Ive seen many parsers etc with DPS worked out and a realtime one also.
i look at Seq's combat and mmob screens alot as im a stats whore and notice its based on time from mobs start to finish or somehting similar which throws out the figures significantly if mezzing etc.
now i also know its not really possible to work out the formulae for calulating DPS off Haste damage etc because of varying mobs.
i have yet to get to the riversource and parce a long file but i also dont want to drag a chante etc to workout the best calculations from it.
in case any dont know the riversource is like a lvl1 mob with a billion hitpoints...doesnt regen too fast and cant hit/doge etc great for a static mob test.
well anyways i ramble a little..
Is there any way we can clean up DPS system a little on seq...
i get random mobs in my list from zoning
i get issues when i faction tag a mob it throws dps out by miles.
i get issues when im not actually attacking a mob for 100 percent of time...ie oor or not targetted etc.
i expect if we look at the target and attack = true to use as a counter that would help ALOT. it still doesnt help the OOR stuff where you are Fluxed or such away from a mob. can we also remove the time between the first out of range message and fir next swing landing.
also just and idea but on the average dps wouldnt it be wise to remove the top and bottom 10 percent? that would cater more for the od caster in the mix etc. makes it lso a truer average i beleive
anyone have any odea how the MOB defensives are worked on? is there a logical way to estimate a mobs defensive rating so we could build a curve?