.lua.
Once we have the data sorted out, we can modify the panels the best way we see fit.
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09-14-2016, 08:22 AM
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The Undefeated
Forum posts: 5
File comments: 27
Uploads: 3
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Not get the "send to chat" button anywhere on the interface as per the pics above... any ideas?
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