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Posted Mon 15 Apr, 2019 8:11 AM
What do you mean by distance? So the numbers on each user's client may vary for the same dps performance?
Simple if you are too far away from the person that do the parse you will get different numbers compared to the amount of damage you realy did.
This is for the eample why you can't parse KSA the gap between the players is too big and you wil lget wrong numbers from the people on the other side in this STF it is a given.
This will happen in ISA too if for example if the guy the parses go to the right side and you go to the left or you can't keep up with the rest of team moving around.
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Posted Mon 15 Apr, 2019 11:34 AM
That sounds very new and doesn't really make much sense.
The ingame log should be a single-file that records/extracts all of the damage/heal instances from the map itself (instance). So it should yield at least similar numbers. With variances between different parsers.
A parser is a program that literally reads a gamelog (which should be the same for all users) and creates a new file, like a transcript of the game log.
Then from that transcript it makes an average by splitting the total damage to the number of seconds elapsed in combat, resulting in the fps values. If the combat log takes numbers based on distance, parsing is useless to exact degrees and these guys doing 950k dps are messing with the logging system, not really reaching these performances.
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Posted Mon 15 Apr, 2019 12:08 PM
That sounds very new and doesn't really make much sense.
The ingame log should be a single-file that records/extracts all of the damage/heal instances from the map itself (instance). So it should yield at least similar numbers. With variances between different parsers.
A parser is a program that literally reads a gamelog (which should be the same for all users) and creates a new file, like a transcript of the game log.
Then from that transcript it makes an average by splitting the total damage to the number of seconds elapsed in combat, resulting in the fps values. If the combat log takes numbers based on distance, parsing is useless to exact degrees and these guys doing 950k dps are messing with the logging system, not really reaching these performances.
DPS parsing in STO has always been like this. I’m not sure why its like that from a technical standpoint, but I can confirm thats why PUG runs can have wildly different results each parse for different people, same for a coordinated group. If someone is lagging behind they will show up as lower DPS than they might have actually output.
As for your point of Logging fiddling, thats incorrect. The highest DPS parsers output so much damage that they literally suck all the damage up and get those insane numbers, sometimes people run with support vessels that specialise in Beta spam and healing of the DPS players.
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Post ID: 388335
#64
Posted Mon 15 Apr, 2019 12:12 PM
That sounds very new and doesn't really make much sense.
The ingame log should be a single-file that records/extracts all of the damage/heal instances from the map itself (instance). So it should yield at least similar numbers. With variances between different parsers.
The combatlog the game generates only records nearby combat. They do this due to larger maps and the amount of lag that capturing the entire map can cause for the user.
It's been like this since I started playing back in 2012, so it's likely been like that since the game came out.
As Bridger discussed, go run KSA with someone parsing on each side. You will have quite different numbers as your game client only records combat within like 15-20km of you.
-----
People are reaching 950k, but it's not because they're messing with the logs. It's just taking advantage of powercreep in nanny runs. Nanny runs have been and will always give unrealistic numbers that are only possible in those types of runs due to the large amount of debuffing and time compression.
If you want to look at more realistic numbers, look at HSE or LR ISA runs.
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Posted Mon 15 Apr, 2019 5:24 PM
Then this dps parsing thing is way broken than I thought... Thank you for the clarifications.
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Posted Mon 15 Apr, 2019 7:57 PM
Then this dps parsing thing is way broken than I thought... Thank you for the clarifications.
It is not broken, it just expects that if you want to parse yourself you parse yourself and don't rely on someone else to do it for you.
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Posted Fri 19 Apr, 2019 8:30 PM
I know this build is for a Nebula but I couldn't resist putting it on a Crossfield Science Vanguard, and despite having one less temporal ability it works extremely well on it, extra weapon slot isn't bad either.
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Posted Fri 19 Apr, 2019 9:17 PM
I know this build is for a Nebula but I couldn't resist putting it on a Crossfield Science Vanguard, and despite having one less temporal ability it works extremely well on it, extra weapon slot isn't bad either.
It is the the most universally build that can be used on nearly all Science ships with a minimal amount of modification.
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