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Sine_Nomen

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  1. in summary: Yes, there absolutely are abilities in the game other than the relic proc that will appear as "Power Surge" in combat logs. Discrimination by unique ID, not textual name, is an easy solution. Power surge from the Underworld SA relic should be listed as [Power Surge {3244358165856256}] in the original text file. If you work from that file, or from software other than torparse, you'll note that every discrete action/ability/buff/etc has a unique identifier. That identifier is how, for example, a parser separates a sniper's DoTs despite the text reading "Poisoned (Tech)" for two of them. Corrosive Grenade ---> Poisoned (Tech)[b] {1703989619982592}[/b] Corrosive Dart ---> Poisoned (Tech) [b]{814909914874120}[/b] Mercenaries also have an ability explicitly named Power Surge, which appears as Power Surge {2025218813984768} in log files. You didn't specify which power adrenal you use (and I didn't check your torparse links), but the Nano-Infused Attack Adrenal yields an effect of the same name: [ApplyEffect {836045448945477}: Nano-Infused Attack Adrenal {3261082768506880}]
  2. An astute observation. I realized when voting that it may have been coincidental that oofalong was the only candidate I had ever heard of, but it's apparently a reflection of actual candidate forum habits.
  3. I suppose it was kind of an odd decision on my part to leave just one variable fixed . The update has been made. It's probably clear implicitly, but (for anyone learning from this) note that the corresponding HTML must be updated along with the javascript. Failing to do so would leave your code looking for a DOM element that doesnt exist.
  4. I'm delighted that this has made it to the PTS, but I can't resist pointing out that PTS changes are not guaranteed to make it to live.
  5. I'd speculate that some small vocal minority would complain about others having access to content first. With the vehement arguments that arise from "world firsts", this seems like a likely result.
  6. You're not using an external tool that the other parties don't have access to. It's no more an unfair advantage than using a stun or interrupt against some poor sap who isn't smart enough to do likewise. He's got the tools; you can't force him to use them (or be blamed when he fails to use them).
  7. No, he didn't say macros would solve the issue. He suggested that VOIP fails the test set forth by Phillip: Voice comms are a tool external to the game that enable faster responses - that's why they're used, right? If anything, I think he's written a verbose feature request (add voice comms to the game itself).
  8. I'd have to agree with the earlier sentiment that the qualities you describe sound well suited to tanking. When it comes to DPS pulling groups, you can institute (and explicitly state, if necessary) a very simple rule: you pull it, you keep it. (To clarify, I mean specifically initiating a fight; being unable to hold aggro is a different matter.) Those who know the role they're playing won't ever come into conflict with the rule, and those who do come into conflict have no valid reason to complain to you. Paying attention, in general, is always a good thing. It might be worth noting that pulling aggro from the tank, on command, is usually the exclusive province of classes with tank trees. Pure DPS classes don't have taunts, and may have little to no healing mechanism. In those cases, no amount of attention paid to the tank's HP is actually going to contribute to keeping her (and the group) alive.
  9. Respeccing isnt the issue; automating the process of respeccing is the issue.
  10. I wonder: if a macro is executing your priority list, what are you doing? You might as well watch another player's stream while arbitrarily hitting spacebar to 'win'. One click respec does sound fantastic though. I don't respec often, but when I do, it's a PITA. (in truth, it's more like a minor inconvenience, but it often means 7 or more people are waiting for me to finish, and I'm clicking between the game window and a torhead skill tree bookmark).
  11. There's no warrior (or any class I've played) ability that removes class buffs. Whether this occurrence fits the other two categories you mention (bug/hack) I can't address, and won't speculate on.
  12. You can find it here. Your boost function seemed verbose and complex to me, so I rewrote it. In C++, my version would look like this: javascript for the link above:
  13. Update: You did all the hard work! This should now be accessible on this Google Sites page. That should be even easier for those who don't want to copy and paste, though the performance has taken a noticeable and unpleasant hit. There's also a little tank stat tool based on KeyboardNinja's numbers in this thread.
  14. First, thank you for your efforts! I suggest an easy to use web version; and because I had some free time, I ported your code to javascript and threw it in a bare bones html/css file. Variable input is on the left, the output is on the right. See this image as an example: imgur link (SFW, of course) I don have any server space laying around (and didn't bother looking for any) edit: This should now be accessible on this Google Sites page, but interested users can copy the code below into a text file, save as .html, and open it in a modern browser. I only tested in Chrome, so it's entirely possible other browsers may gag and die. The results update when you change an input (and the input loses focus). In other words, change a number, then hit tab or click somewhere else on the page if the results aren't immediately altered. The whole deal (javascript is minified, see below for the prettier version): Just the javascript (106 lines with whitespace) Hopefully someone finds it useful.
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