Binary parser for the .evtc files that arcdps generates after a boss encounter. This will generate a .html file where the results can be easily reviewed.
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Aetherblade Hideout combat replay and mechanics #935
Added buffId to the buff exceptions, faster to find which buff was missing in simulation.
Added ComputeLifespanWithNPCRemoval API, find the end time of an effect by checking the DeathEvent, DespawnEvent or LastAware of an NPC.
Added RotatePointAroundPoint API to Point2D and Point3D, finds the next rotation of a point given the point position, pivot point position and the rotation angle.
Aetherblade Hideout
Mechanics
Added hit by Electric Blast
Added hit by Toxic Orb
Added hit by Heartpiercer
Added cc'd by Heartpiercer
Added hit by Fissure of Torment
Added hit by Toxic Bullet
Removed hit by Kaleidoscopic Chaos, never worked
Added buff apply Ley Breach Target
Added buff apply Green Beam Target
Added buff apply Red Beam Target
Added buff apply Blue Beam Target
Fixed downed by Focused Destruction using CM ID instead of NM
Added downed by Kaleidoscopic Chaos
The following 4 are checked by finding a HasDowned event on the player, with a DeathEvent within threshold. All down events, death events and hit events were within 0-1 milliseconds off each other in the logs i checked except for Chaos and Destruction which uses a buff instead of a hit event, that was 30 milliseconds. The thresholds can be adjusted if necessary.
Added death by Tormenting Wave (Echo's Smash)
Added death by Focused Destruction CM (Green)
Added death by Chaos and Destruction NM (Puzzle)
Added death by Mag Beam CM (Puzzle)
Combat Replay
Nightmare Fusillade (Main and side cone Mai Trin)
Heartpiercer
Tormenting Wave (Smash & shockwave)
Electric Blast (Echo's swipe, indicator & damage)
Flanking Shot (Beam during puzzle NM)
Puzzle NM
Puzzle CM
Mag Beam (Beams during puzzle CM, Player and Ferrous Bomb)
General
Aetherblade Hideout
Mechanics
The following 4 are checked by finding a HasDowned event on the player, with a DeathEvent within threshold. All down events, death events and hit events were within 0-1 milliseconds off each other in the logs i checked except for Chaos and Destruction which uses a buff instead of a hit event, that was 30 milliseconds. The thresholds can be adjusted if necessary.
Combat Replay
Misc
Testing
Used these logs for tests, I've also let it parse all 542 of my logs and none have had issues.
tests.zip