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Add support for customising the timeframe over which DPS is tracked #244
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Correct, however what you have outlined as an issue, is how graphs with a time component generally tend to work in my understanding. I'm also not suggesting replacing the existing solution, but rather add another mode as I'm sure the current functionality is fine for some/most people. The issue of my DPS being tanked is more so because the total time continues to increase after quest commence, join or first hit while my total damage stays the same during a monster chase or just being unable to attack. I am more interested in seeing the "moment to moment" drops and spikes as opposed to a very averaged out graph. |
I had the same idea and would also love to have this dps option! |
I was confused by these graphs as well. I think the issue is that what's being graphed isn't the Damage Per Second, it's the Total Damage Per Second. Total DPS/Time doesn't naturally make sense as a graph because it becomes stable over time (it gets harder and harder to change as you get further into a fight). Total DPS only really makes sense as a metric. Here's an example showing how it becomes more stable as the fight goes on: I think that the graphs should either be Total Damage/Time, or it's derivative DPS/Time. Total Damage/Time will look very similar to the current Total DPS/Time graphs, but won't have the compression as you get further into the fight. Another benefit since DPS is the derivative of Total Damage/Time, it can easily be resampled to any time window for the recorded hunts as well. This is how every DPS tracker for MMOs works that I'm aware of, here's an example from the main FFXIV tracker: https://www.fflogs.com/reports/HpY1XgtPBVkmjDh2#fight=4&type=damage-done I can potentially take a look at changing this if you agree that this plan would make sense. (As an aside, I do think encounter splitting is useful, but understand that would be more work to track) |
Right now HunterPie tracks DPS by, I assume,
damage / time
however if the monster runs away, or I'm unable to land any big moves for a long time my DPS just tanks and stays tanked for the rest of the hunt, making the DPS graph essentially useless as it will always start high and inevitably go down and isn't representative of your performance at specific points in the hunt.Ideally HunterPie would track damage in a (configurable) interval let's say every 5 seconds and plot a new datapoint on the graph with the DPS you have dealt in those 5 seconds. The graph will then be representative of your performance and actions throughout the hunt as opposed to a simple
damage / time
calculation.The text was updated successfully, but these errors were encountered: