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Author Topic: 10 minute Parse: Increased Haste cap  (Read 7930 times)
Rostam
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« on: December 05, 2010, 05:57:24 am »

gonna post the last 2 parses for you to have something to compare it to:

First the parse before proc per minute increase:




Parse after the proc rate increase:



and new parse after the haste cap increase, note the delay went from 14 to 10, pure melee DPS is up, so is the number of swings so it's defiantly working.

Down side: pure melee is such a small portion of a the total DPS that this wont make a difference.





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Rostam
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« Reply #1 on: December 05, 2010, 06:10:05 am »

TLDR version: 66.8 DPS increase.


pure melee DPS is up 1115 but proc rate seems to have gone back to the 10  PPM like the first parse shows.

that's why overall DPS isn't changed much. take a closer look at pure melee DPS and the proc DPS.
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Rostam
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« Reply #2 on: December 05, 2010, 06:18:14 am »

now this is interesting, look at the proc rate and the total proc damage, the one after haste cap removal is almost identical to the one before the proc rate increase isn't it?

something tells me that the change hunter made from 10 to 12 got reversed when he updated the source code to remove haste cap.

Hunter if you're seeing this, check and make sure that removing haste cap didn't reverse the proc rate back to 10.
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Balthor2
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« Reply #3 on: December 05, 2010, 09:35:24 am »

Ive noticed my procs went down even while haste seems to be working.
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Hunter
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« Reply #4 on: December 05, 2010, 10:34:29 am »

Average Proc Per Minute is still 12 and the HasteCap is 300.
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Hunter - EZ Server GM
Caryatis
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« Reply #5 on: December 05, 2010, 02:15:33 pm »

10 minutes is a very short parse, if you do an hour long parse it should be more inline with the numbers hunter posted.
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lerxst2112
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« Reply #6 on: December 05, 2010, 02:17:06 pm »

Briefly looking at the latest source code, at appears the combat formula uses the haste to decide how fast you could swing and adjusts proc chances based on that.

The problem seems to be when you use a fast enough weapon you hit the delay cap without using all the haste you have available, so your swings are actually slower than what the proc formula bases your proc chance on.

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BattleB
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« Reply #7 on: December 05, 2010, 03:16:20 pm »

You do not need a Parse to see that there has been code that has been changed and overlooked.

T1 geared (missing BP) pally solo could solo T1 bosses (minus Shai-Hulud-Chest) pre update. Post update, unable to no matter what is done.

Clearly there is something wrong.
« Last Edit: December 05, 2010, 03:18:01 pm by BattleB » Logged
Caryatis
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« Reply #8 on: December 05, 2010, 06:32:27 pm »

Got to really spell things out around here I guess. I meant if you want to parse the difference between 10 ppm and 12 ppm, 10 minutes is insufficient given how streaky the EQ random gen can be.

Keep in mind that most if not all of the updates also apply to NPCs, since I know nothing about that boss, it could be effects in buffs on them that are making them harder or could be the stun changes reduce your DPS enough to cross a threshold.

The max hits look the same before and after, the hit % is higher but the average hit is lower but that could be due to new effects.

The issue with the proc code overadjusting the proc rate based on haste that is not benefiting the player is something to look into though.
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Fugitive
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« Reply #9 on: December 05, 2010, 06:55:38 pm »

make more clerics..
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We can't always get what we want. ;-)"
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Balthor2
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« Reply #10 on: December 07, 2010, 03:24:21 am »

1876seconds
6799 procs
~3.62 proc/sec
54percent of total procs from anger 4
42percent of total procs from anger 5
-- (445 by 445 swords)
percent crit proc rate.
Anger4 proc .05percent of the total procs
Anger5 proc .04percent of the total procs
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Firetoad
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« Reply #11 on: December 07, 2010, 08:31:47 am »

Not that I have played on here since the instances were taken down but since the new src code was applied you are going to see a drastic decline in procs no matter what Hunter sets the ppm to.

I would proc at least once every combat round, that was because every swing had a chance to proc, both primary and secondary weapons, including double, triple and flurry.

Now its "a chance" to proc every combat round, so if the ppm is set to 10, 14 or whatever else, you still are not going to be remotely close to how it was.

To sum it up, I would proc every combat round, it just was a matter of how many procs went off. Now, every combat round "has a chance" to proc one time. Huge difference.
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Balthor2
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« Reply #12 on: December 07, 2010, 11:12:29 am »

Before:
You swing X times. Each swing of each weapon can proc.
Ex warrior with duel 3.0 with 4x anger 4.
Attack on and flurries, swings 7 times. Total number of possible procs 7x4

After:
you swing x times. Each swing can only proc once.
Ex warrior with duel 3.0 with 4x anger 4.
Attack on and flurries, swings 7 times. Total number of possible procs 1x4

PPM change only from 8-10-12 is only a very very marginal faction now.
It basically means I have a higher chance to proc every aug.

Also remember 2 source updates ago warrior proc CRIT rate was around 25-30 percent. Now about 2 percent.

Less procs is probably balanced but a hell of a lot less crit chance...

No complaint here just posting opinion.
Correct me if I am wrong on the proc per swing thing but my poking of NPC seems to validate it (for me).
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Balthor2
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« Reply #13 on: December 07, 2010, 11:14:09 am »

I have large logfiles going back about 9 months or 10 months.
A lot of the fights I was in my "BOX the world" phase and was doing a lot of t2 so even fights like kronos lasted less then 4 minutes, usually 2.
I'll see if I can find my logs from t3 boss fights as those lasted long enough to provide solid data.

If anyone else has log files from a bit ago get gamparse and take a look at it for us.
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Fugitive
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« Reply #14 on: December 07, 2010, 09:45:58 pm »

I like parsing Wisps.. makes me feel tuff..

/flex
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Quoted for the Brotherhood of Warriors
"I want my wizard to cast Fugitives instead of fireballs.
We can't always get what we want. ;-)"
-Hate"
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