Combat Level Point Counters
Posted 21 October 2017 - 07:32 PM
Posted 21 October 2017 - 07:55 PM
Posted 22 October 2017 - 12:18 AM
Posted 23 October 2017 - 08:27 AM
Please continue discussing other things that may be useful based on this information so we can see what we may want to add into priorities.
Posted 24 October 2017 - 07:46 AM
Kill Award Points - the number of points earned based on your % of damage done to a mob
Top Kills - Kills in which you were the top player doing damage
The system should track:
* How many times you you participated and did some damage
* the total Kill Award Points earned
* the total CL of mobs the awards were for
* the number of times you did the most damage
* the total Kill Award Points earned for top kills
* the total CL of mobs the top kill awards were for
Anytime you do damage to a mob, it tracks the most recent time, total damage done, and sets a flag for type of damage. The damage type flag is used for other things and not tracked as part of Kill Awards.
When a mob or player heals, it removes damage done to it from the oldest 'recent time' time until the total damage on it is the same as it's current damage. This means if you do a hit, then someone does a bit, and then you do a little more damage, the 'healing' gets subtracted from that early big hit first since you early hit gets totaled with your later one so it's considered newer.
When a mob or player dies, all the damage done by players only (not summons) is totaled up and Kill Award Points are awarded based on each players damage based on what % of the total player damage they did wounded down. The total Kill Award Points handed is based on the mobs CL at the time of death and could be less due to rounding down the number of points awarded. The player that did the most damage is also awarded a Top Kill and His Kill Award Points earned are also added to his Top Kill Awards. In case of a tie, the player with the LOWER Top Kill Awards earns the top kill (since in theory it may have been harder for them).
These points would be awarded to you even if you were logged out at the time and you would get them when you login later (within a reasonable time). So if you were involved in helping to kill, and the monsters healing wasn't enough to erase your damage, then you can at least still earn a portion of the kill despite having to logout. But, since you are no longer actively doing damage, what you did may end up having the healing applied to removing your damage first.
All this information is tracked per player in 100 CL buckets for the mobs CL with anything >= 1000 going into the same bucket as 900 - 999 CL, so your top kills in the highest bucket are tracked separately for lower level CL's. There is also a Total Kill Awards tracking thats just a total of all 10 buckets.
Lots of small pieces of information, but it will keep enough information to make for some interesting results that can be tracked, including being able to have a leader board for each of the 10 buckets for both helping out with kills as well as having earned the Top Kills. Notice that once Kill Awards based on damage are awarded the damage information is forgotten. It's not tracking cumulative damage at that level.
There is a weakness here that supporting rolls don't get anything and nothing from just summons. Damage from Melee, Ranging, and Magic all go towards the Kill Awards points. Additional thought on how best to handle that will be needed and in the future may enhance this proposed setup. Another weakness is to add this we should basically ignore all kill counters in the server and replace it with this. There is also no tracking just for Bosses, rather it's based on the CL buckets. since there are bosses in the 200 CL range and others in the top ranges are only bosses.
If you see what's outlines, the number of Top Kills is similar to the server side kill counters currently, except the old system only looked at those currently in melee around the mob. This system has a longer memory and accounts for non-melee damage as well.
Thoughts on how to simplify it or enhance it?
Posted 24 October 2017 - 04:32 PM
Posted 24 October 2017 - 04:36 PM
The Q is, how damage do they take from your poison while others are fighting it?
Posted 25 October 2017 - 07:09 AM
If it's not about poison, then define "this" better.
Posted 26 October 2017 - 03:03 AM
it does not seem i am following this very well. I thought this was a damage tracker, and that it would be applicable to any mob. I was way off in my thoughts. I need to buy more plats it seems to participate further in this discussion.
Posted 26 October 2017 - 05:26 AM
What we have in place now is the low level DamageTracker which is able to track the damage from Melee, Ranging, Magic, and even the Timed like Poison.
Posted 26 October 2017 - 07:59 AM
This is NOT part of any decisions or discussions related to the proposed KillAwards usage. Rather an on going extension of EventInfo/Tracker because we now have more accurate Damage information.
Posted 26 October 2017 - 10:15 AM
Coordination with an IM may be needed to help you see that information depending on what testing they have been doing and if you want to see your self there.
Posted 27 October 2017 - 07:26 AM
I think I must have missed something whilst reading through this.
Posted 27 October 2017 - 08:38 AM
I think I must have missed something whilst reading through this.
The more Advanced Kill Awards I proposed and spelled out in detail is an attempt to track even more data in the server based on the improved damage tracker and intended to replace the server side counters we have currently. The final usage is EventInfo mostly discussed https://www.otherlife.com/forums/index.php?/topic/1602-event-drop-automation/ and can sometimes be seen on Test after Test WebAccess login at http://test.other-li...d/eventinfo.php depending on when the most recent restart was and if an IM has run an Event with the tracking enabled.
The intent of this thread is to discuss was be can use the new improved information and my Kill Awards post above is just on of many ways we may be able to use it. the new DamageTracker itself that is capturing all the information only tracks it short termp and temporarily. Getting killed or logging out for example can removed the information tracked for you. When a death happens on a map flagged as active for an Event (for invas & players), then the EventInfo system captures some of the information for it's needs. The Kill Awards as said previously is a proposed system to summarize some of that information add create a major improvement over server counters on what you have killed allowing a way that multiple people on a boss can get partial credit for their part in the kill (and that summary would be store permanently as totals in each 100 CL bin as outlined)
Posted 15 November 2017 - 04:26 PM
Posted 23 November 2017 - 01:40 AM
and to be honest i am still yet to get premium yet so not really sure what might be useful information to have out of what you can collect...
@@3buying plats ..
Posted 23 November 2017 - 07:03 AM
Posted 12 December 2017 - 02:38 AM
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users