Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Possible to include % of total healing in "Send Parse to EQ" for Healing Done? Tank Mitigation appearance changes? #68

Open
DoubleStuffin opened this issue Jan 3, 2023 · 6 comments
Labels
enhancement New feature or request

Comments

@DoubleStuffin
Copy link

Its a pretty succinct parse/report as is, just thinking % of total would add context for when a top few are reported in raids or groups. Or a toggle box for what gets reported data-column wise for a send to game parse?

@kauffman12 kauffman12 added the enhancement New feature or request label Jan 5, 2023
@DoubleStuffin
Copy link
Author

DoubleStuffin commented Jan 12, 2023

Or possible within tanking breakdowns to see in ( )'s next to riposte/parry/dodge/block values a % of incoming attacks that were stopped in that way? Within the program itself, not for linking ingame

Its something gamparse offers and allows tanks to see how close to the Strikethrough cap they are for current content, or how much H stat they need to push certain swings off the table (More ripostes vs parries etc) Crazy goldmine of info here:
https://forums.daybreakgames.com/eq/index.php?threads/raid-boss-strikethrough-or-not.280822/page-7#post-4179020

@DoubleStuffin DoubleStuffin changed the title Possible to include % of total healing in "Send Parse to EQ" for Healing Done? Possible to include % of total healing in "Send Parse to EQ" for Healing Done? Tank Mitigation appearance changes? Jan 12, 2023
@kauffman12
Copy link
Owner

For the tanking stat percents. Do you want it to count all attempts at hitting you or all hits that succeeded? Like for block %. Is it block / (misses + absorbs + dodge + parry + block + riposte + invuln) or would you not want to include some of those?

@DoubleStuffin
Copy link
Author

Had to think a bit about this, but the only way to get accurate numbers would be something like this:
Avoidance by Order parsed:

  1. DA/Invuln Effects
  2. Hit/Miss is then rolled
  3. Block(Monk/Possibly Caster Staff Block? which I'll briefly ignore in my example since I'm a tank)
  4. Riposte
  5. Parry
  6. Dodge
  7. Shield Block

As a hit falls through the order it'd have to be parsed according to the new total hits, excluding ones that were caught above it in the order.

Boss swings on Tank 1,000 times (Attempted swings)

50 Swings are against him when he's Invulnerable. (5%)
Boss misses 250 swings 250/950(New total) = ~26.3% Miss Rate
700 Swings remain, tank ripostes 630 (Total). Now to calculate the 'real' riposte rate factoring strikethrough we take:

630/700 = (90%) Riposte Rate * (1 - (Ripostes Strikethrough'd Successfully by Boss/Total Ripostes))
So lets use a 75% Strikethrough Percentage (Current NoS and ToL) for this example just to use real #'s which would give us around 472/630 Strikethrough's out of total ripostes.

Riposte Rate of: 90 * (1 - (472/630)) Gives us a ~22.57% Chance to riposte
For Later : 630-472 = Successful ripostes (158)

Next up is Parry which needs to be calculated from the remaining total of swings which is: 70 (Swings that were not DA/Miss/Riposted so far) Fall through automatically to the parry check. But also our new TOTAL is Old Total - Successful Ripostes. 700 - 158 = 542 (New Total)

Again assuming 90% Parry rate with those incoming 70 remaining swings we get
63 out of 70 Swings parried (90%).
Parry Successes // New Total Swing count
63/542 = ~11.6% (NOT INCLUDING STRIKETHROUGH) which we quickly calculate:

(1 - (Parries Strikethrough'd Successfully by Boss/Total Parries)) with 75% Strikethrough for the sake of argument that gives us
(1 - 47 / 63)) = ~25% Parry Success rate

We can now calculate the real effective parry rate by taking the original 11.6% Value we found and multiplying it by the successful parry % that weren't struckthrough:
11.6 * 0.25 = 2.9

Giving us a REAL parry rate of 2.9% which checks out since Riposte sits higher on the Defensive order, so even with a VERY high parry rate, the very high riposte rate will account for most the mitigation by the merit of coming first.

From here its iterative to calculate Dodge and Shield Block repeating the same method generating new totals and calculating percentages.

The remainder after Shield Block is calculated would be:

  1. Absorbs
  2. Completely Undefended incoming swings (Which none of the defensives caught...indicating a pretty severe lack of H Stat usually, or an insanely strong mob/high con)

@DoubleStuffin
Copy link
Author

Also hey man, sorry if that was a lot but its one of those things that tanks don't have tons of metrics for how we're doing and I really wanted to get it right

@kauffman12
Copy link
Owner

I figured it was more complicated. Well I'm working on some audio trigger stuff right now but I'll take a look at this when I can.

@DoubleStuffin
Copy link
Author

Appreciated, theres a rhyme and reason to it that maybe got a bit lost in my shitty explanation but once you're about halfway through I think it'll just be repeating some of the same calculations to detail everything out

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
enhancement New feature or request
Projects
None yet
Development

No branches or pull requests

2 participants