Author Topic: Mag-LootLogger
Mag-nus 
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Subject: Mag-LootLogger
http://magtools.codeplex.com/releases/view/82824

Just logs weapons from the chests you open.
Logs to MyDocuments\Decal Plugins\Mag-LootLogger
Requires Decal 2.9.6.5
The dll is in the bin\release folder within the zip.

 

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keuriocity 
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Subject: Mag-LootLogger
Very cool.
I have over 3000 GC pulls to do and wanted to document it, but wasn't looking foward to doing it by hand.
Any chance it can log 'everything'? Even if it's just a raw dump and not parsed to the csv file?

 

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Mag-nus 
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Subject: Mag-LootLogger
Can you elaborate on everything?

I added just about all the important stats for weapons I could think of. If something is missing I can add it easily.

I was thinking it'd also be nice to add every time you open a chest so you can easily track how many chests you pulled.

Then, on top of that, it'd be neat if it could also log items you find on corpses while hunting.

Be cool to log armor as well.

It may evolve into this, but for now, I just wanted to whip it up quickly and get it out there to help us gather loot info on the new weapons. If you actually look at the code you can see its pretty crude.

 

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keuriocity 
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Subject: Mag-LootLogger
Mag-nus posted:
Can you elaborate on everything?




Sorry,
By everything, I meant not just weapons, but anything in the chest; armor, jewelry, trophies, alt currency, etc.
Elaborate stats wouldn't be necessary on most things, but I think the standard ID data you get from Mag Tools would be sufficient for parsing after the fact.

I'm at work so I haven't had a chance to load it yet, but I think it's a great idea.

 

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immortalbob 
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Subject: Mag-LootLogger
how did you know? ilu

 

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Mag-nus 
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Subject: Mag-LootLogger
Max Damage Numbers:

min variance - max damage

Heavy Weapons
.90 68 Axe
.50 65 Dagger
.40 34 Dagger Multi-Strike
.30 63 Mace
.59 66 Spear
.38 64 Staff
.47 65 Sword
.40 34 Sword Multi-Strike
.44 55 Unarmed Weapon

Light Weapons
.80 53 Axe
.47 52 Dagger
.24 24 Dagger Multi-Strike
.23 50 Mace
.65 54 Spear
.33 51 Staff
.42 52 Sword
.24 24 Sword Multi-Strike
.43 44 Unarmed Weapon

Finesse Weapons
.80 53 Axe
.42 52 Dagger
.24 24 Dagger Multi-Strike
.23 51 Mace
.65 54 Spear
.33 51 Staff
.42 52 Sword
.24 24 Sword Multi-Strike
.43 44 Unarmed Weapon

.30 42 Two Handed Combat

 

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_Blakar_ 
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Subject: Mag-LootLogger
As I'm interested in the max damage/variance/... for each wield requirement I'd love to see this evolve to something that also checks corpses. We would be able to build a good list in no time if it did.

 

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Televangelist 
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Subject: Mag-LootLogger
Mag-nus posted:

.30 42 Two Handed Combat




Great plugin and great data! happy

Just wanted to note that this is two separate maxes in one:

Cleavers, which are .30 variance and 39 top-end, like 26.4-39 at max, and pokers, which are 42 top-end and more like 16.something to 42 at max.

 

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immortalbob 
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Subject: Mag-LootLogger
_Blakar_ posted:
As I'm interested in the max damage/variance/... for each wield requirement I'd love to see this evolve to something that also checks corpses. We would be able to build a good list in no time if it did.

I'd like to see something that can profile the entire loot system

 

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Mag-nus 
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Subject: Mag-LootLogger
Yea, I'll likely be doing that with this. Should be very quick for me to implement.

 

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Excogitate-Pudendum 
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Subject: Mag-LootLogger
so 68 max damage with 90% variance = 6.8 max-min?

 

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supremacyofself 
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Subject: Mag-LootLogger
I am having trouble making rules to pickup say max bd8 weapons of each kind for the 3 differnt skill groups.
What would be the best way to go about doing this?

 

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Striderlongshanks 
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Subject: Mag-LootLogger
Ok downloaded and installed, shows up in decal but see nothing my documents folder after opening a chest.

SL

 

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Lee-Cantonais_SC 
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Subject: Mag-LootLogger
question : could the data gathered be wrong because of some iron/granite tinks ? does the plugin only take untinked weapons ?

 

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Mag-nus 
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Subject: Mag-LootLogger
Striderlongshanks posted:
Ok downloaded and installed, shows up in decal but see nothing my documents folder after opening a chest.

SL


Whats the exact name of the chest that you opened?

 

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Mag-nus 
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Subject: Mag-LootLogger
New Mag-LootLogger added.

Mag-LootLogger: Added UTC Timestamp and Container name to output.

 

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Striderlongshanks 
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Subject: Mag-LootLogger
It was a chest at the mansion. I wanted to log what weapons I had already pulled prior. Figure only inventorys chests like mfk and grand casino chest etc, not storage chests.

SL

 

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Mag-nus 
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Subject: Mag-LootLogger
If the chest has the name "Storage" in it, it won't be logged.

 

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Gafoon_v2 
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Subject: Mag-LootLogger
Would it be possible to get this to inventory non-chests as well? It'd be nice to get the numbers for the non tier-7/8 weapons as well.

 

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DTSince99 
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Subject: Mag-LootLogger
if it's not major or epic BT drop it on the ground.

 

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Mag-nus 
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Subject: Mag-LootLogger
Gafoon, I'll likely add that after I publish a working Mag-SuitBuilder

 

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Gibbon_raver 
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Subject: Mag-LootLogger
Useful, obviously, but not very user friendly.

 

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Gibbon_raver 
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Subject: Mag-LootLogger
Televangelist posted:
Gibbon_raver posted:
Televangelist posted:
Full and complete max stats are on the wiki (ac.wikkii.net) already. happy


Unfortunately, the actual min damage is not provided, unless there is another wiki link that I am not aware of.


max * (1 - variance) = min


Yes, a derived algorithm is needed to return the original, meaningful value for game play. A completely unnecessary task and one that is not as much of a simple thing to many as it is to you and I. Much less, it is such a simple thing to provide along with the variances to greatly reduce user manhours of effort.

EDIT: Even if the variance is the actual random seeded formula used by turbine, there is no reason why the useful, calculated min damage value cannot be provided.

 

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joeblow8579 
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Subject: Mag-LootLogger
Who really cares about the minimum damage?

You say "derived formula" as if we are talking about advanced calculus. We are not. It's simple arithmetic.

 

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Gibbon_raver 
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Subject: Mag-LootLogger
joeblow8579 posted:
Who really cares about the minimum damage?

You say "derived formula" as if we are talking about advanced calculus. We are not. It's simple arithmetic.


lol, when in game have you ever attempted to sell\describe\post stats about a weapon without considering the bottom end damage? (or even attempting to present the weapon stats as a % variance of top end?). The bottom end damage is many times a deciding factor in determining the value\usefulness of a weapon, i.e., a 12-66 heavy weapon spear would be junk.

In any real world user application to require the user to perform their own calculations is absurd. I have been an application\systems\database developer for more years then most players have probably been alive and to provide a single calculated column so that every person who uses the application can get more effective use out of it, much less a one time coding that would eliminate keystrokes and calculations for each and every user, would have not even been a second consideration.

Lastly, as mentioned above, "simple arithmetic", especially requiring calculations of fractions, is not as a simple a thing for many as it is for you and I.


 

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joeblow8579 
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Subject: Mag-LootLogger
Gibbon_raver posted:

lol, when in game have you ever attempted to sell\describe\post stats about a weapon without considering the bottom end damage? (or even attempting to present the weapon stats as a % variance of top end?). The bottom end damage is many times a deciding factor in determining the value\usefulness of a weapon, i.e., a 12-66 heavy weapon spear would be junk.

In any real world user application to require the user to perform their own calculations is absurd. I have been an application\systems\database developer for more years then most players have probably been alive and to provide a single calculated column so that every person who uses the application can get more effective use out of it, much less a one time coding that would eliminate keystrokes and calculations for each and every user, would have not even been a second consideration.

Lastly, as mentioned above, "simple arithmetic", especially requiring calculations of fractions, is not as a simple a thing for many as it is for you and I.



You should understand that variance is the easiest thing in the world to correct for. The difference in total tinked DoT for a weapon with top versus the level below top variance is fractions of a point of damage. Even the difference between three or four levels of variance (weapons spawn with one of five different variances) is not a make-or-break thing for any weapon really, whereas correcting for a weapon two points below the top maximum damage means much, much less DoT once fully tinked.

Do the math yourself on the tinkering, or use Endy's calculator to do it for you. You'll see that minimum damage (and thus variance) are not as important as the maximum damage.

 

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