Guild Launch News
BETA: GuildLaunchCT_RaidTracker 1.6.4 BETA
I've just released a Beta version of the Raid Tracker. This version includes the updated EPGP GP formula. This formula results in markedly different GP values. I have tested the formula with a myriad of items that I have access to, but would very much appreciate some live fire testing from our users who use the mod.
The Beta version can be downloaded here:
http://glmods.guildlaunch.com/gwiki/index.php?page_name=Guild_Launch_Modded_CT_RaidTracker&gid=68936&page_id=4119
Remember, this is a beta version. If you don't use the EPGP functionality of the mod there is no reason to use this version. It works, it's been tested, but it also contains new changes, so it may break when you least expect it to.
-Stephen
The Beta version can be downloaded here:
http://glmods.guildlaunch.com/gwiki/index.php?page_name=Guild_Launch_Modded_CT_RaidTracker&gid=68936&page_id=4119
Remember, this is a beta version. If you don't use the EPGP functionality of the mod there is no reason to use this version. It works, it's been tested, but it also contains new changes, so it may break when you least expect it to.
-Stephen
Ok, so we go back and adjust all our GP values for all the gear. DONE.
At our guild we apply decay. Now obviously an item that used to be 800 GP points carried a 80 GP point decay at that point in time. If I go back and readjust it to 140 GP it becomes 14 GP point decay.
Can you tell me how the DEcay is applied in your rapid raid system and will I have to manually reapply all decay instances.???
FYI
The way we apply decay is -10% to Gear and Effort points after each raid.
Also, are you updating the site widget to calculate the new costs properly?
Thanks.
At our guild we apply decay. Now obviously an item that used to be 800 GP points carried a 80 GP point decay at that point in time. If I go back and readjust it to 140 GP it becomes 14 GP point decay.
Can you tell me how the DEcay is applied in your rapid raid system and will I have to manually reapply all decay instances.???
FYI
The way we apply decay is -10% to Gear and Effort points after each raid.
Also, are you updating the site widget to calculate the new costs properly?
Thanks.
Reapplying decay is going to be tricky. Decay is entered like an accounting adjustment. So it's entered based on the current values. So, you can't just undo it and then redo it as of a point in time because each decay effects the next. You can manually debit any adjustment though, but you would have to calculate the diff and then slide it forward.
The site widget will be updated in the next release.
-Stephen
The site widget will be updated in the next release.
-Stephen
Ok here is a thought and please correct me if I'm wrong.
1. Create a new raid pool (i.e. WOTLK)
2. Correct the item GP in the first WOTLK Raid
3. Reassign the raid to the new WOTLK pool
4. Apply the decay in the new pool.
5. Circle back and do this for all WOTLK Raids.
Questions:
How can I make sure the new pool has the right starting point - we have about 40+ Pre-BC raids so people don't start from scratch since we didn't reset the system. Do I have to manually adjust the EP/GP for every raider for a correct starting point or can I do an import of the values if I move all WOTLK to some other TEMP pool to get peoples' scores prior to WOTLK?
1. Create a new raid pool (i.e. WOTLK)
2. Correct the item GP in the first WOTLK Raid
3. Reassign the raid to the new WOTLK pool
4. Apply the decay in the new pool.
5. Circle back and do this for all WOTLK Raids.
Questions:
How can I make sure the new pool has the right starting point - we have about 40+ Pre-BC raids so people don't start from scratch since we didn't reset the system. Do I have to manually adjust the EP/GP for every raider for a correct starting point or can I do an import of the values if I move all WOTLK to some other TEMP pool to get peoples' scores prior to WOTLK?
It might be easier to do this:
1. Remove your EPGP adjustments since the divergence in GP.
1. Then move the raids out of the pool into a "temp" pool that are after the first decay point, then run the decay, then move another decay point worth of raids back. Run decay. Move another set back. Re-run decay, etc.
Does that make sense? Essentially doing exactly what you are describing but the opposite. Use the other pool as a holding place for the recent raids. then move the raids back, then decay, move another period of raids back, decay, etc.
Then you won't have to deal with the TBC raids or keeping previous DKP at all. That should work pretty well. and you'll only have to deal with the recent raids.
-Stephen
1. Remove your EPGP adjustments since the divergence in GP.
1. Then move the raids out of the pool into a "temp" pool that are after the first decay point, then run the decay, then move another decay point worth of raids back. Run decay. Move another set back. Re-run decay, etc.
Does that make sense? Essentially doing exactly what you are describing but the opposite. Use the other pool as a holding place for the recent raids. then move the raids back, then decay, move another period of raids back, decay, etc.
Then you won't have to deal with the TBC raids or keeping previous DKP at all. That should work pretty well. and you'll only have to deal with the recent raids.
-Stephen
T0ran wrote:
The major change is that each "Event", boss kill, etc. now contains a list of Attendees. This is a change from the old method of using the Joins and Leaves to determine attendance at a boss. The form of that attendess list is as follows:
What is the format of the new import string? I created an application that allows me to use importing from parsing the EverQuest2 log. But I need the format of the new import string so I can get it up to date before the old import function is removed.
The major change is that each "Event", boss kill, etc. now contains a list of Attendees. This is a change from the old method of using the Joins and Leaves to determine attendance at a boss. The form of that attendess list is as follows:
Quote:
In addition the XML must have the following Node and Data:
<attendees>
<key1>
<name>Character Name 1</name>
</key1>
<key2>
<name>Character Name 2</name>
</key2>
</attendees>
<key1>
<name>Character Name 1</name>
</key1>
<key2>
<name>Character Name 2</name>
</key2>
</attendees>
In addition the XML must have the following Node and Data:
Quote:
If/when we make major format changes that number will be incremented. I'll make a note to publish the current version number on the import page for the export data, so you will know what it is.
-Stephen
<version>GL-1.0</version>
If/when we make major format changes that number will be incremented. I'll make a note to publish the current version number on the import page for the export data, so you will know what it is.
-Stephen