github ravahn/FFXIV_ACT_Plugin v1.4.0.5
Version 1.4.0.5

latest releases: 2.7.0.2, 2.7.0.1, 2.7.0.0...
8 years ago

Release v1.4.0.5

This update fixes a couple of problems:

  • When parsing in Memory mode, the HP Scanner class was raising an exception such as "ScanHPPercentFactory is not initialized". This is now fixed.
  • Added the new Limit Break definitions, so these are now assigned to the "Limit Break" combatant instead of the player initiating the skill/spell.
  • Re-implemented the feature that reports the current player's stats / weapon damage into the log data. This is not used yet, is helpful to theory-crafters.

Two issues that still may need to be addressed:

  1. DoT Crit hits
    These are still using the 3.0 formula, which turns out to be a good approximation for average gear.
    Some background - previously, critical hits would multiply a normal hit by a 1.5x multiplier. For example, a 100 damage hit would become 150 when critical. With FFXIV 3.0's changes, it is no longer a fixed multiplier, but instead varies based on the player's current critical hit rate.

My initial testing shows a multiplier as low as 1.46 with no critical gear at level 50, and data from some level 60 players puts it above 1.54 with 600 critical skill. If anyone is currently performing testing to come up with a formula, please let me know your results. I suspect it is based off of critical hit %, not critical skill level, since the crit % formula changes at each level. I have a way to find the current critical hit % of a player from a DoT buff, if it is helpful.

  1. DoT Skill Speed effect
    Similar to critical hits, very low skill speed seems to reduce non-crit DoT tick damage below pre-3.0 levels, while higher skill speed at level 60 brings it only slightly above pre-3.0 levels.

More importantly, the average normal DoT tick amount is sent directly from the server to the client when the buff lands, so both network and memory mode use this DoT tick value to produce the simulation. As I've written before, the server only sends one byte, so the FFXIV plugin has to guess at the second byte of DoT tick damage (generally, it will either be 0 or 1, which makes it easy, for now!).

While the formula for skill speed effects on DoTs does change the amount, it is small enough to not be a problem yet, so I have no plans to incorporate this formula. I'll keep my eye on it in case this changes.

Please continue to let me know of any problems via email (ravahn (at) hotmail.com), Reddit, or Github!

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