View Full Version : This may be odd but..
Horinia
11-20-2007, 04:49 PM
Does Fiesta store melee repots to any kind of log file dump? The reason I ask is I would like to begin a set of data parsing in regards to Def attributes for tanking purposes. For example how def and block% mitigate damage dealt over long duration fights such as KQ's and Elite mobs. I know its a long drawn out process, I used to do it in EQ all the time.
I also know the basic idea now is to have as much def as you can get when your a tank build, but I'm sure, as with most games, theres a declining return, or cap, when it hits a certain point, and from that point on you can focus on gear that enhances DPS, or hp, instead of def. Like with SPR, after +25 points, the return simply isnt worth it, I would like to ideally do the same with def.
Sorry if its an odd question.
Thanks
smitske
11-21-2007, 11:25 AM
would like to help ya but im just a gamer, sorry.
Hollistat
11-23-2007, 09:02 AM
Wish I could help but I got no clue what you said. :P
redgodess13
11-23-2007, 03:55 PM
0.o ... i r veeery confused ... :confused:
Horinia
11-23-2007, 04:36 PM
Heh ya , umm ok let me see if I can clarify.
When a mob hits you there is a damage number that goes above your head in game. In some games like EQ and WoW as well as others, that damage/hits/heals is automatically dumped to a .txt log file located in the game folder.
What you can do with that file is called parsing. Thats where you fight numerous amounts of mobs over and over again, kepping track of how much damage you deal or is dealt to you. What you can do with information is parse it.
Say you get hit 2000 times, for an average of 50 with a 150 defense. That over the parse time would be 100,000 hp in damage And then you equip a shield or different armor that boosts it up to 160. so instead of getting hit for 50 you get hit for say 45. Over of course the smae amout of hits, 2000. That comes out to 90,000 in damage. a 10% reduction in overall damage for an extra 10 defense.
Now after awhile lets say as you go up in levels , every 10 defense does the same rough % of damage decrementation. But all of the sudden you notice after like 300 def , every extra 10 def in armor only reduces it by 7% instead of 10% , thats called a declining return. The key reason for this is when you see an armor pice out there that gives you say an extra 2 def , but the one you are wearing has like an extra 15 End, you can say, well sure I could go for more def, but since the return isnt worth it, I find the extra HP more practical. Or say you can figure out if its really worth it to try out a blessed tier 2 Lir for that 2 or 3 extra def points if they wont do any good in the end.
Hope that makes sense.
Now why do all that? Seems like a lot of pointless workl right? Well kinda , I personally enjoy it, and as a Tank focused fighter I like to understand, with minutia, every aspect of my class. The more I have a complete grasp of my abilities, the better of a player I think I become.
redgodess13
11-26-2007, 04:38 PM
*_* WOOOW ... thats seriously just waaay to much work for me XD but have fun with that ^^
deadskin
11-26-2007, 06:27 PM
Does Fiesta store melee repots to any kind of log file dump? The reason I ask is I would like to begin a set of data parsing in regards to Def attributes for tanking purposes. For example how def and block% mitigate damage dealt over long duration fights such as KQ's and Elite mobs. I know its a long drawn out process, I used to do it in EQ all the time.
I also know the basic idea now is to have as much def as you can get when your a tank build, but I'm sure, as with most games, theres a declining return, or cap, when it hits a certain point, and from that point on you can focus on gear that enhances DPS, or hp, instead of def. Like with SPR, after +25 points, the return simply isnt worth it, I would like to ideally do the same with def.
Sorry if its an odd question.
Thanks
It's the same for every stat. Once you hit the 25 mark, there will be a declining return. I'm sure of it.