2012-11-14

Rewriting in progress...

Apart from minor fixes, like adding support for Shred! (which is not the same spell Id as Shred), so that Glyph of shred can be taken into account, I've started rewriting the way damage and DoTs are processed.  For the moment I've improved the statistics, but I still need to un-triplicate the DoT code and I'm also thinking on how to correctly deal with block/absorb, so that damage is correctly taken into account.
Sooner or later I should also add support for crit normalization (= "normalizing" your damage/DPS to the value it would have if you didn't have luck/unluck with crits or OOC), but that's still far away.  The main objective is to get the visualization to correctly deal with everything.
Side note: Garalon down, and the log has an interesting "problem".  The legs are "recycled", in the sense that they don't behave like adds which die and repop: there's no UNIT_DIED event or anything similar, and they always have the same id.  This is good, because you only have four "adds" in the display, but at the same time it's impossible to know from which moment to which moment they existed, so any attempt at calculating an aura uptime in % is impossible.....

2012-11-10

Version 0.3.1 out

I've just uploaded version 0.3.1, source only for the moment, I'll rebuild the windows executable during the morning.
Notable changes are that I fixed one crash, and started adding support for Soul Swap.  Problem is, it's a bit of a mess, and I never wrote "correctly" the code for DoT management, as a result I have the DoT code in triplicate (Rake, Rip, Thrash) so I need to do a lot of cut-n-paste when I add stuff to the DoTs.  This cannot go on, so I'll rewrite the entire thing as soon as I can to centralize the DoT code.  For the moment Soul Swapping rake works, the other DoTs are still swapped, but the swap is not recognized as a Soul Swap, so the code complains about a lot of stuff (Rip applied at less than 5 CP mostly).
I've also added some more statistics on the attacks: in particular the calculation of the "real" DPE (damage-per-energy) associated to the attacks.  This allows you to see how incredibly good Thrash is as soon as you can hit more than one target :)

2012-11-08

Autodetection of talents

Well, I just realized that asking the player for talents is useless, since all the relevant ones are easily spotted in the combat log (source = you, spellid = the one of the talent), so I've modified the preprocessor to detect the talents.
I've added skull bash to the energy tracking, and I've fixed an error which was reporting swipe twice in the OOC allocation pie chart.
FB refreshes of rip now correctly propagate TF/DoC boosts, and the warning for too few shred extends is turned off as soon as you start to refresh rip with FB.
Activity tracking is still a complete mess, reporting hours-long casts of Healing Touch, I'll have to look into that, but I'm starting to wonder if that display is of any use whatsoever.
In the week-end I'll try to fix some more stuff and then I'll put out a new release.

2012-11-05

Dream of Cenarius has no doses

Ok, so I finally got a log with Dream of Cenarius.  The good: my code to mark DoTs as "DoC boosted" worked on the 1st try.  The bad: since DoC has two charges I was expecting it to be handled as a 2-stack-maximum self-buff.  Well, it isn't.   DoC, the damage part, spell id = 108381 does not have AURA_APPLIED_DOSE or AURA_REMOVED_DOSE, it's just APPLIED or REMOVED.  I'm also thinking about a way to indicate which of your attacks are DoC-boosted beyond DoTs... I guess I'll add one more element to my display class to provide an additional "flag" to events.
Apart this I have some weird stuff happening (all heals are marked as crits, go figure why), I had to fix once and for all the friendly fire problem (which was segfaulting the program), the "Cowardice" debuff/DoT on Spirit Kings was killing the health tracking since it has no source, I was getting some nice error report on Berserk cast, of the kind "Error: energy below 80" and at the same time "Error: energy above 79", which makes for a narrow margin of error :P
As soon as I get that stuff cleaned up I'll go for a "prerelease"!  Stay tuned (but don't hold your breath).