Bleeding (tech)

Dec 18, 2013 at 9:17 PM
Dirty fighting Gunslingers/scoundrels and their IA counterparts apply two dots on the boss: vital shot and sharp bomb. The problem is that both those abilities apply an effect with the same name (but different ID) called bleeding tech
[13:49:18.700] [@Lunagazer] [@Lunagazer] [Vital Shot {2115340112756736}] [Event {836045448945472}: AbilityActivate {836045448945479}] ()
[13:49:18.700] [@Lunagazer] [@Lunagazer] [] [Spend {836045448945473}: energy {836045448938503}] (16)
[13:49:18.898] [@Lunagazer] [Operations Training Dummy {2857785339412480}:134011154671] [Vital Shot {2115340112756736}] [ApplyEffect {836045448945477}: Bleeding (Tech) {2115340112756992}] ()
and a little bit later
[13:49:21.900] [@Lunagazer] [Operations Training Dummy {2857785339412480}:134011154671] [Bleeding (Tech) {2115340112756992}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (1125 internal {836045448940876}) <1125>
and the same thing for sharp bomb
[15:10:58.745] [@Lunagazer] [@Lunagazer] [Shrap Bomb {807698664783872}] [Event {836045448945472}: AbilityActivate {836045448945479}] ()
[15:10:58.745] [@Lunagazer] [@Lunagazer] [] [Spend {836045448945473}: energy {836045448938503}] (10)
[15:10:59.122] [@Lunagazer] [Operations Training Dummy {2857785339412480}:134011618940] [Shrap Bomb {807698664783872}] [ApplyEffect {836045448945477}: Bleeding (Tech) {807698664784130}] ()
[15:10:59.122] [@Lunagazer] [Operations Training Dummy {2857785339412480}:134011618940] [Bleeding (Tech) {807698664784130}] [ApplyEffect {836045448945477}: Damage {836045448945501}] (709 internal {836045448940876}) <709>
As an additional side note, the ID of the bleed effects seem to be the same across different toons
[15:14:15.429] [@Tothgazer] [Operations Training Dummy {2857785339412480}:134011804131] [Shrap Bomb {807698664783872}] [ApplyEffect {836045448945477}: Bleeding (Tech) {807698664784130}] ()
I had two questions about it:
  1. would it be possible to split those up?
  2. Would it be possible to actually name them using the applying dot (by maybe applying an exception to the naming?
    2a. if you store the data by the name of the effect, maybe you could add an exception before that when you're actually reading the ID?
either way, Thanks for looking into it
Dec 19, 2013 at 3:45 PM
This is an interesting problem. Though I think I might see a simple solution. I see that there is a call out in the log that says [Ability X] applies effect [Effect Y]. What I may do is record this in an alias list like this: Ability X: Effect Y or Vital Shot: Bleeding. Then when the ID for [Effect Y] appears in a damage event I can simply replace the name Bleeding with the alias Vital Shot: Bleeding. This would effectively solve all comparable issues. I will see what I can do.

Thanks for calling this out.
Dec 19, 2013 at 4:16 PM
Edited Dec 19, 2013 at 4:20 PM
As an side note. the scoundrel IDs are the same as the gunslinger ones
IDs for the sniper
Corrosive Grenade {1703989619982336} : Poisoned (Tech) {1703989619982592}

Corrosive Dart does something funky:
[10:12:21.191] [@Jarilogazer] [Operations Training Dummy {2857785339412480}:133000877062] [Corrosive Dart {814909914873856}] [ApplyEffect {836045448945477}: Corrosive Dart {814909914873856}] ()
[10:12:21.491] [@Jarilogazer] [Operations Training Dummy {2857785339412480}:133000877062] [Corrosive Dart {814909914873856}] [ApplyEffect {836045448945477}: Poisoned (Tech) {814909914874120}] ()
[10:12:21.492] [@Jarilogazer] [Operations Training Dummy {2857785339412480}:133000877062] [Corrosive Dart {814909914873856}] [RemoveEffect {836045448945478}: Corrosive Dart {814909914873856}] ()
As an additional side note. Assault/Pyro Troopers/BH have the same issue with burns and so do Vig Guardians (and juggs). I can't think of any other class that has that problem


P.S. torparse does split them up but it's even more useless as they call both of them bleeding (tech) without giving us any option of figuring out which is which
Dec 19, 2013 at 7:52 PM
I have implemented this algorithm and am testing it. It seems to work great for all abilities that cause a separate effect. This will be included in the next release (probably tomorrow if testing goes well)

On the corrosive dart log segment are you referring to the out of order appearance of the Remove Effect as being funky? If so, this is common and occurs randomly with just about everything in the log. It is super fun for me, but it shouldn't affect this change.
Dec 19, 2013 at 8:04 PM
That's fantastic news.
No what kinda confused me is that corrosive dart applies the corrosive dart effect then the poisoned effect then removes the corrosive dart effect.
From what i can see vital shot immediately applies the bleeding (tech) debuff