Is there a line to put in to make it show the "DPS" in addition to "damage done" and "% damage done"? Also, I second the suggestion of making big numbers esaier to read (1,xxx,xxx or 1k, 1m, etc).
Alright DPS can be calculated now. Not sure if the way time is being calculated will stay the way it is but for now I'm calculating by looking for a cast start event and using that as the start time indicator if the next action involves that spell. If there is no cast start event matching the current spellId (example instant spells, autoattack, or say a DOT ticks right after starting to cast), we then look at the time delta since the last action. If this is a spellId that we can get the cast time for we then look it up and if the time delta is greater than this cast time we use the cast time instead (if the spell cast time is instant or not a spell we can lookup we use 1.5 seconds as our cast time).
Hopefully that was coherent enough as I'm about to goto sleep and felt I was rambling while writing that paragraph.
Edit: The tag of relevance is cTime which is the total time for that group
Alright changed up handling of environmental and spells without sources to act like they came from a GUID with either the name of "EnvironmentalType (Environmental)" or "SpellName"
With r166 a mob that hit me appeared on Damage done, having only Mine, Party and Raid filters enabled.
Fall damage is being credited to "No One".
That's correct, when you filtered Mine, Part, and Raid that effects what events it processes not what data is being displayed. Because the mob was attacking you therefore it was processed (otherwise it couldn't calculate how much damage you take). If you want the view to be filtered to only show damage done by you, your party or your raid you have to edit the damage filter.
Fall damage being credited to "No One" is correct as well since "No One" did the damage.
Already has in it the ability to change how large numbers are displayed (though I did add that recently). Use the function Short() on the number being displayed. The filters got changed to this by default but you probably need to delete you old view filters all to get the new ones.
DPS can't be shown at the moment since not tracking combat time currently.
*) The config screen is somewhat confusing. Took me a while that one can shelf data modes to the right and that only those can be deleted. Also there is no way to sort data modes. For example I moved Damage to inactive, then moved it back and it appeared at the bottom of the list. There was no way to move it to the top of the list again.
Yeah, it needs work I just spent enough time on that it worked but not at full feature level
*) Tested on WotLK. Works surpisingly well. It does error on unimplemented combat log events, but that's expected. Specifically DK power gains (runic power) will cause a hiccup. Dropdown and scrollbars work fine.
Thats good!
One thing I wish I could do for Recount1 but is too much of a pain given the way its guts work is quality combatant retention code. What that means is this: Instead of writing complex deletion code later on, evaluate early on if a combatant is worth retaining. If yes, keep. If no don't even create any tables for it if at all possible.
Luckily will be extremely easy to do in Recount 2. Which due to how data is stored we only care about potential events that involves a GUID we are interested in so can keep a table of those GUID's if all we care about is events in my party/raid.The goal is to make the collection as light as possible, preferably with user control over what to even keep. Then on what is kept one can apply view filtering.
Basically this suggests two types of filters: view based, and collection based.
This is tricky because for some things that are relevant one cannot find useful unitids. I think as a first iteration filters that basically based on combatlog filter bits (player/npc, friendly/hostile, grouped/ungrouped, etc) would be good enough for a lot of stuff. Certainly filtering for grouped to be present on either source or target in a combat log event is easy enough.
Pretty much how I'm thinking. First thing I aim to do is add in View filtering by Self/Pet/Party/Raid/Others. Then follow it up with you being able to select those as well for even processing events as well as being able to exclude certain types of events from even being processed (maybe you only care about healing and not damage/misses so those events can be removed from the event table).
Then look at how I can make it easy to add extensions like Interrupts.
I miss a dps module, and the ability to only show players, right now I get everyone and their momma on Recount2, the filtering options don't seem to include "Just me and my party/raid".
Should say those errors I believe are fixed in the branch. I've just been wanting to finish the view config window before bringing the branch over to trunk again.
Elsia, btw the new sync code needs heal corrections added otherwise healing is going to be double counted in cases. Otherwise I should say it looks fine to me the sync code from a quick glance.
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Alright DPS can be calculated now. Not sure if the way time is being calculated will stay the way it is but for now I'm calculating by looking for a cast start event and using that as the start time indicator if the next action involves that spell. If there is no cast start event matching the current spellId (example instant spells, autoattack, or say a DOT ticks right after starting to cast), we then look at the time delta since the last action. If this is a spellId that we can get the cast time for we then look it up and if the time delta is greater than this cast time we use the cast time instead (if the spell cast time is instant or not a spell we can lookup we use 1.5 seconds as our cast time).
Hopefully that was coherent enough as I'm about to goto sleep and felt I was rambling while writing that paragraph.
Edit: The tag of relevance is cTime which is the total time for that group
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That's correct, when you filtered Mine, Part, and Raid that effects what events it processes not what data is being displayed. Because the mob was attacking you therefore it was processed (otherwise it couldn't calculate how much damage you take). If you want the view to be filtered to only show damage done by you, your party or your raid you have to edit the damage filter.
Fall damage being credited to "No One" is correct as well since "No One" did the damage.
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DPS can't be shown at the moment since not tracking combat time currently.
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I'm curious on CPU usage in a raid situation compared to Recount if anyone can get me some figures.
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Adds tracking of affiliation and reaction and can filter by them.
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Yeah, it needs work I just spent enough time on that it worked but not at full feature level
Thats good!
Luckily will be extremely easy to do in Recount 2. Which due to how data is stored we only care about potential events that involves a GUID we are interested in so can keep a table of those GUID's if all we care about is events in my party/raid.The goal is to make the collection as light as possible, preferably with user control over what to even keep. Then on what is kept one can apply view filtering.
Pretty much how I'm thinking. First thing I aim to do is add in View filtering by Self/Pet/Party/Raid/Others. Then follow it up with you being able to select those as well for even processing events as well as being able to exclude certain types of events from even being processed (maybe you only care about healing and not damage/misses so those events can be removed from the event table).
Then look at how I can make it easy to add extensions like Interrupts.
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Ah, yes forgot about that one!
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Probably, the module system for Recount 2 isn't fully decided on yet.
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Ace 3
Edit: BTW should say I've been busy with work so updates coming along a little slow recently.
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Recount only ever shows effective healing. It has no way to show total healing that includes overhealing.
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