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Combat Log File Issues, R26

Discussion in 'Release 26 Feedback Forum' started by agra, Feb 4, 2016.

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  1. agra

    agra Avatar

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    I've written a combat parser in Perl for SotA, to check standard deviation in auto attack, and trend things like effect of skill on damage output by glyph and so on.
    Some of these log entries are from R25, but nothing has changed since then with the format, the log entries are identical in format, just current time/dates.

    Couple of issues with the logfile format (logs are found in C:\Users\<your name>\AppData\Roaming\Portalarium\Shroud of the Avatar\ChatLogs ) in R26:

    The timestamp needs millisecond accuracy. In particular, currently, a log entry looks like this:
    [1/11/2016 4:59:51 PM] Large Skeleton Footman has been slain by Player!
    while it should look like this:
    [1/11/2016 4:59:51.478 PM] Large Skeleton Footman has been slain by Player!

    Similarly, entries in the same second, such as:
    [1/11/2016 7:17:34 PM] Grizzly Bear attacks Player and hits dealing 5 points of damage.
    [1/11/2016 7:17:34 PM] Player attacks Grizzly Bear and hits dealing 11 points of damage.
    [1/11/2016 7:17:34 PM] Grizzly Bear attacks Player and hits dealing 2 points of glancing damage due to armor.
    [1/11/2016 7:17:34 PM] Player tried to attack Grizzly Bear and missed.
    [1/11/2016 7:17:34 PM] Grizzly Bear attacks Player and hits dealing 4 points of damage.


    would benefit by being presented as:
    [1/11/2016 7:17:34.021 PM] Grizzly Bear attacks Player and hits dealing 5 points of damage.
    [1/11/2016 7:17:34.145 PM] Player attacks Grizzly Bear and hits dealing 11 points of damage.
    [1/11/2016 7:17:34.332 PM] Grizzly Bear attacks Player and hits dealing 2 points of glancing damage due to armor.
    [1/11/2016 7:17:34.763 PM] Player tried to attack Grizzly Bear and missed.
    [1/11/2016 7:17:34.891 PM] Grizzly Bear attacks Player and hits dealing 4 points of damage.

    instead.

    Finally, misses are currently shown as
    [1/11/2016 7:17:34 PM] Player tried to attack Grizzly Bear and missed.
    but this does not show what missed. As a result, it's impossible to parse accuracy... accurately. :)
    It should instead show (at least, for all non-auto attack):
    [1/11/2016 7:17:34 PM] Player tried to attack Grizzly Bear with Flame Fist and missed.

    That is, it should enumerate exactly what missed, if it was an glyph or skill. This would bring miss log entries in line with hit log entries.

    Non damage effects such as crowd control (root, stun, knockdown, knockback) should also be enumerated and show both the originator of the positive or negative effect as well as the target of the positive or negative effect, and if it has a duration, it should mark both a start and end of the effect. This also applies to heals, heals over time, stat buffs, lights, and so on.
    [1/30/2016 9:50:54 AM] Player is healed for 22 points of health.
    for example. What or who healed the Player? Unknown.

    Finally, initial hits versus DoTs or other ancillary effects should be enumerated separately and distinctly.
    For example,
    [1/7/2016 8:21:58 PM] Player attacks Large Wolf Spider and hits dealing 7 points of damage with Flame Fist.
    [1/7/2016 8:22:00 PM] Player attacks Large Wolf Spider and hits dealing 2 points of damage with Flame Fist.
    [1/7/2016 8:22:02 PM] Player attacks Large Wolf Spider and hits dealing 2 points of damage with Flame Fist.
    [1/7/2016 8:22:04 PM] Player attacks Large Wolf Spider and hits dealing 3 points of damage with Flame Fist.
    [1/7/2016 8:22:06 PM] Player attacks Large Wolf Spider and hits dealing 3 points of damage with Flame Fist.

    You can assume the first hit is the initial damage portion of Flame Fist, but you're not really sure, and you know what happens when you assume.. ;)
    The first line should either be distinguished as an initial attack, or the subsequent lines should be distinguished as DoT effects.

    Certain effects are shown out of order. This is how they appeared in the log:
    [1/30/2016 9:50:16 AM] Large Grey Wolf has been slain by Player's Splintering Strike!
    [1/30/2016 9:50:16 AM] Player attacks Large Grey Wolf and hits dealing 55 points of critical damage with Splintering Strike.

    When clearly, that wasn't the order that they actually happened. This happened repeatedly on killing blows.
    There's more, but hopefully these can be addressed in a timely fashion.
     
    Katrina Bekers and KuBaTRiZeS like this.
  2. Chris

    Chris Tech Lord Moderator Ambassador SOTA Developer

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    We'll deal with this at some point. There have been a fair number of people who have brought this up. The order isn't preserved and we put things in the log the moment it happens on the client even if the server disagrees on something. The nastiest and most obvious result of this is that you have 20 people hacking on poor Lord British and they kill him but everyone's log shows that they killed him! (BTW, it was Whizkiz in reality) This is because when their client thinks it is attacking, it is logged at the same time it is sending it up. Lord British's health is also tracked locally but also on the server and hasn't been updated yet so you think he is still alive and log a message about the kill....along with everyone else. We will get this fixed eventually as it is important to lots of people running events.
     
  3. Drocis the Devious

    Drocis the Devious Avatar

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    I did 1 point of damage to LB! I think that was the deciding blow and the logs just didn't pick it up correctly. :)
     
    KuBaTRiZeS likes this.
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