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Variant
Nov 25, 2015, 07:44 AM
PSA: As of 07/01/2016, GG is confirmed to detect ACT, so it will NP1013 you and SEGA doesn't want you running parsers: http://pso2.jp/players/news/?id=9224. Nothing is really actually blocked (doesn't prevent you from playing), so use at your own risk!

So, as I'm sure some of you are aware, the Tweaker introduced a plugin system that included a plugin to dump a CSV file per game session that contains a dump of all the healing and damage the game sees.

This is pretty nifty, and if you know what to do in excel or google spreadsheets, you can do some analysis. However, it can get inconvenient sometimes, and you also can't view the data in real-time.

So that's where ACT comes in...

ACT stands for Advanced Combat Tracker (http://advancedcombattracker.com/), a tool for real-time parsing and analysis of data. If you've played Final Fantasy XIV, this (+ the FFXIV specific plugin) is the go-to application for parsing DPS/HPS and providing breakdowns of... just about everything you could ever want.

I've created a plugin (download link can be found at the bottom of the post) for ACT to handle parsing the data, and thanks to a lot of help from Karma, I've also compiled a list of attackID to names (though it's still a work in progress).


Setup Guide
1. Download both the ACT application and the plugin.

2. Put ACT somewhere convenient, doesn't really matter where. You can extract the Plugin DLL in the same place.

3. Start up Advanced Combat Tracker.exe

4. Go to the 'Plugins' tab at the top.

5. Make sure other plugins are disabled if you've used ACT before

6. Hit the Browse... button and find the PSO2ACT.dll. Then hit Add/Enable Plugin

7. You should see a new tab created next to the 'Plugin Listing' tab labeled PSO2ACT.dll

8. Hit the Browse... button and go navigate to your pso2_bin directory

9. If you did everything correctly, the label above the 'Refresh' button should show Reading <....>.csv

10. IMPORTANT: If you started ACT before starting PSO2, you'll have to hit 'Refresh' after starting the game up so it's reading from the correct log.

11. Go back to the main tab, the damage and healing you see from now on should show up. Feel free to mess around with the ACT configurations to change encounter times, the ability to copy and paste things, etc...

FAQ
Q: What if I want to analyze old logs?

A: Go to the Import/Export tab in ACT, set the Log Start/End positions to whatever you want, and then hit Select File... (you'll have to change the filter to All Files because it won't find the CSV). You can select whatever on the next screen. After they get loaded, you should see them on the main tab (they'll show up collapsed ordered by Instance ID).

Q: How can I get an overlay to see my DPS in game?

A: The easiest thing to do is to get the 'miniparse' window to show up, and just keep it on top. You can set this up in Options -> Output Display -> Mini Parse Window (the button to make it show up is on the top right)

Q: Is there a better overlay I could use?

A: Tyrone-sama made one that can be found here (http://tyronesama.moe/files/)


Can't post links due to postcount restrictions, but if you go to "tyronesama [dot] moe [slash] files", there's a file named miniparse_pso2.html that you can grab: drop it in the resources folder of your RainbowMage overlay and select it from the plugin tab.

Be aware that it uses a bunch of hack-job regex to get everything prettily formatted, and I'm not maintaining it (working on a standalone parser at the moment). But it's a step up from the stock miniparse overlay.

TODO
-Finish up attack ID <-> name mapping
-Figure out how to better handle instance ID 0 (when a player is the target of an action)
-Handling special 'misc' cases (damage from/to environment, for example)
-Find more bugs
-Maybe format this post better
-Maybe add pictures to the setup guide

Notes
This is just a request from me as I can't force you guys to do anything, but please use this to improve and analyze and not to justify being a douchebag.

Also, Source (Github) (https://github.com/VariantXYZ/PSO2ACT)! Pls give me your sweet pull requests because I don't know what I'm doing with this plugin. Note that this is for developers, the plugin download link is below!

Credits
CyberKitsune for finding things about the PSO2 client that facilitated all of this (the proxy helped too!)
Ninji for being a wizard and without whom the entire plugin thing would've flopped
Karma for being a hero and figuring out the attackID <-> skill mapping
Alam_Squeeze for breaking my co- I mean improving my code
AIDA for providing a convenient medium to handle all this, and not getting mad at me when I'm pretty sure it was my confusing explanations that caused all the problems
Kyle873 for waking up
Tyrone-Sama for making a nifty overlay and doing some of the skills + Overparse, which is a better real-time solution for PSO2 damage tracking
Meebo for doing a huge portion of the skill mapping

I'm sure there are others I need to thank as well, so if I forgot you please take solace in knowing that I probably forgot someone else too.

Disclaimer: As always, use at your own risk. I don't have any sort of blessing from SEGA about this.

Changelog
[spoiler-box]
1.0.0.0
11/25/2015 - Initial release
11/25/2015 - Refresh was trying to reload skill information causing an error (wouldn't affect usability, but the message was annoying)

1.0.0.1
11/25/2015 - Was crashing when the target folder was empty.

1.0.0.2
11/25/2015 - Fixed date time parsing to show local time instead of GMT
11/26/2015 - Autoupdate and embedded skills.csv into the DLL itself

1.0.0.3
11/28/2015 - Should handle splitting enemies/allies a little bit better
11/28/2015 - skills.csv update

1.0.0.5
02/06/2016 - Updated to handle the new Damage Dump format (active player prints out as YOU instead of CharacaterName_ID)
02/06/2016 - Updated for some summoner skills
02/06/2016 - Memory/CPU issues probably fixed

[/spoiler-box]
Download (v1.0.0.6) (http://vxyz.me/files/PSO2ACT.rar)

Also, the damage dump plugin source can be found here (https://github.com/VariantXYZ/PSO2DamageDump)

PSchiZ
Nov 25, 2015, 07:47 AM
10/10 will try out

oh quick question, does this csv file interfere with the csv file from tweaker parser? or does the act know which csv file to use automatically

Misaki Ki
Nov 25, 2015, 10:38 AM
Oh nice, can't wait to try this out. Thank you!

Also, at this rate, we probably need a sub-form for just releases.

final_attack
Nov 25, 2015, 10:59 AM
It works !!! DPS is shown.
Thank you, Variant.

Also, I'm new to ACT ...... can the 'mini-parse' window shows Total damage? o-o Or at least % of damage contribution between players? Would like to know how far I've left behind o-o
I set the damage % one, but it only shows " -- " ._.

It automatically resets every time a new instance is created, right? Like .... between 1st run of Magatsu and 2nd run o-o

Oh, it also shows enemy damage too o-o

Thank you :D

Crevox
Nov 25, 2015, 11:27 AM
can the 'mini-parse' window shows Total damage?

Yes, you can modify the mini-parse to show anything you want in the ACT settings, including %.

I'll have to try out the plugin later.

arkeido
Nov 25, 2015, 11:30 AM
It works !!! DPS is shown.
Thank you, Variant.

Also, I'm new to ACT ...... can the 'mini-parse' window shows Total damage? o-o Or at least % of damage contribution between players? Would like to know how far I've left behind o-o
I set the damage % one, but it only shows " -- " ._.


Mini parser text-preset
Allies Formating

Name {t} | Damage {t} | DPS {t} | DMG'd

Per-combatant formatting:

{n}{NAME10}{t} | {damage}{t} | {ENCDPS} {t}| {damagetaken}

Should show the player / dmg dealt / dps / dmg taken

[SPOILER-BOX]http://i.imgur.com/33HRH96.jpg[/SPOILER-BOX]

DMG% seems not logged/programmed though, all log dmg% is "--"

final_attack
Nov 25, 2015, 11:36 AM
All right, thank you :D

I'll try it again on magatsu tomorrow :D

Sora3100
Nov 25, 2015, 12:13 PM
I'm getting
http://qs.lc/t27pf
whenever I set pso2_bin folder and then the program just crashes.

Variant
Nov 25, 2015, 12:24 PM
I'm getting http://qs.lc/t27pf whenever I set pso2_bin folder

Oh boy, the first error. Could you tell me what the last few lines in your uh...

C:\Users\<NAME>\AppData\Roaming\Advanced Combat Tracker\Advanced Combat Tracker.log

file (replace <NAME> with your windows user name) are?


10/10 will try out

oh quick question, does this csv file interfere with the csv file from tweaker parser? or does the act know which csv file to use automatically

This is just a glorified log parser, it just reads the CSV files in the pso2_bin/damagelogs folder that are created by the damage dump plugin. Specifically, it pulls the latest file in that folder because that's the one that should be getting written too.



DMG% seems not logged/programmed though, all log dmg% is "--"

Ugh. Between you and me, I have no idea how making an ACT plugin works, I've really just been winging it and hoping people don't notice. Let me see if I can tinker around a bit more.

I wonder that field requires enemy HP values or something, because you'd think it be straightforward enough to autocalculate...

Sora3100
Nov 25, 2015, 12:28 PM
Oh boy, the first error. Could you tell me what the last few lines in your uh...

C:\Users\<NAME>\AppData\Roaming\Advanced Combat Tracker\Advanced Combat Tracker.log

file (replace <NAME> with your windows user name) are?



at System.IO.FileInfo.Init(String fileName, Boolean checkHost)
at Advanced_Combat_Tracker.FormActMain.ResetCheckLogs ()
at Advanced_Combat_Tracker.FormActMain.WriteException Log(Exception ex, String MoreInfo)
at Advanced_Combat_Tracker.FormActMain.ResetCheckLogs ()
at Advanced_Combat_Tracker.FormActMain.InitACT()
at Advanced_Combat_Tracker.ActLoader..ctor(String[] args)
at Advanced_Combat_Tracker.ActLoader.Main(String[] args)
*****
***** 2015-11-25T18:12:45 - BeforeLogLineRead is not handled
***** 2015-11-25T18:12:47 - Checking for program updates
***** 2015-11-25T18:12:47 - Exiting InitACT: 1849,94
***** 2015-11-25T18:12:51 - Enabling plugin: E:\Programs\Advanced Combat Tracker\PSO2ACT.dll
*****
2015-11-25T18:13:14
Unhandled Exception
System.NullReferenceException: Object reference not set to an instance of an object.
at PSO2ACT.PSO2ACT.LogThread()
at System.Threading.ExecutionContext.RunInternal(Exec utionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionCon text executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionCon text executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
*****
Application-Start 2015-11-25T18:17:01 (v3.2.1 Release: 251 | CLR v4.0.30319.42000 | OS Microsoft Windows NT 6.2.9200.0)
***** 2015-11-25T18:17:03 - Entering InitACT
***** 2015-11-25T18:17:03 - Entering LoadNewSettings
***** 2015-11-25T18:17:03 - Config loading plugin from: E:\Programs\Advanced Combat Tracker\PSO2ACT.dll
***** 2015-11-25T18:17:03 - Enabling plugin: E:\Programs\Advanced Combat Tracker\PSO2ACT.dll
***** 2015-11-25T18:17:03 - Exiting LoadNewSettings
***** 2015-11-25T18:17:03 -
System.ArgumentException: The path is not of a legal form.
at System.IO.Path.NormalizePath(String path, Boolean fullCheck, Int32 maxPathLength, Boolean expandShortPaths)
at System.IO.Path.GetFullPathInternal(String path)
at System.IO.FileInfo.Init(String fileName, Boolean checkHost)
at Advanced_Combat_Tracker.FormActMain.ResetCheckLogs ()
at Advanced_Combat_Tracker.FormActMain.WriteException Log(Exception ex, String MoreInfo)
at Advanced_Combat_Tracker.FormActMain.ResetCheckLogs ()
at Advanced_Combat_Tracker.FormActMain.InitACT()
at Advanced_Combat_Tracker.ActLoader..ctor(String[] args)
at Advanced_Combat_Tracker.ActLoader.Main(String[] args)
*****
***** 2015-11-25T18:17:03 - Checking for program updates
***** 2015-11-25T18:17:03 - Exiting InitACT: 750,09
*****
2015-11-25T18:17:38
Unhandled Exception
System.NullReferenceException: Object reference not set to an instance of an object.
at PSO2ACT.PSO2ACT.LogThread()
at System.Threading.ExecutionContext.RunInternal(Exec utionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionCon text executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionCon text executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
*****

marrerokid
Nov 25, 2015, 12:29 PM
Umm, I do have a quick question. It says that I have no Damagelogs folder and I get that error when I make my own...anyway to get that folder then?

Variant
Nov 25, 2015, 12:46 PM
...


What's your pso2_bin directory set to in the plugin?

@marreokid: You need to enable the PSO2DamageDump plugin through Tweaker and that will populate that damagelogs folder.

Sora3100
Nov 25, 2015, 12:51 PM
What's your pso2_bin directory set to in the plugin?


D:\PHANTASYSTARONLINE2\pso2_bin

Variant
Nov 25, 2015, 01:37 PM
D:\PHANTASYSTARONLINE2\pso2_bin

Woops. Was crashing when pointing to an empty folder, fixed that, probably. Let me know if the latest download works for you.

Sora3100
Nov 25, 2015, 01:44 PM
Your latest download is the same I have, tested it anyway and still crashes.
Also, it's not an empty folder.

GHNeko
Nov 25, 2015, 01:55 PM
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For once I'm proud of the PSO2 western community.

Will viciously test later today.

Variant
Nov 25, 2015, 01:57 PM
Your latest download is the same I have, tested it anyway and still crashes.
Also, it's not an empty folder.

Sorry for the confusion, it's because I'm being a dork and not changing version numbers, I just released a new one and uploaded it (the last modified date should be like 10 minutes before this post).

Though if it's not an empty folder, I wonder what else could be crashing, hm...

Sora3100
Nov 25, 2015, 01:59 PM
No, the filesize is the same as the very "first release" that was up.

Zorafim
Nov 25, 2015, 02:01 PM
Ha, seriously? A damage parse for this game? Why did I never think of the possibility?

Well, this should be good for testing different builds and weapons. Except builds costs money to create, and weapons take so much time and money to set up. But, maybe it'll be helpful somehow. If nothing else, we'll be able to find the best class or something.

Variant
Nov 25, 2015, 02:01 PM
No, the filesize is the same as the very "first release" that was up.

Eh, the file size will change by like a few dozen bytes, I'm not adding anything particularly huge. You'll want to look at the 'Last Modified Date'... You know what, starting on the next one I'll start changing the version numbers.

Sora3100
Nov 25, 2015, 02:33 PM
Ah, apparently IDM thought it was the same thing, I redownloaded it and now it works, and I thought you meant empty for pso2_bin, not the damagelogs folder, thanks!
Also, is there a way to make it ignore enemies?

Variant
Nov 25, 2015, 03:18 PM
Ah, apparently IDM thought it was the same thing, I redownloaded it and now it works, and I thought you meant empty for pso2_bin, not the damagelogs folder, thanks!
Also, is there a way to make it ignore enemies?

Uh, I think ACT has some filtering options you can take advantage of, check the options. Unfortunately I don't know off the top of my head :(

Sora3100
Nov 25, 2015, 03:29 PM
It does, but it's ticked and still showing them.

GHNeko
Nov 25, 2015, 06:08 PM
i've been testing this shit.

its fucking great.

realized how much i need to step up my game though lmao.

Goukezitsu
Nov 26, 2015, 04:08 AM
Hey Variant! My teammate Rei Cashar did some work and got a lot of the skill ID values for bow done. I'm just posting this up for him.

Here are the skill ids:
[SPOILER-BOX]Bow Attack - 2272169032
Bow Attack(charged) - 2272172706

Bow Step Attack - 3762661375

Master Shot - 346594595
Master Shot(charged) - 346612320

Penetrating Arrow - 345271774
Penetrating Arrow(charged) - 345281053

Torrential Arrow - 347381214
Torrential Arrow(charged) - 347381151

Gravity Point(1) - 3485093660
Gravity Point(1)(charged) - 3485092908

Gravity Point(2) - 3438287013
Gravity Point(2)(charged) - 3438287076

Kamikaze Arrow(1) - 3470042837
Kamikaze Arrow(1)(charged) - 3470042646

Kamikaze Arrow(2) - 3439973719
Kamikaze Arrow(2)(charged) - 3439973654

Sharp Bomber - 294311563

Final Nemesis - 3765323771

Tritt Shooter(1) - 294299758
Tritt Shooter(2) - 294300276

Tritt Shooter:Type0(1) - 349008452
Tritt Shooter:Type0(2) - 349008990

Banish Arrow - 348753019

Million Storm - 294264661

Chase Arrow - 294264342

notes:
Gravity Point(1) = initial shot
Gravity Point(2) = gravity damage

Tritt shooter(1) = Kick damage
Tritt shooter(2) = Arrow damage[/SPOILER-BOX]

Sora3100
Nov 26, 2015, 07:23 AM
There's also a lot done here, just in case this is not your doing
https://docs.google.com/spreadsheets/d/1m7EiFc1U8BhlaTGtTZNg1uflFemQtY7OsbWN07BLK9g/[email protected]&ts=56521488&actionButton=1#gid=1066555245

Variant
Nov 26, 2015, 12:57 PM
Oh, shoot, I moved those to a different doc actually so I wouldn't bug Karma on his sheet.

https://docs.google.com/spreadsheets/d/1jXJB0YyvRr2NRWxI8xQsHCfDfbTyS8Hg3NPHYHniiKk/edit#gid=1646199684&vpid=A430

Though, if you guys can give me the data in the same format as it is on sheet 5, I'll be stoked.

E.g.)


Name ID Type Notes
Foie 2875245395 Tech Uncharged
Just Guard 1612949165 Special Hunter Weapon JG
Hit 1215379240 Melee Sword, 1st
Rising Flag 2304899440 PA Rising Flag first hit no gear



Hey Variant! My teammate Rei Cashar did some work and got a lot of the skill ID values for bow done. I'm just posting this up for him.

Mm, if he's willing to, have him hop on the #pso2 IRC channel on badnik. Easier to talk there.

Karmadon
Nov 26, 2015, 03:30 PM
I'd also like to comment that I just marathoned a day to get those IDs - I'm pretty likely to have made a few mistakes or missed a few caveats. (For example, I didn't realize all the attack IDs for twin daggers were gear dependent until a little while in, so I had to restart on those.)

Please feel free to verify and fact check the IDs I came up with, and tell us if anything's wrong. I won't be offended if someone points out a mistake I made. :P

I'll be getting a bunch more in the next few days, probably.

Variant
Nov 26, 2015, 09:56 PM
Updated, now you guys don't need to worry about skills.csv and it should autoupdate!

I'm like, never updating the RAR again.

GHNeko
Nov 27, 2015, 12:21 AM
I love you

FireswordRus
Nov 27, 2015, 07:24 AM
Works fine, thanks
[spoiler-box]http://puu.sh/lAsob.jpg[/spoiler-box]

FireswordRus
Nov 27, 2015, 08:03 AM
Mini parser text-preset
Allies Formating

Name {t} | Damage {t} | DPS {t} | DMG'd

Per-combatant formatting:

{n}{NAME10}{t} | {damage}{t} | {ENCDPS} {t}| {damagetaken}

Should show the player / dmg dealt / dps / dmg taken

[SPOILER-BOX]http://i.imgur.com/33HRH96.jpg[/SPOILER-BOX]

DMG% seems not logged/programmed though, all log dmg% is "--"

how u did this overlay? with window opacity, font opacity too

arkeido
Nov 27, 2015, 08:16 AM
how u did this overlay? with window opacity, font opacity too

Opacity : Option > Mini Parser Window > Window Opacity
overlay : click "show mini" on top right

FireswordRus
Nov 27, 2015, 10:36 AM
Opacity : Option > Mini Parser Window > Window Opacity
overlay : click "show mini" on top right

and what i am got
[spoiler-box]http://puu.sh/lAARD.jpg[/spoiler-box]

arkeido
Nov 27, 2015, 11:34 AM
and what i am got

You might want to increase opacity (my setting is 66 opacity) and move the box around (uncheck Allow mouse clicks to pass through). :-?

GHNeko
Nov 28, 2015, 05:24 AM
So can I request a feature?

or features?

Can you stop enemies from showing up as allies lol.

They keep getting included into the graph data.

Also, Can you document the HP of bosses so that we can track how much damage we do % wise?

Being able to see how much % my friends and I contribute to the overall party/room would be super useful.

borukan
Nov 28, 2015, 10:07 AM
i want in main tab maxime dmg i have in all mission can acumulate de dmg ? i see encounter dmg but i want in all quest dmg.

Variant
Nov 28, 2015, 01:19 PM
So can I request a feature?

or features?

Can you stop enemies from showing up as allies lol.

They keep getting included into the graph data.

Also, Can you document the HP of bosses so that we can track how much damage we do % wise?

Being able to see how much % my friends and I contribute to the overall party/room would be super useful.

For the first one, I'll see what I can do. Should be as simple as calling things with an ID of less than 65k an enemy.

Uh, for boss mob HP... if you guys provide me like, the data, I can work it in? The problem is that I'll need to update the damage dumper itself to account for difficulty somehow.

I'm not sure why the % thing isn't just a feature in ACT, I'll look into that as well.


i want in main tab maxime dmg i have in all mission can acumulate de dmg ? i see encounter dmg but i want in all quest dmg.

You can merge different encounters from different zones:
[spoiler-box]
http://i.imgur.com/EB9jEcD.png
[/spoiler-box]

Sora3100
Nov 28, 2015, 01:46 PM
Somebody posted this in a different thread for boss HPs:
http://lulls32moen.web.fc2.com/

GHNeko
Nov 28, 2015, 02:19 PM
For the first one, I'll see what I can do. Should be as simple as calling things with an ID of less than 65k an enemy.

Uh, for boss mob HP... if you guys provide me like, the data, I can work it in? The problem is that I'll need to update the damage dumper itself to account for difficulty somehow.

I'm not sure why the % thing isn't just a feature in ACT, I'll look into that as well.

I think damage % is a feature of ACT? But it's not working since atm with the plugin, all enemies show up as "allies"

Elder showed up in my party DPS chart during elder last night lol.

Variant
Nov 28, 2015, 02:37 PM
I think damage % is a feature of ACT? But it's not working since atm with the plugin, all enemies show up as "allies"

Elder showed up in my party DPS chart during elder last night lol.

Well, ACT determines allies and enemies based on beneficial/detrimental actions done apparently, so I gave up and went to their forums to ask for help.

You can set this manually though:

[spoiler-box]
http://i.imgur.com/Uno5ab7.png
[/spoiler-box]

GHNeko
Nov 28, 2015, 02:42 PM
Will it be stored for future use or do I have to manually set every encounter/start up?

And once I set encounter ally, does everything else show up as an enemy?

Variant
Nov 28, 2015, 02:46 PM
Will it be stored for future use or do I have to manually set every encounter/start up?

And once I set encounter ally, does everything else show up as an enemy?

>Implying that I actually get to play the game.

You should test that for me!

GHNeko
Nov 28, 2015, 02:47 PM
>Implying that I actually get to play the game.

You should test that for me!

top kek

That's fine. I don't mind testing. I wanted to dick around with ACT anyways to figure out some layouts that is practical to me. :V

you can always hit me up on steam so we can talk about this shit in real time too lmao

Variant
Nov 28, 2015, 03:10 PM
top kek

That's fine. I don't mind testing. I wanted to dick around with ACT anyways to figure out some layouts that is practical to me. :V

you can always hit me up on steam so we can talk about this shit in real time too lmao

Always on IRC @ irc.badnik.net #pso2

Crevox
Nov 30, 2015, 04:09 PM
When it comes to A.I.S. (and maybe some other scenarios), ACT is improperly assigning damage. Here's an example.

A.I.S. shows up as Unknown_ID. That's fine, and it parses it correctly, despite being attributed to Unknown. The issue is that when the A.I.S. disappears, or under other unknown conditions, their damage is migrated/assigned to something else. The damage is stripped from Unknown, and suddenly, something else has all that damage.

You can see this here:

[spoiler-box]http://i.imgur.com/iPkXK95.png[/spoiler-box]

Unknowns are dominating as you'd expect from A.I.S. in the final round of base defense, but then suddenly you see Cockroach_494 near the top. Why is an enemy doing so much damage? Checking the attack ID of an Unknown:

[spoiler-box]http://i.imgur.com/ehoWKyy.png[/spoiler-box]

1460054769 is a high damage attack from an Unknown (I'm pretty it's an A.I.S. attack). The cockroach has this same attack ID.

[spoiler-box]http://i.imgur.com/uewiWQq.png[/spoiler-box]

I'm unsure how often this is happening, or if this happens outside of A.I.S., but it seems to be a bug regardless. It may also be assigning these attack IDs to players, but I don't know the attack IDs that haven't been assigned yet.

Let me know if I can provide any more information.

Variant
Nov 30, 2015, 04:14 PM
When it comes to A.I.S. (and maybe some other scenarios), ACT is improperly assigning damage. Here's an example.

A.I.S. shows up as Unknown_ID. That's fine, and it parses it correctly, despite being attributed to Unknown. The issue is that when the A.I.S. disappears, or under other unknown conditions, their damage is migrated/assigned to something else. The damage is stripped from Unknown, and suddenly, something else has all that damage.

You can see this here:

[spoiler-box]http://i.imgur.com/iPkXK95.png[/spoiler-box]

Unknowns are dominating as you'd expect from A.I.S. in the final round of base defense, but then suddenly you see Cockroach_494 near the top. Why is an enemy doing so much damage? Checking their attack IDs:

[spoiler-box]http://i.imgur.com/ehoWKyy.png[/spoiler-box]

1460054769 is the same ID as an Unknown (I'm pretty it's an A.I.S. attack).

I'm unsure how often this is happening, or if this happens outside of A.I.S., but it seems to be a bug regardless. It may also be assigning these attack IDs to players, but I don't know the attack IDs that haven't been assigned yet.

Let me know if I can provide any more information.

Unfortunately can't view imgur at work, so I'll take a look at those when I get home.

Gimme the logs for just the AIS fight if you can, and I'll see what I can do.

Crevox
Nov 30, 2015, 04:21 PM
Here's a zip file. It contains the three images and two CSV files from two separate runs of the tertiary Mining Base emergency quest.

I manually split the CSV into two and removed other stuff, but I'm pretty sure I did it accurately.

http://www.mediafire.com/download/67dcu58l5n4vrbg/damagelogs.zip

Macmaxi
Dec 4, 2015, 10:44 AM
Coming from FF14 i know how ACT works so it took me literally 2 seconds to set it up. Seems to be working great, as long as i'm on top i don't question where it pulls the numbers from.


This is one Challenge Mode 2 run, from start to finish. Pretty nifty.


[spoiler-box]https://dl.dropboxusercontent.com/u/5151734/cmodeparse.jpg[/spoiler-box]

Crevox
Dec 4, 2015, 02:54 PM
as long as i'm on top i don't question where it pulls the numbers from.

You should be, because for example in my instance, it's incorrectly assigning numbers and inflating total damage for people in some cases.

Variant
Dec 4, 2015, 03:03 PM
You should be, because for example in my instance, it's incorrectly assigning numbers and inflating total damage for people in some cases.

The AIS fight is a mess though. What it looks like the game is doing is reusing a lot of IDs for things, so that's why you see this flip-flop of allies and enemies. I might need to approach that particular fight differently.

Macmaxi
Dec 4, 2015, 08:57 PM
I wasn't entirely serious, but i'm not savant enough to check these things. It seems like my parser stopped logging, must be some issue on my side.

jooozek
Dec 16, 2015, 07:09 PM
is this normal that ACT eats up like 1 whole core on my PC?

Maenara
Dec 17, 2015, 12:41 AM
The AIS fight is a mess though. What it looks like the game is doing is reusing a lot of IDs for things, so that's why you see this flip-flop of allies and enemies. I might need to approach that particular fight differently.

As far as the game is concerned, an AIS is a separate entity, stored as 'Vehicle' in the data. Photon Blasts are stored as their own entity as well, 'PhotonBlast'. When Summoner comes out, summons will be their own entity too, oddly, stored as enemies.

Variant
Dec 17, 2015, 12:25 PM
I think it's fairly straightforward to assume that only players get stuck with IDs > 10 million, and everything else is spawned (ID < 10 million).

I'm not too worried about when summoner comes out because the way ACT determines allies and enemies is actually based on relative damage done to what 'you' consider an enemy (I kinda cheese it to figure out which character is 'you').

What'll suck is if things start using the same ID with the same name, I don't have any way to differentiate them, RIP.

@joozek: actually I think it is fairly resource intensive? It's using about 10% of my CPU according to task manager (PSO using ~8-9%, and the system idle process using the rest).

Nanaha
Dec 18, 2015, 07:30 PM
@joozek: actually I think it is fairly resource intensive? It's using about 10% of my CPU according to task manager (PSO using ~8-9%, and the system idle process using the rest).

Hello new person here(to pso world that is). It's likely that the plugin is coded in such a way that large amounts of cpu is consumed. I assume you would know the most about that(being the creator and all), as compared to other games, ACT takes up about 3-5% for me.

It could be it's just the way the game is of course, but I would look back on the code to see if you can save computing power.

*If you need anything tested I would be happy to help, but code-wise it's probably best to ask other plugin makes.


Additionally(and you don't have to if you don't want to), I would love if you could somehow get this plugin to display classes/"Job". I've been using the overlay plugin and the job/class section doesn't display correctly.
*will come back with picture once I rack up 10 posts

I can't emphasize how great it is that you made a ACT plugin for PSO2 though.

jooozek
Dec 18, 2015, 07:48 PM
well, for me it hits really hard because 1 core is half of my cpu :wacko:

Variant
Dec 18, 2015, 08:10 PM
Hello new person here(to pso world that is). It's likely that the plugin is coded in such a way that large amounts of cpu is consumed. I assume you would know the most about that(being the creator and all), as compared to other games, ACT takes up about 3-5% for me.

It could be it's just the way the game is of course, but I would look back on the code to see if you can save computing power.

Additionally(and you don't have to if you don't want to), I would love if you could somehow get this plugin to display classes/"Job". I've been using the overlay plugin and the job/class section doesn't display correctly.
*will come back with picture once I rack up 10 posts


Re: CPU usage -
I don't believe I'm doing anything particularly crazy: this is where the magic happens (https://github.com/VariantXYZ/PSO2ACT/blob/master/PSO2ACT/PSO2ACT.cs#L162).

However, for the most part the plugin itself is idle. The CPU usage is probably ACT keeping all its facilities open (the timer for DPS, tailing the log file, etc...).

Regarding getting class information on people hmm, it depends on what data I have access to. I would need to change the damage dumper plugin to provide that information.

Alternatively, you can just use the skill breakdown by ID (though a lot of IDs aren't mapped yet, i should get on that).

Nanaha
Dec 18, 2015, 08:29 PM
Something else to note(this might be due to just my personal settings though), is that the mini parse doesn't run the timer through the full encounter.

Which is to say, the timer only changes when I hit something. It properly counts down, but the timer stops as soon as attacks aren't being made.(the dps also only changes when the time changes)

Limbo_lag
Dec 24, 2015, 11:20 AM
So just curious, how safe is this to use (in conjunction with AIDA's plugin), like 816-wise? Is it entirely client-side?

jooozek
Dec 24, 2015, 11:25 AM
So just curious, how safe is this to use (in conjunction with AIDA's plugin), like 816-wise? Is it entirely client-side?

same risk as item translation was always, so like, very safe

seilent
Dec 24, 2015, 11:42 AM
is there any way to set the update rate to 1 sec at ACT..?

Variant
Dec 24, 2015, 01:43 PM
Something else to note(this might be due to just my personal settings though), is that the mini parse doesn't run the timer through the full encounter.

Which is to say, the timer only changes when I hit something. It properly counts down, but the timer stops as soon as attacks aren't being made.(the dps also only changes when the time changes)

Actually the logs keep a timestamp so that's probably what it uses instead of a timer. Forgot about that.


is there any way to set the update rate to 1 sec at ACT..?

If you mean how often it looks to tail the log file, not sure you can. You can change the CPU priority of ACT in Options -> Miscellaneous CPU Priority of normal log parsing.

seilent
Dec 24, 2015, 02:22 PM
If you mean how often it looks to tail the log file, not sure you can. You can change the CPU priority of ACT in Options -> Miscellaneous CPU Priority of normal log parsing.

ah i see, that helps to reduce my tablet's cpu usage thanks ! cz i use the ACT at my tablet that reads logfile from my PC

HardLight620
Dec 24, 2015, 05:05 PM
Re: CPU usage -
I don't believe I'm doing anything particularly crazy: this is where the magic happens (https://github.com/VariantXYZ/PSO2ACT/blob/master/PSO2ACT/PSO2ACT.cs#L162).

However, for the most part the plugin itself is idle. The CPU usage is probably ACT keeping all its facilities open (the timer for DPS, tailing the log file, etc...).

Regarding getting class information on people hmm, it depends on what data I have access to. I would need to change the damage dumper plugin to provide that information.

Alternatively, you can just use the skill breakdown by ID (though a lot of IDs aren't mapped yet, i should get on that).

Not sure if this will help, but you might want to try sprinkling a few thread sleeps on your log thread. Threads can take up a lot of resources - even inside a spinlock.

Nanaha
Dec 26, 2015, 11:28 PM
is there any way to set the update rate to 1 sec at ACT..?

Also not sure what you mean by this, but from what I understand, you can go Options>Output Display>Mini Parse Window and then set the update interval to 1 second?


Here's the promised image of the overlay I've been using[spoiler-box]
http://puu.sh/m0J2x/6c01c3383f.jpg
*ACT RainbowMage Overlay Plugin[/spoiler-box]

borukan
Jan 1, 2016, 11:52 AM
I wanna change PA name i can change it for identify it?
like 9380783 hmm is formelion if i remenber.
postimg.org/image/cxk88s4rb/

Alisha
Jan 1, 2016, 03:37 PM
lol ACT for pso.......so sad

Rayden
Jan 1, 2016, 04:46 PM
I'm a bit confused about how this works. I've got it set up as per the instructions, but it seems to display "battle encounters" as separate items down the left sidebar, rather than displaying everything all together. For example, if I do a run of a normal quest, I'll end up with a whole bunch of "encounters" (presumably individual battles against common enemies) with very short durations each. What I want to see is just an overview of the entire quest run. Is that possible?

Nanaha
Jan 1, 2016, 05:14 PM
Go into Options>Main Table/Encounters>General and set "Numbers of seconds to wait after last combat action" to a relatively high number such as 300.

DrCatco
Jan 1, 2016, 08:30 PM
I'm a bit confused about how this works. I've got it set up as per the instructions, but it seems to display "battle encounters" as separate items down the left sidebar, rather than displaying everything all together. For example, if I do a run of a normal quest, I'll end up with a whole bunch of "encounters" (presumably individual battles against common enemies) with very short durations each. What I want to see is just an overview of the entire quest run. Is that possible?

You can also merge your encounters, as Variant explained:




[snip]

You can merge different encounters from different zones:
[spoiler-box]
http://i.imgur.com/EB9jEcD.png
[/spoiler-box]

That way, you can analyze your performance as a whole, and also individually.

I prefer to set my wait time to 15 seconds. That way, if some monsters escapes, I can still hunt it and it still counts.

wohdin
Jan 2, 2016, 07:21 AM
Zanverse damage gets credited to the person who cast it, despite it not really actually being their DPS at all. (Imagine if in any other MMO, the damage differential from applied buffs was given to the person who cast the buff... Yeah, no, I call bullshit.) Anyone know if there's a way to make ACT ignore Zanverse damage? Zanverse HEAVILY skews the results in favor of anyone who casts it.

jooozek
Jan 2, 2016, 07:52 AM
Zanverse damage gets credited to the person who cast it, despite it not really actually being their DPS at all. (Imagine if in any other MMO, the damage differential from applied buffs was given to the person who cast the buff... Yeah, no, I call bullshit.) Anyone know if there's a way to make ACT ignore Zanverse damage? Zanverse HEAVILY skews the results in favor of anyone who casts it.
that sounds incredibly petty, if someone casted zanverse and their damage was better than anyone else separately, what are you getting annoyed for? surely anything used in that moment they could've used themselves wouldn't come close in contributing to total dps and that's all that matters, not like it removes other players from the charts or anything :wacko:

wohdin
Jan 2, 2016, 10:55 AM
that sounds incredibly petty, if someone casted zanverse and their damage was better than anyone else separately, what are you getting annoyed for? surely anything used in that moment they could've used themselves wouldn't come close in contributing to total dps and that's all that matters, not like it removes other players from the charts or anything :wacko:
How exactly is this petty?

Someone could easily sit there and just cast Zanverse and nothing else, and get 11x the DPS "credit" as the rest of the MPA. It does not reflect properly on their actual DPS, and skews the results to the detriment of everyone else in the MPA.

I'm not saying that Zanverse isn't a valid contribution to an MPA; I'm simply stating the fact that it's not their DPS in the first place, and for those of us who are actually using this plugin for the purpose of gauging DPS against other people's, it's terribly unbalanced. And it creates totally useless bullshit results like this (http://puu.sh/mgXK7/4f8ef7b87b.png).

jooozek
Jan 2, 2016, 11:04 AM
Zanverse doesn't double the MPA's dealt damage, it's 20% of damage dealt repeated damage for everyone in the active AoE which i think can be affected by the wind mastery and probably something else, if you just spammed Zanverse all the time you'd never be contributing that much all the time, all that chart shows is MPA zerging some target :wacko:

electrolytes
Jan 2, 2016, 11:37 AM
I was just messing around in the settings and "Ability Redirect" is probably what you're looking for. For example, with these settings all Zanverse damage is moved to a new combatant called "ZanverseDamage": [SPOILER-BOX]http://puu.sh/mgZmE/61b84cf387.png[/SPOILER-BOX]

nguuuquaaa
Jan 2, 2016, 11:41 AM
So it's okay to Shifta Strike and increase the whole MPA's damage by about 15% but it not okay to copy 20% of said damage and make it our? :wacko:
I mean, it's basically the same thing. The difference is just who get the number.

P/S: pls rage more :wacko: I love it when ppl think their "DPS" is inferior to support class :wacko:

wohdin
Jan 2, 2016, 11:52 AM
So it's okay to Shifta Strike and increase the whole MPA's damage by about 15% but it not okay to copy 20% of said damage and make it our? :wacko:
I mean, it's basically the same thing. The difference is just who get the number.

P/S: pls rage more :wacko: I love it when ppl think their "DPS" is inferior to support class :wacko:

lmao wow you could not have missed the point more

Variant
Jan 2, 2016, 12:56 PM
Zanverse damage gets credited to the person who cast it, despite it not really actually being their DPS at all. (Imagine if in any other MMO, the damage differential from applied buffs was given to the person who cast the buff... Yeah, no, I call bullshit.) Anyone know if there's a way to make ACT ignore Zanverse damage? Zanverse HEAVILY skews the results in favor of anyone who casts it.


I was just messing around in the settings and "Ability Redirect" is probably what you're looking for. For example, with these settings all Zanverse damage is moved to a new combatant called "ZanverseDamage": [SPOILER-BOX]http://puu.sh/mgZmE/61b84cf387.png[/SPOILER-BOX]

Think what electrolytes posted should solve your issue. Though it's worth noting that Zanverse damage is affected by some % damage increases of the source (I think High Time affects it, among other things).

Shinamori
Jan 2, 2016, 01:25 PM
Mine's says "no damagelogs folder found"
Got it working, but is there a list of tags or IDs I can use?

DrCatco
Jan 2, 2016, 04:04 PM
Think what electrolytes posted should solve your issue. Though it's worth noting that Zanverse damage is affected by some % damage increases of the source (I think High Time affects it, among other things).

This works great, just a little detail: as a JB bouncer, when you use Moment Gale, the damage that you do with kicks while you're in zanverse counts as ZanverseDamage damage.

Zarixx
Jan 3, 2016, 05:09 PM
Zanverse damage gets credited to the person who cast it, despite it not really actually being their DPS at all. (Imagine if in any other MMO, the damage differential from applied buffs was given to the person who cast the buff... Yeah, no, I call bullshit.) Anyone know if there's a way to make ACT ignore Zanverse damage? Zanverse HEAVILY skews the results in favor of anyone who casts it.

I wanted to thank you for making me and my Team laugh the other day when I read and saw your post XD

Zanverse doesn't heavily skew the DPS for any one. When I do 4 man PDs with the other heavy hitters in my team, I play a fully built S-ATK JB Bo/Hu with Austere 60 ele (Certain people have tried to say Bo/Fi does more than Bo/Hu or that a Fi/Bo build with 12* Boots (Zirenheit) or Red Jet Boots can outdamage a 13* Bo/Hu, but all of these are false.) I go against some pretty well geared Forces and Bravers when I run these.

If I do Magatsu, i've gone against other JB Bo/Hus that have Austere and a full set of Brisa or Saiki, yet they have anywhere from +120 - 160 S-ATK on them (I myself run +60 S-ATK and high HP on my Brisa because Bo/Hu isn't the only thing I play.) Between all the Pugs I have done for Magatsu, and the Pugs I have done for PD, along with competing with heavy hitters in 4 man runs of PD, I have always parsed #1, and it is not because of Zanverse. It's because i'm skilled with the classes I play with.

For me, Zanverse can account for anywhere between 4 - 10% of my overall Damage since I use Moment Gale a lot. However, even after I factor that out of the results, i'm still outdamaging people by several millions, even people that have the same gear and a much higher ATK stat than myself.

Complaining about a skill that gives every one extra hits to push in more damage is amusing, because that is like saying that for other MMOs, take World of Warcraft for example, it's like saying that it's completely unfair for Classes to have Buffs or Talents or Skills that boost their damage heavily. It's like expecting people to Raid or PvP without ever relying on said Skills, Food Buffs, Class Buffs, or other stuff. It's an incredibly petty argument to say that Zanverse heavily skews the damage for any one, because it comes down to the simple fact that hey, you probably suck at playing well and have to point the blame on others or what Skills they use.

The fact is at the end of the day, Better Gear + A Skilled Player = Better Results. A majority of the players i've ran into, mainly English players (some even from PSOW,) only boast about how good their gear is due to Affixes. They also boast about how they are better DPS wise, but then you do Parsing and find out how full of themselves they are.

Damage Logs have always exist for the sole purpose of looking at yourself and seeing "Huh. I didn't do so hot. Is it because of my gear or PAs I use or how my Skill Tree is set up? I should modify it and see how much I improve next time," not "I'm really good, but I should be #1. There's a Force or Bouncer that's #1 and used Zanverse. I'm going to play the blame game and say they are the reason why I performed worse."

MidoriKaze
Jan 6, 2016, 12:58 AM
I've encountered an error at step 6 of your guide. There is no PSO2ACT.dll file in your github directory for the plugin. As such, I attempted to use the PSO2ACT.cs file. However, I am receiving the following errors while attempting to add PSO2ACT.cs to ACT as a plugin.

PSO2ACT.cs
Line: 3 - (CS0234) The type or namespace name 'Linq' does not exist in the namespace 'System' (are you missing an assembly reference?)
Line: 19 - (CS0246) The type or namespace name 'config' could not be found (are you missing a using directive or an assembly reference?)

I've searched the web to find a solution, but i can't even figure out what System.Linq is. Thanks in advance for your help.

Variant
Jan 6, 2016, 03:40 AM
I've encountered an error at step 6 of your guide. There is no PSO2ACT.dll file in your github directory for the plugin. As such, I attempted to use the PSO2ACT.cs file. However, I am receiving the following errors while attempting to add PSO2ACT.cs to ACT as a plugin.

PSO2ACT.cs
Line: 3 - (CS0234) The type or namespace name 'Linq' does not exist in the namespace 'System' (are you missing an assembly reference?)
Line: 19 - (CS0246) The type or namespace name 'config' could not be found (are you missing a using directive or an assembly reference?)

I've searched the web to find a solution, but i can't even figure out what System.Linq is. Thanks in advance for your help.

The download is at the bottom of the first post, the source is only for developers. Let me edit the first post to be more clear.

TyroneSama
Jan 6, 2016, 09:34 AM
Thanks for this! The feedback from this plugin helps a lot with benchmarking myself, and it makes EQs with randoms way more interesting. I passed it out to a few of the more active members of my team, and the friendly competition is speeding our runs up considerably.

The plugin seems to struggle a lot with identifying allies and enemies, though, which causes some problems for overlays. Party members sometimes have their ally status taken away, and enemies sometimes show up as friendly, usually temporarily.

Also, after launching ACT, the first encounter fails to mark anything as an ally, leaving overlays totally blank. This lasts for the entire encounter, though encounters after the first function normally.

Thanks for your work so far!

Dammy
Jan 6, 2016, 10:13 AM
so, it's been a while
any comparison data which classes shine at specific encounters?
for science, not e-peen

KLMS1
Jan 6, 2016, 10:29 AM
so, it's been a while
any comparison data which classes shine at specific encounters?
for science, not e-peen

"If you can hit anything with a FoTe in the party, they're doing it wrong."

final_attack
Jan 6, 2016, 10:34 AM
so, it's been a while
any comparison data which classes shine at specific encounters?
for science, not e-peen

In Magatsu (or most likely things like Luther too), Bow BrGu / Zanverse-focused-user for sure ...... That BrGu setup outdid my Tmg GuRa, most likely 100% more damage (’ ; ω ; `) Damn you, Adios (’ ; ω ; `) lol

seilent
Jan 6, 2016, 11:03 AM
at magatsu XH (pub 6 - 7 mins run) i always see ragrants FO/TE on top (with pretty big gap)
Falzes too, except at elder where a good ranger usually takes the spotlight

but this is pub (the magatsu run time already bad enough), result might be different in proper MPA

Selphea
Jan 6, 2016, 06:00 PM
For pub runs and excluding my own classes which I'll include in a separate line.

Magatsu

Break Niren BO, otherwise Endo Attracto takes this one easy.

I run this with RaFi myself, semi-consistent #1s because 12* but having WB just in case is more important than being #1 and it's the only EQ I main RA for anyway.

PD

Fo/Te if there's mass stacked Fo/Te, otherwise it seems like a tossup. I've seen BrRa, RaHu, GuRa, BrHu up there.

I run this with DB BoFi which usually ends up #2 to #5 vs Double depending on glowy ball placement when it spins, but can pull ahead to snag #1 on PD where Starling Fall deals with its BS and it's easier to position and anticipate TCPBF burn periods.

TD4

Some Banish or Vol abuser by a longshot because lolbug :wacko:

ElderLoser

Endo Attracto or BrRa. Sometimes Ragrants FoTe.

I run this with DB BoFi and can top this quite consistently because of Wise Stance on Elder, Starling Fall to deal with their BS and predictable burn times for TCPBF.

Also I know a friend who runs FiHu for everything and consistently gets like 2x or higher DPS than the next highest but strangely if he's not in the MPA, FiHu barely gets any representation at all. I guess that suggests something about how hard LB is to use.

Dammy
Jan 7, 2016, 01:55 AM
thanks for response

Rayden
Jan 7, 2016, 12:54 PM
This doesn't seem to track deaths. Am I doing it wrong or is it just not supported yet? Will it be supported?

milranduil
Jan 7, 2016, 01:54 PM
BrGu magatsu with chain used on second knee and gut.
[spoiler-box]
http://puu.sh/mn6Kl/5a8212a23b.png
[/spoiler-box]

Variant
Jan 7, 2016, 03:21 PM
This doesn't seem to track deaths. Am I doing it wrong or is it just not supported yet? Will it be supported?

Not supported yet. It would probably be a different plugin anyway, or saved to a different file (else I'd need to change the file format, breaking backwards compatibility with older logs).

Selphea
Jan 7, 2016, 05:32 PM
BrGu magatsu with chain used on second knee and gut.
[spoiler-box]
http://puu.sh/mn6Kl/5a8212a23b.png
[/spoiler-box]

o.o premade or pub?

milranduil
Jan 7, 2016, 05:46 PM
o.o premade or pub?

Premade. If this were pub and I got a third chain in with a 4/4 pt, it'd be higher . 3.

Espri
Jan 11, 2016, 04:58 AM
ACT has issues deciding who's an ally or not, it either includes enemies with friendly fire on the chart or can't even decide whose dps it should be tracking (no green names).

Petunia
Jan 11, 2016, 05:08 AM
Very nice so far.
Would be cool if we could get a PSO2-styled window for the info, like you can with the FFXIV tracker.

Variant
Jan 11, 2016, 12:49 PM
ACT has issues deciding who's an ally or not, it either includes enemies with friendly fire on the chart or can't even decide whose dps it should be tracking (no green names).

It's because usually there's some indicator to the system of 'who am i', and it determines the alliance based on beneficial and detrimental damage contribution. I have no way of telling who the main user is, so I just cheat and go with whoever has an ID of > 1 million gets to be the main character.

You can try loading the old log file and when it asks you for the character name, put in your name (e.g. NAME_123456789), and see if that makes any more sense.


Very nice so far.
Would be cool if we could get a PSO2-styled window for the info, like you can with the FFXIV tracker.

Someone is more than welcome to make one :P I've no interest in making it look pretty, but if someone else is I can go ahead and put it on the first post.

Shunx
Jan 11, 2016, 01:28 PM
Very nice so far.
Would be cool if we could get a PSO2-styled window for the info, like you can with the FFXIV tracker.

Someone in my Discord chat made one, and I used it for PD. Though ACT is derpy, it works. I'll have a video uploaded later

TyroneSama
Jan 12, 2016, 06:51 PM
^ That would be me. I'd upload a screenshot or two, but apparently I'm not allowed to post links or images until 10 posts.

Nanaha
Jan 12, 2016, 07:04 PM
This is what im using at the current time. I might go back to what I had since the job icon error pictures are starting to get on my nerves.
[spoiler-box]http://puu.sh/mtyUq/3e59d906f0.png
*credit is given where it's due. This is an image of a recolored Bylander html file.
[/spoiler-box]

All you need to do is get the overlay plugin that was developed for ffxiv and repurpose it(in my case just recoloring things).

TaiDono
Jan 12, 2016, 07:30 PM
Someone in my Discord chat made one, and I used it for PD. Though ACT is derpy, it works. I'll have a video uploaded later
Here it is! TyroneSama's ACT DPS parser unique skin!
https://akari.in/kj4H.png

daviloled
Jan 18, 2016, 04:48 AM
Here it is! TyroneSama's ACT DPS parser unique skin!
https://akari.in/kj4H.png

Would you please share this, i have no idea how to make a Parser like that with RainbowMage Overlay Plugin :-(, Or any Guide i could read, i google for a whole day on making Parser for Overlay Plugin but can't find a clue.

Dragwind
Jan 18, 2016, 02:33 PM
This is getting pretty rad.

windorf
Jan 22, 2016, 01:55 PM
It won't let me update the pso2 plugin to X.3 it says there was a web client error or something like that and has been saying this for a while. Any help?

Variant
Jan 22, 2016, 02:04 PM
It won't let me update the pso2 plugin to X.3 it says there was a web client error or something like that and has been saying this for a while. Any help?

You can just get it directly from here and replace the old file: http://vxyz.me/files/PSO2ACT/PSO2ACT.dll


Here it is! TyroneSama's ACT DPS parser unique skin!
https://akari.in/kj4H.png

Oh, fancy. Any chance of sharing? :P

windorf
Jan 28, 2016, 02:39 AM
I guess they don't want to share.

TyroneSama
Jan 31, 2016, 04:14 PM
Would you please share this, i have no idea how to make a Parser like that with RainbowMage Overlay Plugin :-(, Or any Guide i could read, i google for a whole day on making Parser for Overlay Plugin but can't find a clue.

I guess they don't want to share.

Oh, fancy. Any chance of sharing? :P


Can't post links due to postcount restrictions, but if you go to "tyronesama [dot] moe [slash] files", there's a file named miniparse_pso2.html that you can grab: drop it in the resources folder of your RainbowMage overlay and select it from the plugin tab.

Be aware that it uses a bunch of hack-job regex to get everything prettily formatted, and I'm not maintaining it (working on a standalone parser at the moment). But it's a step up from the stock miniparse overlay.

Variant
Jan 31, 2016, 05:19 PM
Can't post links due to postcount restrictions, but if you go to "tyronesama [dot] moe [slash] files", there's a file named miniparse_pso2.html that you can grab: drop it in the resources folder of your RainbowMage overlay and select it from the plugin tab.

Be aware that it uses a bunch of hack-job regex to get everything prettily formatted, and I'm not maintaining it (working on a standalone parser at the moment). But it's a step up from the stock miniparse overlay.

Sweet, I updated the first post with your site and quote. Thanks for sharing :)

By the way, when you say standalone parser, do you mean a new overlay or an alternative to ACT altogether?

Nanaha
Jan 31, 2016, 05:25 PM
Sweet, I updated the first post with your site and quote. Thanks for sharing :)

By the way, when you say standalone parser, do you mean a new overlay or an alternative to ACT altogether?

Behold, the standalone.
http://puu.sh/mR4FV/f3f05927f4.png

Apparently additional functionalities are being added.
http://puu.sh/mR4Qv/96c980905d.jpg

Variant
Jan 31, 2016, 05:33 PM
Behold, the standalone.

Apparently additional functionalities are being added.


Aha, nifty. If you guys update that skills.csv, I'd appreciate a pull request :P, less work overall if we don't need to map the skills you guys end up doing.

Regarding the actual standalone parser though: It might be beneficial to take advantage of ACT. I talked with ravahn (the FFXIV ACT guy) a while back, and he mentioned trying to do something similar (creating a standalone parser), until he realized that ACT just had a ton of useful stuff already in there and it just made way more sense to build off that than reinvent the wheel.

I'm not sure if you guys have messed around with ACT (as developers) or not, but it might be worth your while to do so unless there's some functionality you really can't emulate in it.

Nanaha
Jan 31, 2016, 05:39 PM
Aha, nifty. If you guys update that skills.csv, I'd appreciate a pull request :P, less work overall if we don't need to map the skills you guys end up doing.

Regarding the actual standalone parser though: It might be beneficial to take advantage of ACT. I talked with ravahn (the FFXIV ACT guy) a while back, and he mentioned trying to do something similar (creating a standalone parser), until he realized that ACT just had a ton of useful stuff already in there and it just made way more sense to build off that than reinvent the wheel.

I'm not sure if you guys have messed around with ACT (as developers) or not, but it might be worth your while to do so unless there's some functionality you really can't emulate in it.

From what I've heard, theyre going with a standalone to reduce the application footprint, seeing as how ACT uses up alot of resources on it's own just staying idle. I do agree though that ACT has many functionalities, so I'm hoping you continue work on your plugin for all those small details that a standalone doesn't have.

<!--is not helping develop this standalone-->

TyroneSama
Jan 31, 2016, 06:55 PM
Aha, nifty. If you guys update that skills.csv, I'd appreciate a pull request :P, less work overall if we don't need to map the skills you guys end up doing.

Regarding the actual standalone parser though: It might be beneficial to take advantage of ACT. I talked with ravahn (the FFXIV ACT guy) a while back, and he mentioned trying to do something similar (creating a standalone parser), until he realized that ACT just had a ton of useful stuff already in there and it just made way more sense to build off that than reinvent the wheel.

I'm not sure if you guys have messed around with ACT (as developers) or not, but it might be worth your while to do so unless there's some functionality you really can't emulate in it.
I'm actually a big fan of ACT's overall functionality, but the footprint is killer for a lot of players I know (a lot of toasters in the team), and the sporadic ally detection is the deal-breaker for me -- if you know how to address that, let me know, the ACT documentation is kind of a brick and I'm not very familiar with it. OverParse already has a built-in toggle for redirecting Zanverse damage, and I do plan on giving it some of ACT's more basic damage breakdown features, but there will always be place for a mature parser.

It's also a personal project, I've never actually coded a graphical application before (as you can probably tell from the screenshot posted) and thought this would be an adventure.

I will totally send a pull request along, though -- haven't changed much besides the capitalization of Over End yet, but I do want to try and pin down some of the weirder unmapped IDs as I go.


From what I've heard, theyre going with a standalone to reduce the application footprint, seeing as how ACT uses up alot of resources on it's own just staying idle. I do agree though that ACT has many functionalities, so I'm hoping you continue work on your plugin for all those small details that a standalone doesn't have.

<!--is not helping develop this standalone-->
Agreed. Definitely not trying to step on any toes here, just wanted to fill a different niche.

Variant
Jan 31, 2016, 09:17 PM
I'm actually a big fan of ACT's overall functionality, but the footprint is killer for a lot of players I know (a lot of toasters in the team), and the sporadic ally detection is the deal-breaker for me -- if you know how to address that, let me know, the ACT documentation is kind of a brick and I'm not very familiar with it. OverParse already has a built-in toggle for redirecting Zanverse damage, and I do plan on giving it some of ACT's more basic damage breakdown features, but there will always be place for a mature parser.

It's also a personal project, I've never actually coded a graphical application before (as you can probably tell from the screenshot posted) and thought this would be an adventure.

I will totally send a pull request along, though -- haven't changed much besides the capitalization of Over End yet, but I do want to try and pin down some of the weirder unmapped IDs as I go.

Agreed. Definitely not trying to step on any toes here, just wanted to fill a different niche.

The sporadic ally detection has been a thorn in my side for a while. The problem is, ACT determines who an enemy or ally is based on actions toward the 'active player'.

When analyzing an old log, it's easy, when it asks you to put your name in, you just put in YOURNAME_<ID> and it'll properly map everything. Real-time though? Uh... best I've got is this (https://github.com/VariantXYZ/PSO2ACT/blob/master/PSO2ACT/PSO2ACT.cs#L240).

I could actually get the user's name/ID and just have the damage dump plugin dump that too, it's just a matter of determining how I'd spit that data out (maybe always make the first line something like //PLAYER_ID and then update the ACT plugin to detect that). Hm, it'll have to be later though, I've got a bunch of stuff in the queue to do.

ZerotakerZX
Feb 1, 2016, 12:35 AM
Behold, the standalone.
http://puu.sh/mR4FV/f3f05927f4.png

Apparently additional functionalities are being added.
http://puu.sh/mR4Qv/96c980905d.jpg

Oh, where is the download link?

TyroneSama
Feb 1, 2016, 02:38 AM
Oh, where is the download link?
It's being shared privately for the moment. I'll make a thread when it's in a state worth releasing on a larger scale: for now, Variant's plugin is a lot more polished and full-featured. Use that, plus RainbowMage and my overlay linked in the OP, if you want a DPS overlay.

(There's a link to my GitHub down below if you feel like building from source, but seriously: it's messy.)

ZerotakerZX
Feb 1, 2016, 03:11 AM
It's being shared privately for the moment. I'll make a thread when it's in a state worth releasing on a larger scale: for now, Variant's plugin is a lot more polished and full-featured. Use that, plus RainbowMage and my overlay linked in the OP, if you want a DPS overlay.

(There's a link to my GitHub down below if you feel like building from source, but seriously: it's messy.)

Good thinking I think.

daviloled
Feb 1, 2016, 04:12 AM
I rly like ACT Data, i could analyze my teammates' abilities with them but ACT uses too much my CPU resource making PSO2 unplayable, i can only use ACT after Team EQ. I hope Standalone Parser is less CPU Consumption. I think that Real-time Standalone Parser combining with Final Result from ACT will be great.

Crevox
Feb 1, 2016, 10:17 AM
Any chance of updating the plugin for Summoner? Not sure if there is a way to relate the summons to the master.

Variant
Feb 1, 2016, 12:04 PM
Any chance of updating the plugin for Summoner? Not sure if there is a way to relate the summons to the master.

I haven't actually played since episode 4 came out. If someone can give me logs and let me know what lines to look at for summons, I can probably work something out.

ZerotakerZX
Feb 1, 2016, 12:05 PM
I rly like ACT Data, i could analyze my teammates' abilities with them but ACT uses too much my CPU resource making PSO2 unplayable, i can only use ACT after Team EQ. I hope Standalone Parser is less CPU Consumption. I think that Real-time Standalone Parser combining with Final Result from ACT will be great.

Parser should not be that aggresive, maybe you shlould ucheck some perfomance-related options or schange CPU priority

jooozek
Feb 1, 2016, 12:37 PM
Parser should not be that aggresive, maybe you shlould ucheck some perfomance-related options or schange CPU priority

the pso2 plugin is actually that aggressive, for me it uses one cpu core when nothing is happening, when i use the ff14 plugin i get maybe 10% usage of a core when in combat

Variant
Feb 2, 2016, 01:10 AM
the pso2 plugin is actually that aggressive, for me it uses one cpu core when nothing is happening, when i use the ff14 plugin i get maybe 10% usage of a core when in combat

Huh. Yeah it is, I just tested it out myself. I can't say I saw the same CPU usage (both FFXIV and PSO2 ACT plugins just give me 0%), but memory usage definitely spikes really high with PSO2 compared to FFXIV.

It might be that I'm just storing a lot more data than the FFXIV plugin does, but I doubt it. Hm, guess I'll mess around a little with it.

TyroneSama
Feb 2, 2016, 08:32 PM
Here's a few Summoner logs that I pulled off someone in my team. Log 1 is them in a random quest, log 2 is an EQ with at least two Sus.

I can't find any sort of correlation between owner ID and pet ID, though, or even any rhyme or reason to pet ID at all. I'm sure there's some logic to it, but it's evaded us thus far: IDs for individual Torims seem to range from 1000 to 120000, scattered randomly, while in an MPA. While alone, they seem to settle comfortably in the 750-760 range, though the pet sometimes has to be resummoned to reset to its "default" ID. Summoner commands don't seem to generate a separate event, either, and switching pets seems to shuffle their ID sometimes?

This is a big mess, as far as my inexperienced analysis can tell. May be something that has to be addressed in the Tweaker's parsing plugin.

Log 1 (https://akari.in/kTf2)
Log 2 (https://akari.in/kTfB)

487482498 is the attack ID of Torim's first auto-attack, for identification. (I've got a few players in my team working on pulling together attack IDs, Su PAs among them -- when things have cleaned up a little more I'll send a pull request.)

Variant
Feb 3, 2016, 12:51 PM
Here's a few Summoner logs that I pulled off someone in my team. Log 1 is them in a random quest, log 2 is an EQ with at least two Sus.

I can't find any sort of correlation between owner ID and pet ID, though, or even any rhyme or reason to pet ID at all. I'm sure there's some logic to it, but it's evaded us thus far: IDs for individual Torims seem to range from 1000 to 120000, scattered randomly, while in an MPA. While alone, they seem to settle comfortably in the 750-760 range, though the pet sometimes has to be resummoned to reset to its "default" ID. Summoner commands don't seem to generate a separate event, either, and switching pets seems to shuffle their ID sometimes?

This is a big mess, as far as my inexperienced analysis can tell. May be something that has to be addressed in the Tweaker's parsing plugin.

Log 1 (https://akari.in/kTf2)
Log 2 (https://akari.in/kTfB)

487482498 is the attack ID of Torim's first auto-attack, for identification. (I've got a few players in my team working on pulling together attack IDs, Su PAs among them -- when things have cleaned up a little more I'll send a pull request.)

Ahh yeah. I'll need to update the damage dumper to do something to link the pets and owners. I'm sure it's somewhere in the spawn data who the owner is (and possibly the pet name as well).

I'll try to get an update out this weekend to address some of the performance issues of the ACT plugin and update the damage dump plugin to spit out some more information about pets.

Rayden
Feb 3, 2016, 02:33 PM
Would it be possible to link it up with AIS users as well?

TyroneSama
Feb 3, 2016, 11:35 PM
Sent off a pull request (https://github.com/VariantXYZ/PSO2ACT/pull/1) that contains most (all?) of the Summoner attack IDs, as well as some misc. fixes for the rest after forking and deleting the repo 400 times while arguing with people over translations.

I'm still new to Git, so I hope I didn't screw anything up, lmao

Variant
Feb 6, 2016, 05:38 PM
So some updates today. Memory/CPU usage should be way better with the new version (1.0.0.5), and I've also pushed an update to the Tweaker plugin for damage dumping to have the current user be dumped as "YOU" in the logs, which should clean up some of the ally/enemy logic for ACT.

If your damage logs don't show your name as "YOU", do a "Force Plugin Updates" in Tweaker.

Let me know how it works out.

Will try to get the summoner stuff sometime next weekend (President's day horray!)

jooozek
Feb 6, 2016, 06:09 PM
can attest that on my potato it barely uses now any cpu time no matter whether in combat or idle, i think it peaked at 10% on one core :wacko: tho i play summoner so i thought it wouldn't parse anything but when i went to check encounters the graphs weren't there but the numbers all are which is what matters to me

daviloled
Feb 6, 2016, 09:23 PM
So some updates today. Memory/CPU usage should be way better with the new version (1.0.0.5), and I've also pushed an update to the Tweaker plugin for damage dumping to have the current user be dumped as "YOU" in the logs, which should clean up some of the ally/enemy logic for ACT.

If your damage logs don't show your name as "YOU", do a "Force Plugin Updates" in Tweaker.

Let me know how it works out.

Will try to get the summoner stuff sometime next weekend (President's day horray!)

Great work, now it only consumes around 1% CPU and 18MB RAM, now i can use it with PSO2, thanks alot ^^

seilent
Feb 6, 2016, 09:27 PM
i'm so loving the new CPU usage, thanks so much !

Nanaha
Feb 6, 2016, 10:51 PM
Curious from a coding view, what did you shave off/improve to get the cpu and memory usage lower? I sort of suspect it might have to do with changing entries to YOU but of course I'm not certain.

Variant
Feb 6, 2016, 11:36 PM
Curious from a coding view, what did you shave off/improve to get the cpu and memory usage lower? I sort of suspect it might have to do with changing entries to YOU but of course I'm not certain.

Naw I was a derp and forgot to do some obvious things. I had the guy who wrote the FFXIV ACT plugin do a code review for me (cause I had no idea what I was doing) and he mentioned that I wasn't clearing up some objects and that I should let my thread sleep (which HardLight also recommended), so just applying those fixes was enough.

The 'YOU' changes are mostly to fix my hacky solution for handling the ally/enemy stuff, but I'm not sure it'll fix all the issues people have been seeing with it.

wssh
Feb 13, 2016, 10:14 AM
Don't know if you found this out already, but I'd figure I'd share this here anyways. If someone has a comma in their name, it confuses the parser and throws a bunch of errors. Just ran into someone with a comma in their name and Overparse crashed immediately while ACT threw a huge fit.

borukan
Feb 13, 2016, 11:43 AM
damagelogs Folder Not found..
Direstory: C:\Program Files (x86)\SEGA\PHANTASYSTARONLINE2\pso2_bin
I only have tweaker pluggin item traslator i need active to dmg pluggin in tweaker????

Nanaha
Feb 13, 2016, 11:54 AM
damagelogs Folder Not found..
Direstory: C:\Program Files (x86)\SEGA\PHANTASYSTARONLINE2\pso2_bin
I only have tweaker pluggin item traslator i need active to dmg pluggin in tweaker????

Well yeah...I'm not sure how you expect the tracker to get your damage without the damage plugin to find it....

Variant
Feb 13, 2016, 02:59 PM
Don't know if you found this out already, but I'd figure I'd share this here anyways. If someone has a comma in their name, it confuses the parser and throws a bunch of errors. Just ran into someone with a comma in their name and Overparse crashed immediately while ACT threw a huge fit.

Ya know, I honestly didn't realize people could put commas in their name. The struggle is real.

I'll release an update in a few to the damage dumper plugin and ACT itself to wrap player names in quotes. Can they use quotes in names?

Z-0
Feb 13, 2016, 03:11 PM
sure can, you can use literally anything in names.

Variant
Feb 13, 2016, 03:13 PM
sure can, you can use literally anything in names.

I hate SEGA.

wssh
Feb 13, 2016, 03:15 PM
Ya know, I honestly didn't realize people could put commas in their name. The struggle is real.

I'll release an update in a few to the damage dumper plugin and ACT itself to wrap player names in quotes. Can they use quotes in names?

I'm in the character creation, it seems like you can put anything the keyboard can spit out.

Edit:
[SPOILER-BOX]http://i.imgur.com/aGP2AoY.png[/SPOILER-BOX]
Yep.

Variant
Feb 13, 2016, 03:39 PM
I'm in the character creation, it seems like you can put anything the keyboard can spit out.

Edit:
[SPOILER-BOX]http://i.imgur.com/aGP2AoY.png[/SPOILER-BOX]
Yep.

Meh. Better plan, I'll just have the damage dumper replace ',' with 'comma'. Will release that later tonight.

Variant
Feb 13, 2016, 05:31 PM
Updated the damage dumper to replace , with the word comma, so ACT shouldn't shit itself when someone with a weird name comes in.

DarakDarak
Mar 4, 2016, 12:14 AM
Hi, new there, is ACT actually safe to use, any risk to get 816 ban or something like that?
I will like to use it if its not that risky. thank you (゚∀゚ )

GHNeko
Mar 4, 2016, 12:40 AM
ACT is safe to use.

Variant
Mar 4, 2016, 01:22 AM
Hi, new there, is ACT actually safe to use, any risk to get 816 ban or something like that?
I will like to use it if its not that risky. thank you (゚∀゚ )

There's always a risk, just like with using the item translation or tweaker or item patches or ReShade or anything that violates the SEGA ToS.

Though, it seems like people have mostly been OK using this stuff. Just don't go out spamming your DPS everywhere.

TaiDono
Mar 8, 2016, 10:59 AM
You're making a music mod soon right ? I'd love that (especially with an easy user interface)

Rayden
Mar 12, 2016, 04:16 PM
I noticed that this shows the current player as "YOU" now. Is there any way to disable that so it just shows the player's name like it used to?

seilent
Mar 19, 2016, 04:28 PM
it's actually possible to make something like mobs HP bar right..? iirc i saw someone posting a screenshot of it before at twitter, not sure its self made or what
it's gonna be very nice to have *-*

Variant
Mar 19, 2016, 05:16 PM
I noticed that this shows the current player as "YOU" now. Is there any way to disable that so it just shows the player's name like it used to?

I'll setup a way to configure it on the next update.

DrCatco
Apr 16, 2016, 06:40 PM
ACT was recently updated, and now the plugin is not showing anything on the main window. Or is just me?

Anyway, thank you for your dedication ^_^

Variant
Apr 17, 2016, 12:58 AM
Uh, odd. Let me take a look.

Edit:

Updated the plugin, seems to work for me now, can you try importing some logs?

DrCatco
Apr 17, 2016, 12:54 PM
Updated the plugin, seems to work for me now, can you try importing some logs?

Um, is still the same version (1.0.0.5)?

I redownloaded it from the www.vxyz.me site, just to be sure I have the most recent version. But apparently I got the previous version, 'cause is still not showing anything.

Variant
Apr 17, 2016, 01:43 PM
Woops. Thanks for letting me know. I moved it into the directory above it (files) so the ACT plugin didn't detect it.

Fixed that, and updated the RAR link in the first post to 1.0.0.6.

DrCatco
Apr 17, 2016, 02:10 PM
Yes, it's working now! Thank you.

Kirirhyn
Apr 17, 2016, 04:23 PM
Since the new updates my 'encounters' aren't detecting any allies just the 'All' tab are finding them, I tried the old 1.0.0.2 pluging and encounters detect allies just fine.
It stopped detecting when 1.0.0.5 plugin got updated together with the damage dumper bringing back the names.
I have no idea if its my ACT config fault or its the plugin messing with me.
This is kinda a problem since Rainbowmage overlay only show allies if they are on encounters unless I am mistaken.

Variant
Apr 17, 2016, 10:11 PM
Since the new updates my 'encounters' aren't detecting any allies just the 'All' tab are finding them, I tried the old 1.0.0.2 pluging and encounters detect allies just fine.
It stopped detecting when 1.0.0.5 plugin got updated together with the damage dumper bringing back the names.
I have no idea if its my ACT config fault or its the plugin messing with me.
This is kinda a problem since Rainbowmage overlay only show allies if they are on encounters unless I am mistaken.

Try with the new update. I just did some things with ally/enemy detection so hopefully this will fix that.

Though for real-time analysis, I do recommend Overparse instead because it looks prettier. I'm focusing on keeping ACT as more of a post-analysis tool.

Kirirhyn
Apr 18, 2016, 01:59 AM
Working fine now, thank you very much.
Only one thing seem to broke but i think I can fix once i get my hands on the html.
Thanks you again and I use both ACT and Overparser both are great!

psomuse
Apr 18, 2016, 08:27 AM
RainbowMage overlay not working.
How can I fix it?

Kirirhyn
Apr 18, 2016, 02:33 PM
I updated to the last plugin and ACT and its working fine, make sure you put you character name on miscellaneous options.

This was the problem I am having now puu[dot]sh/omykN/b1689bd052.png

TyroneSama
Apr 18, 2016, 02:44 PM
I updated to the last plugin and ACT and its working fine, make sure you put you character name on miscellaneous options.

This was the problem I am having now puu[dot]sh/omykN/b1689bd052.png
Hi, I made the RainbowMage preset you're using. Apparently the new version of ACT changed the MAXHIT format, which broke some basic parsing.

I'm no longer maintaining that overlay (no need to maintain it when OverParse fits my use case!) but the regex starts at line 351 in miniparse_pso2.html: it's a little messy, but I'm sure someone can work out what's going on there and update it for the new format.

Goukezitsu
Jun 4, 2016, 02:55 AM
Anyone been np1013 with the parser recently? I've recently got myself free of np1013 but it still happens whenever I have the act parser going and fight enemies. It usually happens about less than 2 minutes after i engage an enemy or at the exact same time. Overparse works fine but I like the layout and the pa break downs of the ACT parser. I was wondering if anyone else had the problem and if there's any solutions. All my plugins are up to date and it happens with or without tweaker.

tsheej
Jun 4, 2016, 04:36 AM
I've been getting that too. Only when i use the Arks Mod Tool. When i don't use it the game is fine and don't get NP1013 error. My friend said he has the same thing too but he didn't use the Arks Mod Tool. On how he got rid of the NP1013 is that he went to troubleshooting in tweaker and did the file check.

Variant
Jun 4, 2016, 12:47 PM
Recently the proxy stuff is what's been causing it (though that should be fixed, but it is GG we're talking about)...

If you guys crash again and think it's ACT, upload a copy of npgm.erl in your GameGuard folder and I'll take a look.

DrCatco
Jun 4, 2016, 02:06 PM
Recently the proxy stuff is what's been causing it (though that should be fixed, but it is GG we're talking about)...

If you guys crash again and think it's ACT, upload a copy of npgm.erl in your GameGuard folder and I'll take a look.

Yes, I think is ACT. I opened PSO2 using the tweaker, and then opened ACT. 2 minutes after ACT started, NP1013.

My copy of npgm.erl:

Variant
Jun 5, 2016, 12:47 AM
Oh.

Wow, yeah you're right. GG does not like ACT.

I guess I should just close up shop now.

Updated first post.

gabor100
Jun 5, 2016, 02:09 PM
Is the PSO2 ACT Plugin and PSO2DamageDump.dll two different dll files or both are the same?

Some people said that Tweaker has a parser built in that bypasses Gameguard.

Can someone enlighten me?

DrCatco
Jun 5, 2016, 03:14 PM
Is the PSO2 ACT Plugin and PSO2DamageDump.dll two different dll files or both are the same?

Some people said that Tweaker has a parser built in that bypasses Gameguard.

Can someone enlighten me?

Yes, they're different dll files.

PSO2DamageDump is a .dll used by the tweaker to write the damage dealed by players in a .cvs log file. You can examine those logs with other programs like Excel, ACT (Advanced Combat Tracker), or OverParse.

PSO2ACT.dll is a plugin used by ACT to show and analyze your damage in the game, something like this:

http://i.imgur.com/F5OeLsK.png

ACT has pretty nice features, which allows you to see detailed aspects of your fight, like which PA you (or anyone) use the most, who deal the most damage, etc. Is used by players of other games, like FFXIV and EverQuest.

Hope this helps.

@Variant:

Please keep developing this plugin. Maybe we can't use it for real-time analysis, but is excelent for post-analysis (and also to showoff your damage to team mates lol (I've never done that, but is nice to have the posibility :P )).

Orangemelon
Jun 5, 2016, 05:09 PM
Why does gameguard allow real time analysis with Overparse but not with ACT? Where's the difference?

Variant
Jun 5, 2016, 07:23 PM
Is the PSO2 ACT Plugin and PSO2DamageDump.dll two different dll files or both are the same?

Some people said that Tweaker has a parser built in that bypasses Gameguard.

Can someone enlighten me?

Yeah, PSO2DamageDump.dll is a plugin that you can get through Tweaker that just dumps information on attacks and things to a CSV file. You could use Excel if you wanted, but ACT and Overparse exist as ways to read the data conveniently.


Why does gameguard allow real time analysis with Overparse but not with ACT? Where's the difference?

You'd have to ask nprotect. I was laughing when I found out GG was blocking ACT. If GG starts scanning people's drives for ACT, RIP FFXIV players.

The difference between Overparse and ACT is that uh, TyroneSama is a much better C# UI dev than I am and so it looks much prettier.

Variant
Jun 14, 2016, 01:46 AM
Damage Dump Plugin update!

Download http://vxyz.me/files/Plugins/PSO2DamageDump/PSO2DamageDump.dll and just put it into your Plugins folder and replace the old one.

That is the latest damage dump plugin that should dump turrets and AIS damage as the player's. I believe the plan agreed to by TyroneSama (for Overparse) and myself is to just do the damage-source split based on the attack ID.

There'll probably be a Plugin update in Tweaker soon enough, I forgot the host information so I couldn't upload it. So for now you might have to fight tweaker to not update the plugin after you replace it, or just use the batch method.

DrCatco
Jun 14, 2016, 08:00 PM
Thank you for this update. Now I wil be able to see how much damage I deal in Yamato's second fase (and also TD4) :)

Variant
Jun 14, 2016, 09:06 PM
Believe it's now updated in Tweaker too.

Should support AIS and turrets now.

UnsentMadman
Jun 14, 2016, 09:11 PM
Always respected the work that went into this venture. I've found myself using it whenever someone catches my eye during EQs, be it in a good way or bad :^)

Variant
Dec 10, 2016, 06:41 AM
Added it to the first post, but I finally got around to open sourcing the damage dump plugin itself: https://github.com/VariantXYZ/PSO2DamageDump

YMMV, go nuts.