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#1
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Testing in progress now - 6 fights down with high str - will update later when done
edit: eyeballing it data so far is not good news for DSM, just wrapped up the 2nd low str fight Using gamparse
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Last edited by Troxx; 08-09-2023 at 05:43 PM..
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#3
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I have no way to verify gamparse works either. That is why I provide video + log evidence. There is no third party program that may be skewing the data.
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Last edited by DeathsSilkyMist; 08-09-2023 at 05:50 PM..
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#4
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First set supports all the things I want it to. I am mature enough, however, to acknowledge the many flaws and wait for a more reliable pool of data before proceeding. I hope you can appreciate that. First round of data is garbage despite the fact it showed what I wanted it to show. I'm a physician. Was a biologist before. I place a lot of value on qualitative data rather than any random BS that supports my preferred outcome. I am basically allergic to confirmation bias ... to my very core.
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#5
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Gamparse is 100% accurate in reporting dps under these circumstances as well as max hit, min hit, and average hit.
Gamparse is only buggy when you have a group going on when engage/starts for relative players may be different (ie the monk or rogue doesn't start attacking until 5-20 seconds into the fight.
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#6
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I let you provide non-video evidence because you do not have a Youtube account. Please humor me and do not use game parse. I want the raw logs, not a screenshot of an excel file.
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#7
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He isn't admitting it is buggy, he is acknowledging that in one specific circumstance, comparing the DPS between individuals who started fights at different times, you aren't getting a like terms picture. It is even accurate in this situation, it's the interpretation of that specific situation that you have to be careful with.
For all other applications, it is just aggregating log data and is 100% accurate. It's your data that's going to be shit because it's subject to human error. | ||
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Last edited by Lune; 08-09-2023 at 06:32 PM..
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#8
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With the raw logs, other people can check them to see if human error occurred. Nobody can check if an error occurred in gameparse.
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#9
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He used the word buggy, but trust me when I say, having used Gamparse, what he means is that the DPS readout for different players isn't accurately portrayed because it's based on different start times for a fight. That has no bearing on what he's currently doing. How do I know vBulletin isn't taking your words and changing them to promote your argument. Are you a developer for vBulletin? That's you right now. It's a fucking log compiler. | |||
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Last edited by Lune; 08-09-2023 at 06:36 PM..
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#10
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Ok there were so many issues with trial 1 I'm going to put it in the scrap bin and we will try again. The results were significant but there were issues. Even though the parses support my hypothesis and understanding of this game, I cannot rightfully stand on them confidently and proclaim it is accurate. Regardless, I will post findings.
I had to move along because other players needed the camp more rightfully for quest related reasons. Methods: Single pull static spawn undead. Lull neighbor. Pull. Fight down to 20% or just below. Root. Camp. Log back in. Heal, rinse repeat. # of fights 7 with each setup Str variables: 140 vs 160 Limitations of fights: -High green xp mob, not blue (this is a problem) -Due to the above, fights were not as long as they should have been -High variability from fight to fight. Ironically my highest dps was at 140 str but the averages still are relevant -Very limited hits logged due to aforementioned low level of mobs and not enough time in camp to get a more appropriate # of hits Strengths of this test/parse: -Same mob 100% of the time -Within xp range (albeit barely) 160 strength: Av DPS: 29 Av Hit: 62 Max hit: 120 140 strength: Av dps: 25 Av Hit: 58 Max hit: 116 Difference in DPS: 16% Difference in av Hit: 6.8% (not consistent with findings in av dps - that's RNG luck one way or another) Difference in max hit: 3.5% Weapon used: https://wiki.project1999.com/Darkmetal_Falchion Goal was to prolong the fights as long as possible. Buffs: Self only -Strength difference accomplished by removing gear, none of which had + attack effects -Yaulp was never used *bonus fries: there was a significant parse-able difference in damage taken in removing pieces of gear TLDR: Parse, though it showed what i wanted it to show ... it has fatal flaws. I will try again and will brainstorm mobs that are dark blue exclusively moving forward. TALLY HO! What could make this easier? -finding a a much higher level mob -having a dedicated healer so individual fights could be longer -having a corner to back into so repositioning is a non issue
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