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Possible to include % of total healing in "Send Parse to EQ" for Healing Done? Tank Mitigation appearance changes? #68
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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: |
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? |
Had to think a bit about this, but the only way to get accurate numbers would be something like this:
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%) 630/700 = (90%) Riposte Rate * (1 - (Ripostes Strikethrough'd Successfully by Boss/Total Ripostes)) Riposte Rate of: 90 * (1 - (472/630)) Gives us a ~22.57% Chance to riposte 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 (1 - (Parries Strikethrough'd Successfully by Boss/Total Parries)) with 75% Strikethrough for the sake of argument that gives us 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: 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:
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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 |
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. |
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 |
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?
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