As of 220.127.116.11, that same log file I mentioned loads in 21.7 minutes. For those interested in such things, I am currently rewriting how fight objects are stored. A "fight object" is the core of how GamParse organizes most of the data it parses. Each fight object contains the data related to that fight: A list of all Damage A list of all Spells cast A list of all Heals A list of all Players participating in the fight What time the fight started What time the fight ended What zone the fight took place in Who got the killshot (if applicable) [This is newly added] etc. etc. The problem is most of the internals of how this works are...bad. As an example: When a line of damage is parsed, it gets sent to AllocateDamage()* which looks at each fight in progress and if it finds a match, adds that damage to that fight via Fight.AddDamage(). (If there is no match, it creates a new fight object and then adds the damage). Fight.AddDamage() would then loop through the list of ALL players currently participating in the fight until it found a match, then it would update the TotalDamage associated with that player. (Or if the player isn't known, adds them to the list and then updated their total damage). This is bad because it wastes a lot of time looking for the right player. Now that same function does a lookup of that player ONLY, and updates their total. (Or if the player isn't in the list, adds them to the list and updates their total). That one small change resulted in the decrease in time it took to parse my reference log. *This is already changed from how it used to be. Originally damage would be added to a list, and then that list would be looped through adding each damage to each fight. While there was/is a complicated reason why it was done that way, I've since changed it to be better. Back to my point though, many things are being changed so that rather than looping through the huge lists that exist, they perform lookups of the things they need and are thus much faster. TL;DR Still no ETA, but I'm totally making it better.