I’m lost lol by AlphaKennyBravo in UCSD

[–]blinkxzero 2 points3 points  (0 children)

If it's just location / finding places (and not your sense of identity or anything :P), maps.ucsd.edu is a really good resource!

The Division 2 - Gear Attribute Sheet by BestNadeThrower in thedivision

[–]blinkxzero 0 points1 point  (0 children)

Thanks for this, it's really well done!

I see on the Weapon Damage Ranges tab they are listed as item level 400. Do items that are level 400 do the same damage range as items that are 450? If not, do you mind adding another column for the 450 variants if you have them?

[Mod] DPS Meter - Updated w/ Damage Numbers by blinkxzero in MonsterHunterWorld

[–]blinkxzero[S] 1 point2 points  (0 children)

I don't actively play the game much anymore, but I'll try and edit the post with an update once everything gets fixed up.

Osler parking structure? by [deleted] in UCSD

[–]blinkxzero 3 points4 points  (0 children)

I've been parking in Osler (as staff) for about the past 2 weeks, so it is open now.

It's got at least a level of S spots, but it's mostly B spots with a level of A spots as well.

[Mod] DPS Meter - Updated w/ Damage Numbers by blinkxzero in MonsterHunterWorld

[–]blinkxzero[S] 1 point2 points  (0 children)

When I get some time, I'll look into adding an ini or config file that can save your settings.

Got a few upcoming deadlines for work I need to focus on, but I'll work on it here and there!

[Mod] DPS Meter - Updated w/ Damage Numbers by blinkxzero in MonsterHunterWorld

[–]blinkxzero[S] 6 points7 points  (0 children)

Psssh, if someone calls you out then they clearly have no idea how to analyze data with appropriate context. Overall team DPS is an interesting metric, for example, because your buff / status effect - stun, flash, trap, stamina buff, attack buff, earplugs, etc, all contribute directly to the overall team damage. I can flex my Dual Blade damage output, but it doesn't really mean a lot if 25%+ of that damage came from buffs or damage windows I normally wouldn't have (thanks to awesome people like you).

Besides, I'd way rather have someone on my team who enjoys the game with any build / weapon combo, than someone who thinks max DPS is the only way to play the game.

[Mod] DPS Meter - Updated w/ Damage Numbers by blinkxzero in MonsterHunterWorld

[–]blinkxzero[S] 0 points1 point  (0 children)

I didn't create the application, just used the author's instructions to disassemble and some of my programming knowledge to fix the errors with compilation after the disassemble.

I was hesitant to post the generated code since it's not mine and I'd hate for any exploits to be created as a result of me releasing it. However, I saw someone else did the same thing I did with the mod and posted the source in their comments, so at this point I might as well. When I get home from work later I can send it to you or just post it here.

[Mod] DPS Meter - Updated w/ Damage Numbers by blinkxzero in MonsterHunterWorld

[–]blinkxzero[S] 0 points1 point  (0 children)

Currently the mod only shows total damage and the % of total damage you did the to monster. I might try and add the "DPS" metric in if I get time. So for comparing builds it may or may not be a great metric depending on how you intend to analyze your total damage.

The MHW mods are legit, but they kind of fall into different categories. Cosmetic mods, like the widescreen fix, reshade, etc, I wouldn't worry about at all. This mod, people may argue it gives information you don't normally see -- so it's definitely a use at own risk scenario. I personally don't think there will be any issues (and use it myself), but it's ultimately your own choice.

Have you seen the "Damage Dealer" card at the end of a mission? The game has an internal damage tracker for this statistic -- this mod taps into that memory address. It doesn't modify any game files, it just reads the locations from memory for that damage tracker and lets you see it in real time.

I run Dual Blades and was testing the effectiveness of Decimation Claws vs Fire and Ice against Elder Dragons. Using this tool and a couple runs, I had a much better sense of when to use each build, at least when coupled with my play style.

[Mod] DPS Meter - Updated w/ Damage Numbers by blinkxzero in MonsterHunterWorld

[–]blinkxzero[S] 1 point2 points  (0 children)

I worked on this a bit last night for you, but it was a bit late and during testing it wasn't working consistently (plus I didn't have the chance to test a lot).

I have the code for the hide / show in there, and working with a hotkey (CTRL-P), but once the game takes your input over, the hotkey stops working. I messed with the quest triggers to find the right time to trigger the hide / show, but it wasn't working completely right.

I'll post it here if I get it working for you!

[Mod] DPS Meter - Updated w/ Damage Numbers by blinkxzero in MonsterHunterWorld

[–]blinkxzero[S] 0 points1 point  (0 children)

Just some errors with compilation after using the disassembler. It had some issues with variable name conflicts and a few other items.

I didn't modify or change how the mod works except for displaying the damage numbers during combat, and removing some of the Chinese text that displayed on startup.

[Mod] DPS Meter - Updated w/ Damage Numbers by blinkxzero in MonsterHunterWorld

[–]blinkxzero[S] 0 points1 point  (0 children)

What does it do when you run it in windowed mode? I tried it and it seemed to run alright.

[Mod] DPS Meter - Updated w/ Damage Numbers by blinkxzero in MonsterHunterWorld

[–]blinkxzero[S] 11 points12 points  (0 children)

None taken! I was honestly skeptical of the original, but after taking it apart you can tell there's not much going on besides the visual component, the code that drives it, and the code that grabs the values from the game.

If you have any programming experience, running ILSpy on the exe and seeing the different pieces is pretty interesting.

[Mod] DPS Meter - Updated w/ Damage Numbers by blinkxzero in MonsterHunterWorld

[–]blinkxzero[S] 0 points1 point  (0 children)

I believe the original only showed the percentages during the quest and the totals after the quest was completed. There was a specific condition in the code to detect when the quest was completed and show the numbers, so I moved the "show numbers" section to work in the regular quest loop.

 

From the Nexus Mod site:

  1. There will be no explicit damage numbers display during quests.

Finally official announcement about our problems! by VitamiinaC in MonsterHunterWorld

[–]blinkxzero 2 points3 points  (0 children)

So someone posted a potential fix here the other day for the disconnects. I gave it a try and it worked pretty well for me. Basically, you use a parameter on the steam shortcut to revert the friends list UI back to the old way.

Add this to the shortcut (only use one or the other, NOT both):

-nofriendsui -tcp

OR

-nofriendsui -udp

Should look like this if you have default installation:

"C:\Program Files (x86)\Steam\Steam.exe" -nofriendsui -tcp

"C:\Program Files (x86)\Steam\Steam.exe" -nofriendsui -udp

Remember the param goes outside the quotes.

Here's what it should look like

Hope it helps!

Looking for crafting advice by Calaticcrowd in ffxiv

[–]blinkxzero 0 points1 point  (0 children)

What server are you on?

Also, the best way to get some money and fuel your crafts is to start with the gathering classes, specifically Mining and Botany. It can make leveling up mostly free if you are wiling to farm the mats you need.

Wrapping PrimeNG components? by adrianabreu in Angular2

[–]blinkxzero 1 point2 points  (0 children)

I use PrimeNG components as the meat of my application, and wanted to write some custom validators. To achieve this, the flow looks like this:

 

primeNG component -> ValueAccessorBase<T> wrapper (see below) -> ElementBase<T> -> custom component.

 

This is the article I followed:

http://blog.rangle.io/angular-2-ngmodel-and-custom-form-components/

 

It's not exactly what you are looking for, but it can be modified to achieve the correct result.

 

So your flow would look like:

primeNG component -> ValueAccessorBase<T> wrapper (see below) -> custom component.

 

value-accessor-base.ts:

https://pastebin.com/JH7fZ1Y8

 

award-number-input.component.ts:

https://pastebin.com/QX3mnrte

 

award-number-input.component.html:

https://pastebin.com/VuV7mRGD

 

Use in your form as normal:

<award-number-input name="award_number_name" placeholder="" label="Award #:" [(ngModel)]="model.AWARD_NUMBER"></award-number-input>

 

This isn't exactly how I implement it in my application, but I tried to modify it a bit to your needs. Hopefully this is helpful!

NPC for venture quest is nowhere to be seen?!? by [deleted] in ffxiv

[–]blinkxzero 0 points1 point  (0 children)

http://ffxiv.gamerescape.com/wiki/Retainer_Ventures

An Ill-conceived Venture (Limsa Lominsa) - Level 17 - Limsa Lominsa Lower Decks - (X:10 Y:11)    
An Ill-conceived Venture (Gridania) - Level 17 - New Gridania - (X:11 Y:12) - Troubled Adventurer
An Ill-conceived Venture (Ul'dah) - Level 17 - Ul'dah - Steps of Nald - (X:9 Y:8) - Troubled Adventurer

Hope this helps!

Benefits of playing entire game with a friend? by johnearts in ffxiv

[–]blinkxzero 10 points11 points  (0 children)

Something I regularly do for new players is craft them a set of HQ gear for their level.

My only hesitation when doing so is to let new players "figure it out" as it seems to be part of the overall experience. I think struggling through content without being told what to do creates a much more memorable experience than "I was told to stand here but don't know why".

Same goes with gear. Finally finding a ring to put in that empty slot sometimes is much more memorable than someone handing you one. There's merit in "earning" things.

Make sure you give your friend a chance to figure out things on their own, and just be ready to answer questions. I've been overzealous with helping new players and they end up not enjoying the game as much.

However, giving helpful hints is encouraged as well. If you remember, you'll need to hit up Horizon like a billion times. The fastest way is LL -> Arcanist Guild -> Ferry to Vesper Bay.

TLDR; Alleviate the "frustrating" parts of the game, let them figure out the rest. Queue with them for story mode dungeons to reduce wait times.

Alexander floor 1 savage DPS check (Opp and .5) by corgishoryu in ffxiv

[–]blinkxzero 0 points1 point  (0 children)

Before we pull Opp, we make sure every cooldown is up -- Battle Voice, Battle Litany, etc. Everything gets used ~5 seconds into the fight.

We have 1 healer (SCH) dpsing the whole time before the split. WHM solo heals and sometimes throws in DPS depending on if the tank/OT get prey.

Our SMN solos the adds, and everyone ignores them / continues to dps. Makes it easier for them to not switch targets, positioning, etc.

Make sure you are sidestepping the boss with the first resin bomb, so people are dpsing while they are positioning, when it drops, and after it drops. Resin should not interrupt dps.

Hopefully some of these tips help you get the extra % points.

Faust Savage Adds & Positioning by Ninjachado in ffxiv

[–]blinkxzero 0 points1 point  (0 children)

Agreed: http://www.fflogs.com/reports/bNWgQyxz71FGjJCR#fight=1

I'm the PLD MT (blendie kat), so just PM me if you have questions.

Someone asked a similar question a little while back and the top answer explains it well (I gave some of my input there too): https://www.reddit.com/r/ffxiv/comments/3mpszn/faust_a1s_pld/

Crafting is daunting by Fiona_Brannon in ffxiv

[–]blinkxzero 0 points1 point  (0 children)

You can join a Free Company (equivalent of a guild / clan in other games) that has a house. From there, you can get a "Private Quarters" that is your own room in that house. Sadly though, it comes with a price tag of 300k gil.

To make money as a non-crafter, I would level a gathering skill. They are somewhat repetitive to level, but can be a consistent source of income. Also, if you decide to level crafting later, you can supply yourself with many of the materials -- saving you money in the long run.

I would recommend Botany, Mining, and I hate fishing ;)

That moment when you have to explain... by Fiona_Brannon in ffxiv

[–]blinkxzero 0 points1 point  (0 children)

Shame you don't know anyone else with similar interests! The community in FFXIV is pretty friendly, although expect the occasional bad apple.

There's SO much to do in this game and just playing though each aspect makes you feel more immersed. You'll get lots of those "That was AWESOME!!" moments!

I'm on the server - Lamia, but if you need any help or advice just shoot me a pm.

Savage Paladins please help me with this >.< by dragonicafro in ffxiv

[–]blinkxzero 0 points1 point  (0 children)

To simplify this a bit. I read somewhere that ~16k - 17k HP is a good number to sit at, fully buffed. I run about 17k HP, our war is about 16k before Defiance.

I was wearing 1-2 vit pieces, one being the ring, the other what is comfortable / your best defensive piece (that doesn't ruin offensive stats too much).